Overwatch is a team-based, multi-player, first-person-shooter video game published by Blizzard Entertainment, a subsidiary of Activision Blizzard.
League of Legends is a multi-player online battle arena (MOBA) video game published by Riot Games, which is majority-owned by Tencent.
IP Ownership. Both Activision and Tencent (through Riot Games) own the IP around which the leagues are formed. This gives them the ability to control the structure of the league and participate in league revenue streams, along with team owners. Also, both Activision and Tencent sold teams to investors - $20mn / team (link) for the initial cohort of teams for the Overwatch League and $10mn / team for LoL North America League - which raised the revenue necessary to build league infrastructure. Generally, both Activision and Tencent targeted team owners that are current owners of other pro sports teams (Robert Kraft, Jeff Wilpon, etc), to leverage their knowledge of how to generate local revenue streams, which along with national distribution / sponsorship revenue can help to generate financial returns.
No relegation. In past iterations of eSports leagues, teams were not guaranteed a fixed spot in the league; if a team was underperforming, it could be replaced without recourse - a process known as relegation. Importantly, the team sales for OWL and the LoL leagues guaranteed permanent spots in the league for owners, as is true for all major sports leagues in North America. Also, each team has a permanent regional home, which should help generate local fan interest and create opportunities for the local revenue streams that on average represent 53% of major sports league revenue.
Player salaries. In addition to having teams in fixed locations, players are also guaranteed salaries, which makes it easier for those players to stay with a team and train for gameplay, as opposed to the prior model of just playing for prize money with mixed results. We believe the prospect of salaries will attract more aspiring eSports players to the pro ranks, increasing the quality of gameplay and fan interest.
Media rights. With the creation of established eSports leagues, we have seen landmark distribution deals. For example, Activision signed a two-year $90mn deal with Twitch to distribute the Overwatch League in North America. In China, Activision signed non-exclusive deals with ZhanQi TV, Panda TV, and NetEase CC for an undisclosed amount (likely much less than the Twitch deal, given non-exclusive terms).
Local sponsorship. Overwatch League now has five major sponsors, including Toyota, HP, Intel, T-Mobile, and Sour Patch Kids, while the North American League of Legends League has sponsorship agreements with Geico, Nissan, and Axe. Other than distribution, we believe sponsorship will be the next largest contributor to league-level revenue. About 79% of the eSports audience is below the age of 35, according to data from NewZoo, making it a coveted demographic for brands. We have been very encouraged to see sponsorship move from just endemic brands (e.g. PC/console hardware manufactures) to major consumer brands in key verticals like automotive and consumer products. Increasingly, we believe Chief Marketing Officers (CMOs) will take notice of the growing eSports audience, and will seek out exposure through local and league-level sponsorship deals.
In-game revenue. Lastly, we believe the leagues will also be able to generate revenue through in-game monetization. Aside from eSports, we expect in-game monetization will reach ~50% of total industry revenue by 2019, as video game publishers have invested in long-term player engagement through regular content updates, thereby creating opportunities for player investment in game. We believe eSports will be another driver of engagement for players, and for the Overwatch League, we expect Activision will sell virtual items associated with League events, another source of league revenue.
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