Market and Sell eSports Online Video Games Streaming Tickets And Subscription Based Games Streaming
The eSports industry includes the operations of organisers, sponsors, competitors and advertisers related to eSports competitions, as well as the developers and publishers of related video game content.
The Gaming Video Content (GVC) industry includes related online media platforms, competitions, advertisers, video games and sponsors of video game players who stream and upload original created content online, amass public following, and receive advertising or sponsorship benefits.
The two industries in parallel because they share similar market dynamics, drivers of growth, and target audience. Analysis of one industry will provide insight on both.
The eSports and Gaming Video Content industries have seen rapid growth in the past five years. This growth is expected to accelerate in the next five years due to several factors: the amount of viewers/subscribers of GVC and eSports will increase, more advertisers and corporate sponsors will turn to eSports and GVC to diversify their revenue, and more gamers will join professional ranks as prize pools grow.
The eSports market is still highly fragmented as teams and leagues continue to surface and solidify their system and revenue models. The GVC market is more stable with two main competitors, Amazon-owned Twitch and Google-owned YouTube Gaming, dominating the market. The main risk associated with both markets is the lack of profitability as leagues, teams, and sponsors develop their revenue models. The main barrier to entry is the intensifying competition for top players and teams in the best leagues. Investment groups from other traditional sports have already begun to invest millions of dollars in teams to capture the upside of the expected growth.
The eSports and GVC audience is a highly sought after demographic in terms of advertising and investment. The audience skews young and male with more than half falling in the male, 21-35 year old age bucket. They consume the majority of content online in lieu of traditional outlets. The percentage make up of millennials in the GVC and eSports audience is two to three times higher than any of the big four sports. Historically millennials have been among the hardest demographics to reach via traditional media, so this audience make up suggests large opportunity for future advertising and broadcast rights sales.
Most GVC viewers and eSports enthusiasts have a full-time job and enjoy mid to high income. GVC viewers are highly loyal to the streamers they follow and are willing to pay to have access to ad-free streams or to earn on-air shout outs.
The Asia Pacific region represents the highest portion of eSports and GVC enthusiasts. China accounts for more than half of the global eSports audience. The Chinese accounted for 57% of all viewing last year and watched eSports broadcasts more than 11 billion times — four times as often as eSports’ second-largest market, North America. The Asia Pacific region also takes first place in GVC viewers.
Our platform gives you access to useful analytics for reviewing the success of your events. You can view event reach by city or specific dates, total sales, and other data that can help you improve your next event’s marketing campaign.
You retain ownership of the data and can use it to determine how to improve your marketing efforts. For example, you may find that most of your sales come from a specific geographical region. This helps you decide which regions to target with advertising to boost sales.
We offer a platform for selling tickets to your events that gives you complete control over the entire process. After creating an account, you can use the user-friendly organiser dashboard to start managing your events. You control the price, event details, and all other variables needed to sell eSports tickets.
You need to handle the logistics of the event yourself. However, allowing us to handle ticket sales is incredibly convenient. For online PPV events, when a customer purchases a ticket, we send them a unique link or login information which grants them access to the live stream when it takes place. For physical events, customers receive an e-ticket with a scannable barcode.
Automated emails are sent when a customer purchases a ticket. Our system also provides the option to send a reminder email several hours before the event, reducing the risk of a customer forgetting about the start time and providing you with a chance to reinforce your brand presence.
With the seat selection option, you can set up interactive seat mapping for public events that have assigned seating. You can even set different prices for different areas of the arena, such as the balcony or front row. This flexibility can help increase your profits and gives customers the freedom to select their own seats.
We also provide the chance to use electronic check-in for your event. You can use our check-in app on mobile devices to electronically check guests in and out. You can also set up discount codes; use discounts to promote your upcoming event and save your loyal customers money.
If you want to start using the most cost-effective eSports ticketing solution on the market, the next step is to request a demo.
You can also get in touch with the team here at GLOOGA if you have any further questions, or if you’ve seen enough already and want to partner with the leading eSports ticketing provider ASAP.
We’re looking forward to hearing from you. Call Us!
HTML Maker