FOUNDER & CEO
WHAT IS ESPORTS?
Short for electronic sports, Esports is competitive video gaming at the professional level. Top players in the world to compete in for cash prizes and notoriety, Esports do the same, bringing individual players or teams of players together to do battle in competitive video games
These competitions are exciting spectator sports whose popularity is sweeping the nation.The most common place to watch Esports is online. Esports are also making their way onto mainstream television as well. Networks like ESPN and TBS have broadcasted Esports coverage and as the popularity of the sport continues to grow
TRADITIONAL SPORTS AND E-SPORTS ...
IN THE SAME FASHION ...
OUR ESPORTS PARTNERS
- MOBILE LEGEND BANG BANG (Moonton) www.moonton.com – one of the top Mobile Games in the world (originated from China), with a huge following in ASEAN. We are working on sponsors and broadcasters for their platform and events in ASEAN
- RACEROOM – www.raceroom.com one of the best Motorsports games with amazinggraphics (from Germany). Working on sponsors and events in ASEAN.
- We have other contacts with major publishers like Garena, etc and are exploring partnerships with them for the region.
- ESL – www.eslgaming.com – one of the top promoters globally (from Germany), they run some of the biggest E-Sports events (focus on top end Gamers) – looking for potential sponsors for their events in the region
- Epulze – www.epulze.com – online platform from Europe. We are partnering with them to launch in Asean. Focused on grassroots gamers, mass participation in their online tournament platform. Very good online system which is scalable. Working on sponsorships to launch in Malaysia.
- Geek Fam (Malaysia) https://geekfam.asia/ – strong team from Malaysia. Looking at sponsorships. We are working with them to study the Team model to potentially acquire an existing team and/or create a team on our own.
- In discussions with various other teams and players from the regions
GLOBAL ESPORTS MARKET
Advertisers and investors finally take notice of Esports access to key audiences, with contributions accounting for 85% of the worldwide market.
“Video game companies like Activision Blizzard, Riot Games and Valve continue to support their flagship Esports titles with player franchising agreements and larger prize pools. But a number of high-profile sports organisations and brands invested in the market for the first time, highlighting a growing confidence in its ability to break into the mainstream.
Advertisers and brands like The Kraft Group (owner of New England Patriots) and Mercedes-Benz are among the most notable, with several other sports teams and brands making financial commitments.”
Global Esports revenue will grow 26% by 2020 as it attracts a more mainstream audience.
“This increase will be fueled by a viewership projected to grow 12% each year and a swelling number of third-party investments.
In addition to receiving indirect revenue from investments, Overwatch and League of Legends are projected to grow their direct revenue by selling brand sponsorships, advertisements, tickets sales and team merchandise.”