
Asia e-sports: Pumping up in a timeout
A recent slew of deals targeting e-sports in Asia has coincided with the live events that generate most of the industry's revenue going on hiatus. Investors appear happy to play the long game
AVCJ has tracked four sizeable VC investments in Asian videogame start-ups in the past two months – in the ballpark of $100 million or more – and three of them are in the industry’s hardest-hit category: e-sports.
The deals in question include a $100 million Series A round for Japanese mobile games developer Playco, a $90 million Series C for India’s Mobile Premier League (MPL), a $225 million growth round for India’s Dream Sports, and a $100 million Series B for China’s VSPN, a knowing nod to US sports broadcaster ESPN.
The cloistered lifestyles and uptake of online lifestyles in the COVID-19 era are known to have been a boon to the videogame industry, but logic would dictate that the enthusiasm should stop at e-sports. This is a market that is reliant on stadium-based events with live audiences. About 60% of industry revenue is generated from brand sponsorships around these physical events; it’s more about team-branded merchandise than ads during the streaming of a match.
To some extent, a pandemic honeymoon for e-sports investment can be attributed to the sheer upside of the category versus the rest of the gaming space. E-sports accounts for only 1% of the overall $200 billion sports market, and the lines between the two worlds are blurring fast. COVID-19 has only accelerated the rate of virtual events experimentation by traditional sports organizations including the NBA, NFL, F1, and NASCAR.
A closer look at the latest flurry of deals reveals, however, that the biggest bets are still skirting around the pure e-sports concept. MPL, for example, brands itself as the largest e-sports and mobile gaming business in Asia, but its core interests appear more rooted in the latter. MPL offers a platform for competitive gamers to face off against one another, but it’s amateur competition. The games themselves mimic traditional sports; the business model does not.
Dream Sports takes a different approach to the sports-videogame nexus but also keeps some distance from the risks related to events-based revenue dependence during a pandemic. The concept here is fantasy sports, whereby users create their own teams comprising real-life players participating in actual matches, scoring points based on on-field performance. There is still a dependence on live matches, but with traditional and fantasy sports, it’s not a huge problem if the stadiums are empty.
VSPN is a more squarely targeted e-sports ploy. The company, whose investment earlier this week was led by Tencent Holdings, organizes tournaments, creates related video content, and operates a string of offline venues tied to its TV-based business. This is a big-staff, asset-heavy model by videogame standards, with more than 1,000 employees and ambitions to build an e-sports research institute and culture park.
With China returning to a post-COVID-19 normal, the staging of physical e-sports should not be inhibited. However, VSPN is also targeting cross-border expansion and that remains shrouded in uncertainty. If the question is how to time an entry into a temporarily suppressed but destined-to-boom industry, investors may do well to consider the likely speed of e-sports post-pandemic rebound.
While other prospective categories in this sector – such as virtual reality games – will continue to contend with technical and consumer uptake risks, e-sports has already proven its viability. As such it may be logical to infer that if e-sports can maintain even modest momentum in the current climate, a post-pandemic inflection point becomes all the more plausible.
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