Alibaba betting on long-term gain from eSports investment
Alibaba betting
on long-term gain from eSports investment
The booming eSports industry may not yet attract the
sponsors and television rights of real-life sports, but Chinese e-commerce
conglomerate Alibaba believes it is only a matter of time before its bet on competitive
video gaming comes up big.
Alibaba's sports arm Alisports was opened in 2015 with the
aim of cashing in on the rapidly growing world of electronic sports, where
players square off in lucrative video game tournaments that draw millions of
viewers online.
“We are prepared to lose money. We can accept the losses now
as we hope to promote this sport,” Alisports CEO Zhang Dazhong told AFP in an
interview at the European final of the second edition of Alisports' World
Electronic Sports Games (WESG) in Barcelona, which wrapped up on Sunday.
“For a sport that has a lot of participation, it must have a
bright future. Even if for now you don't make a lot of money, in the future,
you'll definitely be rewarded. This is something we firmly believe in,” he added.
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In 2016, Alisports entered into an agreement with the
International e-Sports Federation (IeSF) to create the WESG, a market-leading
international tournament.
The first edition of the WESG saw 63,000 participants from
125 countries battle for a share of the $5.5 million prize pot.
Yet the results weren't so lucrative for Alisports, who lost
70 per cent of their investment. “We estimate that we will be losing money for
the next five years,” admitted Zhang.
Long-term returns
Alisports' strategy, though, is a long-term one. “We
estimate that in five to ten years...the business model will be more complete.
On top of the competitions, we have to bear in mind the electronics business
and marketing related to eSports,” added Zhang.
Participation in eSports has soared as virtual games gain
traction with a worldwide fan audience now estimated at 400m people according
to a study by Deloitte, more than that for baseball or American football's
National Football League.
The size of the eSports market will more than double to
$696m this year from $325m in 2015, according to Deloitte's study. It predicts
the market will be worth $1.5 billion in 2020.
But the market is fragmented, with different operators
staging their own tournaments, and sales of television rights and merchandising
remain weak.
An eSport fan brings only three euros to the table annually
on average, according to a recent study by market research group Nielsen
Sports, compared to 30 euros for a football fan.
Yet, Alibaba believes its position as the market leader in
China, the worldwide powerhouse of eSports, ensures the return on eSports will
be plentiful.
“In China, we have 1.8m eSport fanatics and 65pc of those
are between 18 and 25,” continued Zhang.
“They play video games, but they also buy all sorts of
products from Alibaba. We understand them very well.”
Olympic dream?
The leap in popularity has helped fuel talk that
professional gaming could become an Olympic discipline, but not everyone is
convinced.
“I think we have to differentiate eSports and gaming in
general,” Zhang said when he was asked about the controversy.
“Gaming, of course, isn't a sport, but eSports involve
high-level confrontation, teams, individual resistance, so I think it's a
sport. And I think that sport, in general, is evolving towards a combination of
technology and physical activity,” he added.
Zhang said he hopes eSports will be part of the 2024
Olympics in Paris or the 2028 Olympics in Los Angeles.
“It could happen because at this year's Asian Indoor and
Martial Arts Games, we already gave a demonstration of games. In the Asian
Games in Hangzhou in 2022, it's already an official event,” he said.
The director of the Paris 2024 Olympics committee said
earlier this month that the door to the Games was “not closed” to eSports.
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