Esportsresearchpaper DR - reenaShyamandProf.shivashankarachar
Esportsresearchpaper DR - reenaShyamandProf.shivashankarachar
Dr.Reena Shyam
Director@ iasms.edu.in
&
Prof.Shivashankarachar
[email protected]
Transforming the Marketing Landscape through Esports
A Study on In-game Advertising Used by Brands
Abstract
In India, with the rise in the community of players indulging in esports, more and
more marketers are trying to explore the avenues of in-game advertising to attract
the desired target segment. This research paper attempts to determine how often
respondents engage in in-game advertising. Furthermore, the study analyses
whether users perceive advertising products through in-game marketing as
effective and tries to determine whether in-game advertising encourages
respondents to purchase the advertised product/brand.
Implications/Findings – The study shows that most users think that in-game
marketing is an effective method in digital games. In a rapidly growing market, in-
game advertising, gaming audiences are largely untapped and provide an
opportunity for advertisers to expand their reach and engage with their consumer
base.
In recent years these games have evolved into virtual tournaments and leagues of
mainstream sports like cricket, football, etc. Sports has gained popularity in recent
years with a surge in its consumer base. Table-1 exhibits the growth of Esports
audience. According to the Global Esports & Live Streaming Market Report , 2022
the esports enthusiast group will account for just above 261 million and the
remaining 271 million will be accounted by Occasional Viewers. The study
forecasts the growth of esports audience by +8.7% each year and the total
audience will surpass 640 million by 2025.
Source : (Global Esports & Live Streaming Market Report , 2022)
The year 2022 has been very significant for gaming and esports enthusiasts globally. With
The Indian DOTA 2 team won the bronze medal for their power packed performance in
the esports Commonwealth. Keeping pace with this trend of recognizing Esports in the
international games’ platform, the upcoming Asian Games is gearing to host Esports as
a recognized medal event. Something unimaginable a few years ago.
The gaming industry has also witnessed some of the biggest acquisitions this year
This year, we have also seen some of the biggest acquisitions in the gaming and
esports industry – In January 2022, Microsoft made a significant splash, shaking the
gaming world to its core by acquiring Activision Blizzard ATVI for a whopping $68.7
billion. It was a massive deal that caught extensive attention, as it ranks as the largest
acquisition in the video game industry’s history.
Another significant move in the world of gaming is by Savvy Gaming Group. Backed by
the Saudi Arabian government’s Public Investment Fund, Savvy Gaming has acquired
two of the biggest names in the world of esports tournament operators – ESL and
FACEIT, for a combined sum of $1.5 Billion. The company aims to merge the two
giants to create a new global leader in competitive gaming – the ESL FACEIT
group. These strategic moves are a testimony to the huge growth potential and rapid
growth of the gaming industry.
While the lockdown had a repressing effect on the global economy with several sectors
grappling to stay afloat, it turned out to be a blessing in disguise for those engaged in
the esports sector. With a ban on most outdoor activities, consumers diverted their
attention to esports for recreation especially young digital natives who are an important
target audience for several marketers.
According to the survey done by The Worldwide Mobile Data Pricing 2022, India is
placed in the fifth position among countries with the cheapest mobile data across the
world. The list, compiled by Cable.co.uk, analysed data from 5,292 mobile data plans
from 233 countries. Accessing internet connectivity is affordable and hence has a
larger reach among consumers residing both in urban and rural areas which is
expected to strengthen with the advent of 5G. In addition to this the availability of
affordable and user-friendly smart phones contribute to the reason why esports is
becoming a popular engagement among the Indian audience.
Over the last couple of years, we have also witnessed a sharp increase in the number
of gamers from Tier-2 and Tier-3 cities in India, especially mobile gaming. Thanks to
mobile-based platforms, access to skill-based games and tournaments have become
easier. A large part of these recreational gamers are women who picked up the hobby
during the lockdown and continued to play even when normalcy returned.
Endemic brands have frequently collaborated with creators to promote various tech
products. Live streaming platform, Facebook Gaming committed $2 billion to support
content creators while others have grown immensely due to the popularity of their
creators.
Luxury auto brands such as BMW and Mercedes Benz have also made an entry into
space — Mercedes is the sponsor of the India ESL Gaming esports circuit. Both these
brands are looking for engagement from esports viewers and players, banking on on-
brand messaging that’s geared around innovation, high performance, and a premium
experience.
63% of the respondents have been in gaming for 0 to 5years. Among the games that
are rated as most popular by respondents, Pug G, Fortnite, Battlefield were major
preferences.91% of the respondents indulge in gaming on their mobile phone. Only
40% of the respondents have experienced in-game advertising. While brands appeal to
the gamers online through in game of advertising,39.7% have viewed Red Bull, 38.2 %
have viewed Coca Cola and the remaining 22.1% have viewed Mountain dew ads. In
order to determine how gamers, perceive in- game advertising, certain statements
were provided to respondents to gauge their level of agreement or disagreement for
the same. 62% of the respondents strongly agreed that in-game advertising is a clever
way of marketing and the advertisements that they view keep running through your
mind after they have seen them.
Chi-Square Test:
2 2
x =∑ ( O−E ) / E
2
x calculated value=19.182
2
x table value(5 % , 4)=9.488
2 2
x calculated value> x table value
Therefore, the H0 is rejected and the alternate hypothesis that there is an In-game
advertising influences respondent purchase of product/ brand is accepted.
The results of the study reveal that in- game adverting is considered by gamers in
actual product purchase situations. The target segment for online gaming exhibit
defined attributes such as age group, occupational status and number of hours spent
on gaming activity. Positioning products and brands that appeal to specific target
segments is a tremendous opportunity to marketers.
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