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المحتوى المقدم من Charlie Stebbings and Harry Stebbings. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Charlie Stebbings and Harry Stebbings أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.
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Business of Sport Ep.23: Robbie Douek, CEO @ BLAST, ‘Esports should be the Super Bowl’

48:19
 
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Manage episode 420749914 series 3561503
المحتوى المقدم من Charlie Stebbings and Harry Stebbings. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Charlie Stebbings and Harry Stebbings أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.

Robbie Douek is CEO of Blast, one of the leading tournament providers in the ever present esports industry. I’m really excited to bring you this show. We have had more requests for an esports episode than any other over the past few months, and this industry is the epitome of modern entertainment meets traditional fandom.

Blast hosts events in some of the most popular games, like Counter-Strike and Dota, bringing incredible live production to fans all over the world.

The gaming industry is now worth over $200bn, and that number will only get bigger. This conversation focuses on what is driving this development, how it learns from traditional sport, but also importantly, what makes it different, and how the traditional industries of sport, music, entertainment can benefit from the reach and success of gaming today.

This week, we discuss:

Esports vs Gaming

  • Gaming is the entire ecosystem; esports is the competitive end of the industry. What is the difference?
  • Categorising esports: does it matter whether we think of esports as a sport or alternative entertainment?
  • What do games publishers use the esports industry to achieve? How do companies like Blast drive value for them to promote their games and generate fandom?
  • The esports industry is a long way off being the 'Super Bowl', but this is what it should aspire to be and seek to acheive.

Crossover industries

  • Gaming and esports have driven huge engagement with some of the most valuable demographics to traditional brands, sports rightsholders, movie studios etc
  • The traditional entertainment industry can recognise real value from working with the gaming industry. What is being done to realise this?
  • How esports tournaments are the most incredible showcases of proper fandom similar to what you’d expect in a sports stadium.
  • Blast x Alpine F1 - an example of how you drive value for businesses looking to reach new audiences.

Development of the industry

  • Esports as a bubble was a popular phrase for those not confident in the longevity of the industry. Is this fair?
  • Covid was great for eyeballs but bad for brand development in the industry. The successes are built on experiential opportunity.
  • The changing investment landscape: how we are no longer likely to see huge sums spent on franchise slots, but does that mean an end to esports investment?
  continue reading

38 حلقات

Artwork
iconمشاركة
 
Manage episode 420749914 series 3561503
المحتوى المقدم من Charlie Stebbings and Harry Stebbings. يتم تحميل جميع محتويات البودكاست بما في ذلك الحلقات والرسومات وأوصاف البودكاست وتقديمها مباشرة بواسطة Charlie Stebbings and Harry Stebbings أو شريك منصة البودكاست الخاص بهم. إذا كنت تعتقد أن شخصًا ما يستخدم عملك المحمي بحقوق الطبع والنشر دون إذنك، فيمكنك اتباع العملية الموضحة هنا https://ar.player.fm/legal.

Robbie Douek is CEO of Blast, one of the leading tournament providers in the ever present esports industry. I’m really excited to bring you this show. We have had more requests for an esports episode than any other over the past few months, and this industry is the epitome of modern entertainment meets traditional fandom.

Blast hosts events in some of the most popular games, like Counter-Strike and Dota, bringing incredible live production to fans all over the world.

The gaming industry is now worth over $200bn, and that number will only get bigger. This conversation focuses on what is driving this development, how it learns from traditional sport, but also importantly, what makes it different, and how the traditional industries of sport, music, entertainment can benefit from the reach and success of gaming today.

This week, we discuss:

Esports vs Gaming

  • Gaming is the entire ecosystem; esports is the competitive end of the industry. What is the difference?
  • Categorising esports: does it matter whether we think of esports as a sport or alternative entertainment?
  • What do games publishers use the esports industry to achieve? How do companies like Blast drive value for them to promote their games and generate fandom?
  • The esports industry is a long way off being the 'Super Bowl', but this is what it should aspire to be and seek to acheive.

Crossover industries

  • Gaming and esports have driven huge engagement with some of the most valuable demographics to traditional brands, sports rightsholders, movie studios etc
  • The traditional entertainment industry can recognise real value from working with the gaming industry. What is being done to realise this?
  • How esports tournaments are the most incredible showcases of proper fandom similar to what you’d expect in a sports stadium.
  • Blast x Alpine F1 - an example of how you drive value for businesses looking to reach new audiences.

Development of the industry

  • Esports as a bubble was a popular phrase for those not confident in the longevity of the industry. Is this fair?
  • Covid was great for eyeballs but bad for brand development in the industry. The successes are built on experiential opportunity.
  • The changing investment landscape: how we are no longer likely to see huge sums spent on franchise slots, but does that mean an end to esports investment?
  continue reading

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