What is eSports? Organized, multi-player video game competitions

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Presentation transcript:

What is eSports? Organized, multi-player video game competitions 183,768,000 United States participants and $32.7 billion generated in 2018 A projected 427 million people worldwide will watch Esports by 2019 Opportunity for skilled students/players to showcase their talent

The Boom According to an eSports marketing blog: “Males (18-25) watch more eSports and online video gaming than traditional sports programming”

Why eSports and why now? Massive growth Who plays eSports? Number volume: The League of Legends World Championship was the most watched event on Twitch in 2017 with 49.5 million hours. It also generated $5.5 million in ticket revenues. Bill Alfond

Setting Thomas apart First in the “pond” Not a club Hiring a coach Easily replicated Staying in front

What is unique to Thomas? 4th year running 160 Sophomore - Senior high school students 5 competition all night event Full in 3 weeks They play League of Legends

Where do we compete? Physical Location Gaming Arenas With top-of-the line PC’s 4k TV’s Conference NACE ECAC NCAA? Future?

GAMES

SOURCES https://onlinebusiness.syr.edu/blog/esports-to-compete-with- traditional-sports/ https://newzoo.com/key-numbers https://nacesports.org/about/ http://esports-marketing-blog.com/insights-consumers-viewing- habits-males-18-25-watch-esports-online-video-gaming-traditional- sports-programming/