Franchise The European Esports Market
Franchise The European Esports Market
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Contents
Foreword 2
Market overview 4
Media insights 21
Corporate governance 28
Basis of preparation 30
Contacts 31
Endnotes 32
Disclaimer 38
Let’s Play!
Foreword
Esports is a rapidly emerging success story all across Europe. Revenues are
rising on the back of significant audience growth and increasing engagement
from commercial partners. Potentially the market could develop further towards
mainstream acceptability, especially in terms of increased media coverage.
T
HE EUROPEAN ESPORTS market is The European esports market has seen strong
experiencing enormous growth. Nowadays, average annual growth of about 24 per cent since
esports events easily fill arenas while the prize 2016, with total revenues amounting to EUR 240
money can rival or even exceed that on offer in million in 2018. During this period, the market has
many traditional sports. As part of its growth, increasingly become more structured: Associations
esports has evolved well beyond being a niche and league systems have been implemented,
product. The small, local ‘LAN parties’ of past years new competition structures are evolving and
have been replaced by globally connected events nonendemic participants are entering esports,
that are streamed online and transmitted via linear especially as sponsors or commercial partners.
TV. A few years ago, only a small number of core Additionally, global mergers and acquisitions
fans followed the latest esports news. Now, the (M&A) activity reached a record high in 2018,
latest developments are the subject of intense reflecting growing interest from investors, which
public discussion, mainly by younger generations. was also evident in the European esports market.
This does not seem to be a short-term phenomenon. For the esports market to maintain this growth,
Rather it reflects a sustainable and constant newly implemented leagues, such as the League
expansion. For this reason, esports must be of Legends European Championships (EU LEC)
considered a success story not only in Europe, but franchise, must prove successful. Meanwhile,
also globally because the developments can also be existing tournaments need to exploit the
seen worldwide. However, this study investigates popularity of the booming esports scene and
European esports with a particular focus applied reach new spheres. In this way, there will be a
to Germany, the largest and one of the most positive impact on the size and monetisation
advanced esports markets on the continent. of the esports audience, which will lead to an
increase in commercial and media rights revenues
to the benefit of all esports stakeholders.
2
The European esports market
Besides defining the market size and As part of this study we have conducted a
development, this study focuses on the major consumer survey across various European
market drivers, and examines the significance of countries. The intention was to investigate
franchise leagues, the increasing M&A activity perceptions of esports on an international level
and the growing media engagement in esports. (for details on the methodology, please refer to
This latter trend is crucial to the ability of esports the section “Basis of preparation”).
to compete with ‘traditional sports’ such as
basketball, handball, ice hockey or even soccer. Ongoing equity investments and the implementation
of additional closed-league systems will enable
3
Let’s Play!
Market overview
E
SPORTS HAS DEVELOPED rapidly from a on dedicated online platforms as well as Video-
niche product towards becoming a main- on-Demand and TV showing esports content.
stream phenomenon. The three regions of
Asia, Europe and North America each represent 3. Media rights and streaming: Revenues gen-
about 30 per cent of the global market. In Europe, erated through media coverage, including all
the esports market is attracting more stakeholders revenues paid to the event organizers, leagues
every year and in 2018 was estimated to be worth and teams, in order to secure the rights for
EUR 240 million. This is an annual growth rate of esports content on a channel. This includes
24 per cent since 2016. income from fees for premium content as well.
In combination with sponsorships and advertis-
In this study, the European esports market is defined ing, these revenue streams represent over
as the accumulated revenues of esports leagues and two-thirds of entire revenues in 2018.2
events, as well as team organisations (also referred
to as ‘clans’). This aggregate is depicted in the inner 4. Ticketing and merchandise: Revenues
area of figure 1, which represents one part of the generated by the sale of tickets for live esports
entire esports ecosystem. The revenues of relevant events, as well as teams and events merchandise
stakeholders stem from the following streams: 1
sales (for example, caps, jerseys and chairs).
1. Sponsorships: Revenues generated through 5. Game publisher fees: Revenues paid by game
sponsorship deals by esports teams, leagues publishers, such as Riot Games, to independent
(such as the ESL Pro League), as well as events esports organisers for hosting events.
(for example, ESL one in Germany, Dreamhack
events in varying European countries or the
IEM in Katowice, Poland).
4
The European esports market
FIGURE 1
‘Peripheral’ ecosystem
‘Core’ ecosystem
Fees for streaming platforms, premium content and pay TV
Merchandise
and tickets at
esports event
Broadcasting rights
rights
Media
Companies
(sponsors/ and online
partners) platforms
In addition to the stakeholders and revenue As part of the ‘Peripheral’ ecosystem, an in-
streams defined for the European esports market creasing number of companies, such as betting
there are other stakeholders that contribute agencies, content and publishing companies,
financially to the ecosystem, such as the consultancies, marketing agencies, sports
esports audience through their consumption and associations, are also generating revenues
corporations via sponsorships. Parties, such as through esports. Although relating to esports
media companies, online platforms or game and certainly affecting the market, the income
publishers (‘Core’ ecosystem), also benefit from of the ‘Core’ and ‘Peripheral’ ecosystems is
the increasing commercial potential of the market. not included in the Deloitte market figures.
5
Let’s Play!
In 2018, the European esports audience was With esports already having an estimated global fan
about 86 million people. This is an increase base of about 380 million people, both endemic and
of 19 million (+28 per cent) over 2016 figures. nonendemic brands will increasingly be drawn to
Similar growth is expected over the next two the market. As a result, the demand for advertising
years with 105 million people expected to is expected to grow. According to recent research,
be watching esports in Europe by 2020. 3
by 2020 advertising and sponsorship will account
for 60 per cent of the industry’s overall revenue.4
FIGURE 2
1000
CAGR
800 2016-18 CAGR
24% 2018-23
23%
670
600
560
400 465
375
300
200 240
190
155
0
2016 2017 2018 2019 2020 2021 2022 2023
6
The European esports market
The European esports market is expected to Germany is also the headquarters of LEC, the League
continue its success story. Primarily driven by of Legends European Championship run by Riot
increasing engagement from media companies Games, which is located in Berlin. This means all their
in esports and a growing audience, revenues games are played and broadcasted from their studio
from media rights and premium esports content in Adlershof, a borough in the south-east region of the
will be – next to increasing revenues from city. Additionally, the country hosts many other
sponsorships and advertising – key business smaller esports tournaments as well as the Virtual
drivers. Revenues from media rights are expected Bundesliga, a nationwide FIFA tournament organised
to increase by about 500 per cent from 2016 by the Deutsche Fußball Liga (DFL) and EA Sports.
until 2020 in the European esports market.5
7
Let’s Play!
Although the German market has experienced However, initiatives, such as the Virtual Bunde-
robust growth, revenue streams from the sale sliga, have opened esports to a broader audience,
of media rights for premium esports content providing a solid foundation for future growth.
has not had the market impact expected. This For instance, the consumer survey found that
result is based on the specific esports culture during the period of 2017 to 2019 the number of
where consumption is often considered to people regularly watching esports increased from
be ‘for free’. Traditionally, esports fans use 6 per cent to 11 per cent, a positive development
dedicated esports online platforms that supply in absolute terms (refer to the section Trends and
content for free and not on a paid basis. drivers). Based on such success, the German market
is likely to remain one of the most significant and
In addition, the slow uptake of innovative tech- competitive not only in Europe but also worldwide.
nology such as virtual reality (VR) is also seen as
retarding monetisation by preventing a higher
growth rate. It seems some market forecasts may
have been overly optimistic in the uptake as the per-
formance of VR is yet to achieve full expectations.
FIGURE 3
250
CAGR
2016-18 CAGR
200 25% 2018-23
21%
180
150
152
128
100
106
87
70
50 56
45
0
2016 2017 2018 2019 2020 2021 2022 2023
8
The European esports market
The growth and further development of the European esports market will
depend on several critical factors. In the following section, six current and
future trends and growth drivers critical to the future of esports in Europe
are examined.
T
HE MONETARY SUCCESS and development of European countries
any sport depends on its popularity in terms
5-9% 10-14% 15-19% 20-24%
of the size of the (regular) audience it attracts.
In recent years, esports has made significant steps
to increase its coverage, which is leading to growing
awareness among the general population. This in
turn is helping grow its audience.
9
Let’s Play!
FIGURE 5
While Italy and Spain have a high share of
frequent viewers, Austria and Switzerland have a Popularity of esports on online
low regular audience of 6 per cent and 7 per cent, platforms in Germany
respectively. All other countries have an audience Watch esports regularly (at least once per week)
ranging between 10 and 15 per cent. The popularity
Already watched esports (less than once a week)
of esports in Spain and Italy is attributed to the
higher adaption rate of new digital trends, which Already watched esports, but have lost interest
is typical of the population in both countries.
Never watched esports, but generally interested
The consumer survey also reveals that esports Never watched esports and are not interested
consumption is significantly increasing in
Europe. Taking Germany, the largest European
6%
esports market, as an example, the regular
11%
esports audience nearly doubled from 6 per
cent in 2017 to 11 per cent in 2019. Overall, the
number of regular German viewers increased 9%
significantly from 5.3 million people in 2017 64% 2017
to 9.2 million in 2019 (+3.9 million).
10%
8%
15%
10
The European esports market
In 2018 the US company Riot Games announced 2. the system encourages media rights buyers to
the introduction of a franchise league in Europe secure the rights to regularly broadcast esports
with a European Championship (known as LEC) tournaments on relevant platforms,
for “League of Legends”, one of the most popular
esports titles worldwide. From 2019 onwards, 3. large fan bases do not migrate when a popular
ten organisations are competing under this license team is relegated,
model, including traditional esports clans such as
SKGaming and Fnatic, as well as “newcomers” 4. traditional investors, such as private equity
such as FC Schalke 04 Esports. Riot Games have companies, can be inspired to become involved
considerable experience in closed-league systems based on the provision of predictable metrics for
after implementing a “North American League of their investments.8
Legends Championship Series” (NA LCS) franchise
in the United States with such noted investors as The emergence and success of franchise models will
Michael Jordan. 6
be a crucial factor of the future development of the
European esports market. However, this model may
In the European league, every team organisation find difficulty gaining traction as it is in opposition
pays up to EUR 10 million for a place in the to the popular European ‘open’ league model with
competition for an initial five-year period. its traditional promotion and relegation system.
A discount is offered for teams that have been a
member of the predecessor league, the “European The open system offers fans an extra dimension of
League of Legends Champion Series” (EU LCS).7 excitement by enabling them to follow the fortunes
of teams facing relegation or close to making the
The introduction of franchise leagues into Europe jump to the next level. In addition, the composition
brings several benefits, particularly because changes that occur in the course of promotion
it does not involve a system of relegation and and relegation encourages teams to develop,
promotion. Such a ‘closed system’ is characteristic which adds relevance to lower-tier leagues.9
of major (North American) sports leagues such as From an organisational standpoint, open leagues
the NFL, MLB and NBA and supplies significant are usually more democratic compared to
benefits as well as security for stakeholders franchised leagues, as there are no private franchise
within the respective ecosystems. For instance: owners holding major stakes in the league itself.10
11
Let’s Play!
FIGURE 6
Increasing media
engagement and Online streaming patterns of the
esports audience
Video-on-Demand (VoD)
Watch esports regularly (at least once per week)
As a result of the growing audience as well as
Already watched esports (less than once a week)
the rise of franchise systems, ever more media
companies and online platforms are securing rights Already watched esports, but have lost interest
to produce and broadcast esports content. However,
Never watched esports, but generally interested
the broadcasting and media market in the esports
ecosystem is different compared to other industries Never watched esports and are not interested
where it is primarily driven by Video-on-Demand.
13%
In general, there is a trend away from traditional
TV towards live streaming and Video-on-Demand
offerings driven by the desire of the public
to decide when and what they want to watch. 43% 19%
This is the basis of success for such platforms 2019
as Twitch, YouTube and Netflix. Esports,
which targets younger generations, offers a
8%
variety of those platforms for its audience.
17%
These patterns are reflected in the consumer
survey where 40 per cent of participants indicated
Source: Deloitte Consumer Survey 2019.
that they have already watched esports on Deloitte Insights | deloitte.com/insights
streaming platforms (figure 6). In comparison,
another question revealed that only 27 per cent
have watched esports on TV, with 10 per cent of
those only having watched large esports events.
12
The European esports market
FIGURE 7
Selected FIFA, PES, FIFA FIFA, Rocket FIFA LoL, CS: GO, FIFA (Virtual
esports titles LoL League, Dota 2 Fortnite Bundesliga)
13
Let’s Play!
Additionally, traditional sports leagues and sports The shape and status of mobile esports differs
associations are increasing their interaction per region. In Asia, mobile esports exploded
with esports. For example, the DFL and FIFA in 2017 and saw the development of franchise
both cooperate with EA Sports to run the Virtual structures with professional leagues and live
Bundesliga in Germany and the FIFA Interactive
15
stadium events that attracted millions of viewers.
World Cup16, respectively. This is mirroring Within the Asian regions, mobile esports has
developments in other parts of the world where already reached a level of organisation similar
sports organisations are implementing esports to that of esports based on personal computers
competitions, such as the National Hockey League (PC). This popularity is true for both core
(NHL) in North America, which formed the NHL competitive games, such as Arena of Valor, and
Gaming World Championships and has regional for more casual games, such as Battle of Balls.20
leagues in Canada, Europe and the United States.17
Another example is the NBA 2K league, which In the West it is expected that PC-based gaming
was founded in 2017, with currently 22 NBA will continue to dominate esports for the near
teams participating in this basketball esports future. While many mobile esports initiatives
tournament. In case of the NBA 2K league the are in the planning, it will probably remain
participation is restricted solely to NBA teams.18 a niche in the European esports market.21
However, the rapid development in Asia
hints to the potential that mobile esports can
eventually provide for the European market.
14
The European esports market
Nonendemic brands or sponsors create M&As in the global esports market. This trend stems
products that are not vital to the production from the increasing involvement of traditional
or playing of esports. Such firms are investors, such as private equity firms and strategic
significantly increasing their engagement investors.24 Europe also experienced significant
in the esports market.22 The influx is M&As and, as the wave of global activity seems
likely to continue as esports grows to be growing, it is assumed that this trend is
in popularity. only beginning. This topic is described in further
detail in the section on Mergers and acquisitions.
FIGURE 8
15
Let’s Play!
W
HILE MOST ESPORTS games are still in There are 13 Tier 1 regional leagues that form the
the preliminary stages of forming inter- basis for international tournament qualification. Five
national competition structures, LoL has of these 13 leagues are ranked higher and enjoy higher
already established a comprehensive system of viewership, as well as more qualification seeds for
leagues with an overarching World Championship. international competitions, than the other eight.
This initiative was taken early on: The first World The higher leagues are LCK (South Korea),
Championships took place in Sweden only two LEC (Europe), LCS (North America), LMS
years after the game was officially launched in 2009. (Taiwan/Hong Kong/Macau) and LPL (China).
Regional leagues and the current global league sys-
tem (figure 9) began to form shortly afterwards.27
FIGURE 9
2014 2013
Establishment of the fifth global Establishment of three
premier league in Taiwan, major leagues in North
Hong Kong and Macau America, Europe and China
2018 2019
North American and European, Japanese and Turkish leagues become closed
Chinese leagues change leagues; European league is rebranded to further
to closed-league systems separate from North American sister league
16
The European esports market
FIGURE 10
Premier leagues
LCS
Closed leagues
10 teams USA/Canada
LEC LPL
10 teams
Europe
14 teams
China
Summer split
Spring split
LMS
Open leagues
Group stage
Nonpremier leagues
Eight leagues in Vietnam, Brazil, Russia, Turkey, Play-in stage
Japan, Latin America (excl. Brazil), Oceania
and Southeast Asia
Play-in stage
Note: LCS = League of Legends Championship Series, LEC = League of Legends European Championship,
LPL = League of Legends Pro League, LMS = League of Legends Masters Series, LCK = League of Legends Champions Korea.
17
Let’s Play!
One major difference between the Tier 1 leagues The shift of LEC to a closed-league system gives rise
is whether they follow a closed- or open-league to potentially higher investments into the league
system. Closed leagues are assembled from long- and better conditions for internationally renowned
term franchises that invest in the league and the players.28 Simultaneously, LEC must manage
constellation of the league does not usually change possible cultural obstacles, as franchise systems
as a result of performance. This means the system are rare in Europe, as well as in the esports
is a locked box. Open leagues follow a hierarchical industry itself. To further examine the LEC,
structure of multiple tiers with a promotion and the Deloitte Sports Business Group interviewed
relegation system determined by performance. Alban Dechelotte, head of Sponsorships & Business
Development EU at Riot Games, Inc. The full
interview can be found on the following page.
FIGURE 11
Relevance of High (promotion possibility and player Low (academy leagues for
lower tiers development) player development)
18
The European esports market
The development of
European League of
Legends esports
Interview with Alban Dechelotte, Head of Sponsorships & Business Development
EU at Riot Games:
1. Please elaborate on Riot Games’ With respect to revenue growth, we are exploring
intentions behind shifting the EU LCS to all potential directions to better monetise our
a closed-league system (LEC) and what league: media distribution, sponsorship, ticketing,
are the goals for the LEC in the upcoming digital and physical goods and new properties in
years with respect to revenue growth and order to build a platform that will compete with
financial sustainability? the most successful sports leagues in Europe.
19
Let’s Play!
3. In general, how does the new system Every day we work on the league to be the
affect the revenue mix of the LEC? best platform for our players to enable them
to perform at the highest level of competition.
The new system only affects the distribution of the As such, we are not particularly competing
League revenues that are now directly shared with with our US counterparts but clearly aiming
the partnered teams. But in terms of revenues, the for the global title as the win of G2 Esports at
new system did mark the beginning of a new era the 2019 Mid-Season Invitational proved.
for League of Legends esports in Europe, a little bit
like in 1992 when the European Champion Clubs’ 6. How do you evaluate the overall
Cup became the UEFA Champion’s League to mark development of esports in Europe with
the change and an acceleration in their strategy. respect to popularity growth and public
recognition? Do you recognise significant
4. What were the main obstacles and differences between European countries?
challenges for Riot Games when trans-
forming the EU LSC into the LEC? Since we are accelerating the regionalisation,
we have seen great development across Europe.
We had to show the benefits of the new approach Spain has been historically extraordinarily strong,
to team owners and provide them materials to but the leagues in France, Germany, Poland and
convince their investor to make the jump. We also the UK are demonstrating rapid growth as well.
had to explain to some disappointed fans why the
teams we selected to collaborate with were maybe
not the ones they expected. Ultimately, we knew
E very day we work on
that our main challenge was to create a new league the league to be the best
that will keep everything fans loved about the EU
LCS while also adding more value to make it better. platform for our players to
5. Apart from the financial perspective,
enable them to perform
how do you expect the sporting at the highest level of
performance of the LEC to be in the
upcoming years, both in terms of
competition.
competitive balance within the league
and related to international competitions,
such as the US counterpart or the
World Championships?
Alban ‘Stilgar Fremen’ Dechelotte is the Head of Sponsorships for the LEC. He started playing
League back when he worked for Coke Esports through their partnership with Riot and his favourite
champion is Morgana. When he’s not out and about talking about the LEC, he’s on the rugby pitch
– been playing for 20 years and still forever in love.
20
The European esports market
Media insights
Esports has become increasingly relevant for media companies across Europe
and their involvement has steadily increased in response. Six major reasons
underpin the recent interest of media companies in esports:
1. Esports targets a young audience that broad- Finally, there is reasonable hope that esports
casters are afraid of losing to video-on-demand content can be monetised. The loyal ‘core’ esports
platforms. Esports can help traditional media fan base is open to accepting paid content – if it is
companies rejuvenate their content offerings. exclusive and professionally produced. However,
this is not the case for every esports fan as his-
2. Esports is the ideal testing ground for consumer torically esports was linked to a free culture.
acceptance of digital, nonlinear and interactive
formats. Thanks to platforms such as Twitch, Unsurprisingly, media companies are already
the esports community is already used to inno- involved in European esports. Recent notable
vative program elements. In the esports context, developments include:
broadcasters can pilot innovative program
elements and bring them to a broader audience.
This includes community building by imple- Austria, Germany
menting social media elements into their and Switzerland
TV program.
Sport1 started the first linear esports channel
3. With esports, media companies address a in January 2019 broadcasting to Austria,
clearly definable target group (young, male and Germany and Switzerland. With 40 dedicated
well-educated), which is highly relevant for the employees, experts and influencers from the
advertising industry. German esports community, Sport1 will broad-
cast 1,200 hours of live esports per year.33
4. Esports further diversifies the sports/event
coverage of media houses beyond soccer. German media group ProSiebenSat.1 is also
Esports broadcasting rights are still committed to esports. Among others, its
comparatively inexpensive. subsidiary 7Sports started in the esports
area in 2016 showing a weekly highlight and
5. The young and innovative nature of esports pos- news magazine on ProSieben MAXX.34
itively spills over to dedicated media companies.
21
Let’s Play!
France Poland
In early 2018, the French TV network M6, a In Poland, Telewizja Polsat launched its esports
subsidiary of RTL Group, took a minority stake channel Polsat Games in October 2018. Fans
in Glory4Gamers, a French startup platform can watch different esports leagues, events and
broadcasting more than 500 online tournaments magazines both on television and online.42
every week. At the same time ES1, the first
35
French TV channel exclusively dedicated to This brief overview of media activities in European
video games, was launched. Starting in March
36
esports illustrates the increasing connections
2019, ES1 broadcasts the current season of the between market and the media. It is readily
eFootball Pro League. In 2017, TF1 started into apparent that esports is no longer an online-only
esports with Gaming Inside Experience, a reality phenomenon. Esports is steadily conquering the
show about League of Legends players. 37
traditional, linear TV program schedule. At present,
esports is an attractive playing field with a good
profitability even for smaller (linear) broadcasters
United Kingdom as television rights are still inexpensive. Advertising
and sponsoring budgets for esports have already
In the UK, BBC Three, the digital-only platform reached a remarkable scale, while ever more large
of the BBC, entered the esports scene in 2015 nonendemic sponsors are discovering esports.
and partnered with British esports organiser
Gfinity in 2017.38 Gfinity also signed a deal Nevertheless, the viewer numbers are still too
with BT Sports the same year.39 Both platforms limited for esports to be awarded prime time slots
were broadcasting Gfinity’s Elite Series Tour- on main channels. Over the next few years, esports
naments every Friday. In 2019, Sky Sports UK will primarily screen on special interest and sports
started to screen the ePremier League. 40
channels. However, there is potential for esports
to achieve far more: With a growing audience,
broadly accepted and professionally organised
Spain leagues/events and substantial advertising partners,
esports can aspire to showcase in prime time.
In Spain, TV Group Mediapro presented its
Twitch-like esports platform U-Beat at the end of
2018. It is available online and via pay TV. U-Beat
broadcasts the main international and national
esports events, such as the Orange Superliga.41
22
The European esports market
The esports industry has experienced a significant increase in M&A and invest-
ment activities in recent years, which indicates relevant growth rates and future
market potential for all stakeholder groups.
L
AST YEAR SET a record for the global esports Like the global industry, the European esports
industry with 68 identified M&A and an invest- market offers a variety of investment opportunities
ment volume of about EUR 3.9 billion recorded. within its ecosystem (please refer to figure 1) across
In comparison, only 34 transactions were seen in various stakeholders, enabling investment possibil-
2017, which means the number of global esports ities of every shape and size. Potential investment
investments doubled, providing evidence that targets include, for example, event coordinators,
esports is becoming increasingly attractive for inves- leagues, online platforms and team organisations,
tors. This global trend was also seen in the European as well as game publishers. This vast variety of
market, which has experienced similar developments potential engagement points for investors supports
in recent years.43 the investment activities associated with esports.
23
Let’s Play!
FIGURE 13
In November of the same year, MTG also fully
Breakdown of esports investments in acquired the Swedish gaming event and streaming
2018 by investor type provider Dreamhack for EUR 26 million. This
complemented the recent investment in Turtle
Venture capital Family office
Entertainment and reinforced their commitment in the
Private equity Strategic esports sector. In October 2018, MTG increased its
stake in Turtle Entertainment to 82.48 per cent. 46
15%
Expanding esports
12%
engagement of Webedia
EUR 3.9 billion 56%
At the end of 2016, Oxtent, the French-based
provider of the esports platform Toornament and
esports events, was fully acquired for an undisclosed
17%
amount by Webedia, a French company engaged
in global media, technology and entertainment.
With the acquisition, Webedia expanded and
Sources: Deloitte; Esports Observer. internationalised its esports engagements as
Deloitte Insights | deloitte.com/insights the activities of Oxtent promote the esports
competitions and events set up by Webedia on its
Selected M&A transactions45 websites, within its esports arena or during major
events. Webedia also invested extensively in the
Figure 14 presents a limited list of selected development of the Toornament technology.
transactions that have occurred in Europe since 2015.
It provides an indication of the quantity as well
as the extent of past M&A activities. Additionally, Multiplay partly sold to US
several key transactions are examined in more detail. gaming platform provider
In November 2017, Multiplay, a provider of
Large transactions by esports events, gaming platforms and other online
Modern Times Group gaming services, was sold by UK-based gaming
service provider GAME Digital for an estimated
In July 2015, the Swedish entertainment broad- EUR 22 million. The buyer, Unity Technologies,
casting company Modern Times Group (MTG) is a US-based gaming platform provider.
bought a 74 per cent stake in the German esports
competition organiser Turtle Entertainment The acquisition excluded Multiplay’s event
(ESL) for EUR 78 million (USD 87 million) from business, which remained with GAME and was
Omnes Capital. The acquisition, which ranks in line with GAME Digital’s strategy to focus
among the largest transactions so far recorded on the development of its core multichannel
in the esports market, was in line with MTG’s retail businesses and its esports and live gaming
strategy to complement its linear and on-demand initiatives. Two years before, Multiplay was
video entertainment services and helped Turtle fully acquired by Game for EUR 28 million.
Entertainment to focus on their expansion strategy
and reach more viewers on a larger scale.
24
The European esports market
FIGURE 14
25
Let’s Play!
26
The European esports market
For Mercedes-Benz, the investment in SK Gaming was If, as assumed, the global audience continues to
the logical ‘next step’, as the company has already been grow and attracts further commercial partners and
engaged in esports for two years through the sponsor- transmittal platforms, then significant investor
ship of the Dota 2 series from event provider ESL interest in European esports can be expected.
(Turtle Entertainment). For FC Köln, SK Gaming will This growing interest will be reflected in the number
represent the FIFA team of the soccer club in the newly of transactions as well as in the investment volumes
established Virtual Bundesliga. Additionally, Deutsche of M&A activities in the European esports market.
Telekom is working with SK Gaming as an official
technology partner. SK Gaming currently runs teams
competing in the Clash Royale, FIFA, Fortnite and
PROFOUND INDUSTRY AND M&A EXPERTISE
League of Legends titles. In the course of significantly fast
developments in the European esports
One of the last transactions in May 2019 involved market, Deloitte advises potential investors
to understand the commercial realities of
the acquisition of an undisclosed stake in Fnatic,
proposed investments and to have a clear
the UK-based esports clan, for EUR 17 million by
funding as well as a strategic plan for the
a group of investors led by tech entrepreneur
target’s future. This helps prevent unpleasant
Lev Leviev. The deal allows Fnatic to launch new
surprises. The Sports Business Group at
product categories in its esports equipment subsid- Deloitte has been involved in around 100
iary, as well as to enhance its capabilities to deliver financial advisory projects in the world
and deploy marketing efforts to grow brands on of sport as well as esports over the past
global scale. It will also help the company to further 15 years.
expand its operations and accelerate the business
growth. As part of the deal, Leviev will join the
board of Fnatic.
27
Let’s Play!
Corporate governance
W
HILE COPYRIGHT, MEDIA and For example, the organisers of gamescom, the
advertisement are legal and monetary world’s biggest event for computer and video
issues49, the protection of minors touches games, have worked with authorities and USK
upon matters of ethics and morality, as well as law. as official youth protection partner of gamescom
The anonymity of the internet often favours content to agree that games with an age rate of 16 years
creators such as esports events, leagues and teams, and above could neither be watched nor played
while it also challenges stakeholders in terms on how by underaged visitors.53 Exhibitors at gamescom
to protect minors. need to ensure that their contents are not visible
to younger children and further restrictive
As esports has enormous attraction for the younger, admission controls are carried out. This requires
underaged public, questions arise concerning effective processes and continuous controls.54
their protection in relation to the games being
played and streamed.50 This relates especially The review of advertisement content, intellectual
to the assurances provided by the publishers, property, media and legal regulations for
organisers and clans that viewers and players have youth safety, as well as the performance of IT
the appropriate age for playing and streaming infrastructure and cyber security, are only a few
the respective games.51 Therefore, precautionary points that will assume far greater importance and
measures such as marking live broadcasts with an provide challenges in the years ahead. All parties
age rating should be taken. Additionally, in case active in the esports market need to be aware of
underaged players are competing, legal working these issues and all need to be considered and
regulations such as concerning rest time, weekend managed in a young, fast-growing environment.
work and night work, should be adhered to by all
participants within the esports market.52
28
The European esports market
29
Let’s Play!
Basis of preparation
T
HE MARKET EVALUATION is based on both This publication contains information derived from
quantitative and qualitative analysis in order publicly available or other direct sources. For the
to estimate the historical and current market purpose of this report, we have not performed any
size, as well as the forecasts. Therefore, Deloitte verification work or audited any of this externally
analysed the relevant revenue streams including sourced information. This publication is not a
comparative national and international markets, substitute for professional advice or services, nor
used information sourced in the course of complet- should it be used as a basis for decisions or actions
ing the consumer survey and conducted interviews that may affect your finances or your business.
with market experts. Based on this market mapping, Before making any decision or taking any action
data collection and validation process, Deloitte then that may affect your finances or your business, you
estimated the shown market values. should consult a qualified professional adviser.
In relation to estimates and projections, actual figures The political, economic and geographic assign-
are likely to be different from those projected because ment on Europe results in two different country
events and circumstances often do not playout as ranges that were taken into consideration for this
expected, and those differences may be material. work: The 28 member countries of the European
Deloitte can give no assurance as to whether, or how Union as at 30 June 2019 (Austria, Belgium,
closely, the actual results will correspond to those Bulgaria, Croatia, Cyprus, the Czech Republic,
projected and no reliance should be placed on Denmark, Estonia, Finland, France, Germany,
such projections. Greece, Hungary, Ireland, Italy, Latvia, Lithuania,
Luxembourg, Malta, the Netherlands, Poland,
Please note that figures in this report are typically Portugal, Romania, Slovakia, Slovenia, Spain,
rounded. Therefore, sums and shares or growth rates Sweden and the United Kingdom) as well as the
may not be able to be recreated based on other stated non-EU countries of Norway and Switzerland.
figures, as the underlying calculation is based on more
precise (non-rounded) values. To enable international
analysis and comparison, we have converted all
financial figures into euro using the respective average
annual exchange rate as provided by Eurostat.
30
The European esports market
Contacts
Stefan Ludwig
Deloitte | Partner | Head of the Sports Business Group
+49 (0)211 8772 4701 | [email protected]
Stefan is a Deloitte partner and the head of the Sports Business Group at Deloitte Germany.
For 20 years, he has worked as an expert in the sports industry focusing on organisational development,
digitalisation, marketing, M&A transactions and finance.
Klaus Böhm
Deloitte | Director | Head of Media
+49 (0)211 8772 3545 | [email protected]
Klaus leads the German Deloitte Media & Entertainment team. He is a highly experienced manager
in the media industry and has worked for more than 18 years with different blue-chip companies.
Klaus has expertise in the areas of program, technology, strategy and operations.
Kim Lachmann
Deloitte | Senior Manager | Sports Business Group
+49 (0)211 8772 3565 | [email protected]
Kim’s expertise covers strategic, commercial and financial issues regarding the sports and leisure
industry with a focus on esports, sport events and football. He is the author and a coauthor of many
of Deloitte Germany’s widely respected sports business publications.
Ralf Esser
Deloitte | Senior manager | Head of TMT Research
+49 (0)211 8772 4132 | [email protected]
Ralf leads Deloitte’s German TMT research activities. He has 20 years of experience as an analyst in
the telecommunications, media and high-tech industry. He is the author and coauthor of various
publications and a regular speaker at industry conferences.
Steffen Gausselmann
Deloitte | Senior Consultant | Sports Business Group
+49 (0)211 8772 3263 |[email protected]
Steffen is a senior consultant at the Deloitte Sports Business Group and supports the team in strategic
and economic projects, especially at the interface between sports business, M&A and finance. In addi-
tion, Steffen is a coauthor of selected sports business publications in the area of football and esports.
Kristin Banse
game I Manager Marketing & esports
+49 (0)30 240 8779 0 |[email protected]
game esports
game esports is an association for game members who are actively involved with esports. They include
a wide range of stakeholders in the esports ecosystem, such as game developers, publishers, event
organisers and agencies. Together, the members of game esports are working to establish esports
more firmly in Germany.
31
Let’s Play!
Endnotes
3. Ibid.
6. Alexander Mothe, “Franchise-Liga für „League of Legends“ kommt – Schalke steigt mit Millionenbetrag ein”,
Handelsblatt, November 2018, https://www.handelsblatt.com/unternehmen/it-medien/e-sport-franchise-liga-
fuer-league-of-legends-kommt-schalke-steigt-mit-millionenbetrag-ein/23252668.
html?ticket=ST-15024-b6pIN5obF5J7hKGSHCFJ-ap6
7. Ibid.
10. Tim Masters, “Opinion: Why esports must be wary of franchise models”, Luckbox, 19 June 2018, https://luckbox.
com/esports-news/article/why-esports-must-be-wary-of-franchise-models
12. Christopher Paspalaris, “Report: Timeline – sports clubs in esports”, Esports Observer, https://esportsobserver.
com/report-timeline-sports-clubs-esports
14. Shalke04, “ LEC: Royal Blue celebrates victory over Origen and defends fourth place”, accessed 5 August 2019:
https://schalke04.de/esports/, John Edwards, “Laporte earns player of the month nomination”: ManchesterCity.
com, https://www.mancity.com/campaigns/esports, Paris Saint-Germain, “Esports”, accessed 2 August 2019:
https://psg-esports.com/home/, AS Roma, “AS Roma esports”, accessed 2 August 2019: https://www.asroma.
com/en/club/esports, http://bknesports.com/
16. Federation Internationale de Football Association (FIFA), “FIFA eWorld Cup 2019”, June 2019, www.fifa.com/
fifaeworldcup
20. Ibid.
21. Ibid.
32
The European esports market
22. European Sponsorship Association (ESA), “Endemic and non-Endemic: eSports expanding its
sponsorship horizons”, 29 August 2017, https://sponsorship.org/endemics-vs-non-endemics-esports-expanding-
its-sponsorship-horizons
23. Alban ‘Stilgar Fremen’ Dechelotte, “Official partners of the LEC 2019”, Lolesports, 19 January 2019, https://
eu.lolesports.com/de/artikel/Offizielle-Partner-der-LEC-2019; Summoner’s Inn, “Mastercard becomes global
partner of League of Legends Esport”, accessed 19 September 2018, https://www.summoners-inn.de/de/
news/74222-mastercard-wird-globaler-partner-von-league-of-legends-esport; ESL, “Partnership with ESL:
Mercedes Benz is involved in eSports”, accessed 5 August 2019, https://www.eslgaming.com/press/
partnerschaft-mit-esl-mercedes-benz-engagiert-sich-esports; Wiesbaden, “R + V becomes main sponsor of FC
Schalke 04 Esports”, ruv.de, 16 January 2019, https://www.ruv.de/presse/pressemitteilungen/20190116-ruv-
sponsor-schalke-esports; Virtual Bundesliga, “Home”, accessed 5 August, 2019, https://virtual.bundesliga.com/
26. Trent Murray, “The Esports Observer Unveils the 15 Most Impactful PC Video Games”, Esports Observer,
28 November 2018, https://esportsobserver.com/teo-impact-pc-games-index/
30. Xander Torres, “One year later: How franchising changed the LCS”, 28 March 2019, www.riftherald.
com/2019/3/28/18285641/lcs-franchising-changes
32. Josh Chapman, “Esports leagues: Stop franchising”, Medium, 7 February 2019, https://medium.com/konvoy/
esports-leagues-stop-franchising-2c3ae29c16e9
34. Ran,”E-sport fans beware: ELEAGUE on ProSieben MAXX”, 18 May 2016, www.ran.de/esports/
news/e-sport-fans-aufgepasst-eleague-auf-prosieben-maxx-106021
36. Sophie Amsili, “ES1, the first e-sports channel, will be launched this Wednesday”, LesEchos, 2018,
www.lesechos.fr/2018/01/es1-la-premiere-chaine-de-sport-sera-lancee-ce-mercredi-981345
38. Gfinity, “Gfinity partner with world renowned broadcaster BBC”, 28 July 2017,
www.gfinity.net/news/details/gfinity-partner-with-world-renowned-broadcaster-bbc
39. BT Sport, “BT Sport cements eSports TV broadcast commitment with Gfinity Elite Series Deal”, 1 August 2017,
http://sport.bt.com/sports/bt-sport-cements-esports-tv-broadcast-commitment-with-gfinity-
elite-series-deal-S11364200154319
40. Sky Sports, “ePremier League tournament to be shown live on Sky Sports”, 2018, https://www.skysports.com/
esports/news/34214/11517131/epremier-league-tournament-to-be-shown-live-on-sky-sports
33
Let’s Play!
41. Sports Pro Media, “Mediapro to launch Twitch-style esports OTT platform”, 2018, https://www.sportspromedia.
com/news/mediapro-esports-ott-channel-twitch
42. Chris Dziadul, “Polsat launches esports channel”, Broadband TV News, 16 October 2018,
https://www.broadbandtvnews.com/2018/10/16/polsat-launches-esports-channel/
44. Ibid.
46. Brandon Brathwaite, “Modern Times Group increases investment in Turtle Entertainment, ESL”, Esports
Observer, 1 October 2018, https://esportsobserver.com/mtg-increases-investement-esl
47. Trent Murray, “Media company Advance acquires The Esports Observer”, Esports Observer, 25 October 2018,
https://esportsobserver.com/advance-acquires-the-esports-observer
48. Gamesindustry.biz, “ESForce sells majority stake in SK Gaming”, 15 January 2019, https://www.gamesindustry.
biz/articles/2019-01-15-esforce-sells-majority-stake-in-sk-gaming
49. Bundesverband Interaktive Unterhaltungssoftware (BIU), “BIU Fokus: eSports Aus der Nische ins Stadion”,
accessed 5 August 2019, https://www.game.de/wp-content/uploads/2017/08/game_Fokus_eSports_2017.pdf
50. Hilgert, Felix; Eickhoff, Vera: “Jugendschutz im eSport. Rechtsfragen und Regelungen für minderjährige Spieler
und Zuschauer bei eSport-Veranstaltungen”, in: MultiMedia und Recht (2018), 8/2018, S. 17.
51. Bundesverband Interaktive Unterhaltungssoftware e.V.: BIU Fokus: “eSports Aus der Nische ins Stadion”, (2017),
08/2017, S. 35
52. Hilgert, Felix; Eickhoff, Vera: “Jugendschutz im eSport. Rechtsfragen und Regelungen für minderjährige Spieler
und Zuschauer bei eSport-Veranstaltungen”, in: MultiMedia und Recht (2018), 8/2018, S. 16-20.
53. Vorloeper-heinz, Doris; Felling, Matthias; Heinz, Daniel: “eSport und Jugendschutz”, in: AJS Merkblatt eSport
(2017), 15.12.2017, S. 3.
54. Marek Brunner, “Information for gamescom exhibitors”, Unterhaltungssoftware Selbstkontrolle (USK), accessed
5 August 2019, https://www.gamescom.global/media/en/redaktionell/gamescom/downloads_4/pdf_3/the_fair/
gamescom_2018/regelungen_usk_zur_gamescom.pdf
34
The European esports market
35
Let’s Play!
36
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