Hello and welcome. Esports or competitive video gaming is on track to be a billion dollar industry. It is also a sector that presents plenty of investment opportunities for corporate and retail investors. I have chubby germ seeing from the money my team, Etzioni and I'll be looking at the five things you need to know about investing in East. But joining me now is Larkin White, co-founder of tournament organizer E-sports Players. Oh yes, Powell and Kelvin Wong, market
analyst at CMC Markets. Welcome to the show. Hi. Good to be here. Hi, everyone. E-sports has huge potential, especially in Asia. The region generated nearly half of all global esports revenue in 2019 at about half a billion dollars in the Asian region. Some market watchers are forecasting double digit revenue growth this year. Kelvin, could you talk us through some of the factors driving growth?
Well, actually, there are a couple of factors.
Number one is let me talk about the acceptance of e-sports as a professional
sports e-sports in a couple of years, with about 10 to 20 years, it's been around. It's only that recently. In the last five years, we began started recognized as a professional
sporting legal team as being competitive
sports as recognised by the Asian Games, as well as the Southeast Asian Games and the next particular. Although EA Sports got a goal pass, will be the Olympic Games.
It's a big
labour of feature at the fringe spots upcycled in mobile
competition. These sports and due to
the external environment, we're actually being reinforced by the
pandemic. Most of
us are being locked out of the kind
of caveman situation
where people got nothing else better to do, start a being and grow
and start to find out more about
how it was. This is possible. These are the two actually main factors as a
rethink
the growth of e-sports in
the last one or two
years, as well as the coming years ahead.
I agree.
For myself, it's also the consumer behaviour factor that is driving e-sports. The global pandemic lockdowns
UK should actually accelerate that. The consumer behaviour, things that consumers are now very
engrossed,
fees, very lofty online. I estimated this digital
behaviour that has been accelerated a good five to seven
years because of that
pandemic situation. So there are more people who are
playing games as a form of
entertainment.
But aside from that, the lockdown
situation, I think many people
are also engaging in games to
socially interact online with their friends and family that used to interact online.
It's also driving e-sports.
You can play games frequently with your friends, but after a while, you may look at
how to compete on a friendly
basis, on a competitive
manner, within the
community, against your friends. And I think all those are driving esports.
Acceleration in consumer digital behaviour has also attracted the attention of corporates to e-sports, and now we're also seeing non-endemic brand pump cash into esports. Why is that?
We are in a day and age
where
consumers want to interact with brands that understand their lifestyle, so it's no longer adequate just to pace
a logo on ATS.
Whether it's digital or physical, brands understand that they want to be involved in activities that consumers like. They want to be
part of that digital lifestyle.
So hence you see what is endemic and non-endemic brands.
They really
tried to understand the lifestyle, the digital lifestyle consumers and gaming is a very, very big
component in that
digital lifestyle.
On top of this, we will have a significant
government push as well towards
e-sports because if you look
at the situation right now, the growth of esports in the next couple of years, the people come in our region, especially the Asian region. We, I believe, close to, I think, 50 percent.
The growth will be sort of seen a reason.
Yet, especially
in China just right now, obviously,
it depends how you look at things. The number two, well, largest economy. Some of us may debate about that, but nevertheless you start to see a big push for Beijing,
especially annual
League of Legends, which is one of the
premier competitive
e-sports competitions around the world to be hosting in the next two consecutive years in China. And there's lots of incentive or subsidy scheme to for into hosting of this event.
So if this can be
pretty much
successful, we may start to see several Asian
countries in
Singapore to start
taking a look at this e-sports as another driver of economic growth.
If you look at how e-sports has grown in Asia, the region now has the largest audience of aespa players and fans in the world, with half a billion esports fans and almost 600 million e-sports gamers keen. Why would such a huge audience pool? How can you possibly be?
You can see as the sector
matures, the
revenue and business model are starting to diversify, and you are seeing very interesting business models that are coming up. We also have some. What conventional revenue
model like sponsorship
and advertisement, that's definitely a mainstay in the
e-sports industry,
you have now
also content
premium
content that potentially aired across OTT pay TV network consumers
are subscribing to. You have online
e-sports courses that
are
produced by entertainment
providers,
merchandise, EA Sports
merchandise in the form of gaming chairs. Those are all coming on stream as well
in that area. There will be
providers on legalized
sports betting. That's a new sector. You have little item premium subscription on some of
these e-sports websites that's also coming on very quickly. So I think the whole range of revenue models are all possible, and because e-sports itself is a digital native activity digital business model that
has worked for many parts of the world could be
continuously translated into the e-sports sector.
Quinoa You built your business around fan engagement on
your e-sports platform.
What can traditional sports learn from e-sports?
Yeah, the very important differentiation of e-sports versus many traditional
sports is e-sports is
actually a
digital native event.
So during the pandemic period, you see a lot of early adopters,
event
organizers in e-sports,
they were suffering very badly because physical events
are almost impossible. That as she drove a lot of people to move online and the tournament organiser like ourself, which is
completely beat flourish, flourishes
very well during the pandemic event. People realise that it's actually a much bigger platform to run e-sports online and digitally because after all, imagine you could
have many events
over weekends or Friday nights just putting on a smartphone device or a PC.
Literally, the whoa, it's the
audience you could engage with, getting them to participate in tournaments, getting them to look at live streams. So those are all very, very easily done on these
bases in the e-sports.
While an estimated 70 per cent of gamers are kin.
Wait, what
are you doing to encourage more women to play e-sports?
We actually what we've brands who are interested in either gender neutral audience or even
female audience to promote some of the
activities we have. For example, we are coming up with
a female only e-sports
league call Empress Arena that is very focused on encouraging female competitive
gaming. Of course, the
argument
is also your gender equality. Maybe the emphasis
should not
be just female
participation, but rather a gender
neutral participation.
We would very much like to see
that, as you mentioned earlier, female
participation, we currently estimate, is about 30 percent across grassroot e-sports activities, but this is growing fast. If you compare these
to two or three
years ago is probably half of that number. So we are seeing a lot of interest from the female fans who are now equally competitive.
That will only grow because in general,
that also
ties to the wider
gaming trend. So there are many game
publishers who produce
type, those that are more gender
neutral. That adds a very different dynamic.
I think good participation from all genders would actually give a very dynamic
platform to competitive
gaming.
All right. Just to recap, e-sports is growing rapidly and it is increasingly being accepted as a professional sport. More brands are investing in e-sports, for example, through advertising and sponsorship. While traditional revenue models like advertising and sponsorship are here to stay. New revenue streams emerging, such as premium content for pay-TV networks and online courses I've been speaking with now can wife call fund up tournament organiser, E-sports Players
League or SPL? And Kelvin Wong, market analyst at CMC Markets. And now let's talk about investment opportunities for retail investors. Kelvin, over to you.
Yeah. So with retail investors can get exposure to the e-sports sector, whereas on par by a single name
stocks, the whole e-sports ecosystem
itself is pretty huge.
So let's start with the
upstream one first, which is from the game publisher companies that design and create the
games like
Active Visionaries at 8pm by the tech talk. So these are the popular one. On top of that, we have some hybrid company which is closer to Asia
like Tencent, which also published
games. But on other hand, you have other parts of the business like is on par with the global VP. Closer to home Singapore, we have to
see which is the really coming off Shopee.
So even though we are men, we are kind of more known to Shopee rather than being a game publisher because Asia
itself at a moment. If I'm not wrong,
they only publish one successful game. So on the other side of the spectrum, you have the hardware company to support the e-sports ecosystem. You are talking about the keyboard that used to.
Play in combating sports esports.
The mouse, this will come under Razer, you also have the semiconductor chip that actually powered the Games to
have a better, higher
consumer experience or competitive experience that you need to
have a higher running a
semiconductor chip, which is overkill. So these are the Veeva's
spectrum investors,
which you look at
Calvin. Besides single nameplates, what are some of the e-sports exchange traded funds or ETFs?
Investors can
look at
for investors once have a broader
base approach to a more diversified basket,
we'll explain. At the moment, actually free kind of a liquid, a popular ETFs exchange traded fund. The first one of these, so these factors beyond
giving e-sport
the ticker, then you have normal X video games,
esports just right now.
The Left is pretty much cheesy in because, of course, you
know, and that's why we brought your
Becroft Esports digital entertainment
and they
call it in any of the other actually offers a diversified approach in investing the esports ecosystem. Let me get sidetracked because e-sports itself are in terms of the industry that is being spent on, will be primarily on the consumer
discretionary,
the communications business and information technology. So these are the technology that most international investors use is
actually being tracked by the S&;P
11 key industrial sectors. So for investors, always have a better spread across these three sectors consumer
discretionary communication service
and input
tech. The Hue, or the global
ex-Beatle games will happen more evenly spread combat
to sport,
which is not that close video gaming, which tends to be more heavily skewed towards communication services because I think calls about 60 percent of weightage into that.
Before we wrap up the podcast Kelvin, what are some of the risks investors need to be aware of?
If you guys still want to invest in a particular is possibly the stocks you've got to see.
What other revenues do they have
with such
a robust subject to
any risk of regulatory clampdown as well as on board? Tencent is not really a
pure play on e-sports
because Tencent itself has other revenue
stream.
We pay
WeChat. You've got a fintech business. So Southern
China Big Tech stocks that has this
company emphasis
on e-commerce fintech. You see the share price correct quite a fair bit. Cross about 10 to 20 percent since the peak of February due to the ongoing clampdown from the Chinese authority on the fintech
business, as well
as the more the plastic
e-commerce behavior.
And a second one will be more related to its ongoing ESG
template that fund
managers worldwide are
being embraced
to either foster directly or
indirectly. So some e-sports
related, at least the company that went into the betting
arena, like then Broxburn
got itself as a very successful betting company by focus on football and other traditional games.
So we have some other companies that has that still
set up
shop over the years.
Growth was pretty
significant, but that is a sticky
subject to ESG reasons.
Well, raise lots of money,
potentially
neutral due to a lower
ESG
score and the top
one. The reason I talk about is more internal market related risk. So if we look at the share price
of the broad based
ETF is what are the ETF that show beyond not here? Yes. They have come down significantly since the February or January peak, about 15 to 20 percent decline until about May. And also actually, this decline is coincident with the rise in the U.S. Treasury piano, which actually has a direct correlation with inflationary growth. I see the start of this year pretty much point out where we see commodity prices that's hiking up and start to actually float down to manufacturing
input costs. So it's more like an indirect discretionary approach to growth stocks because once there's a rise in the penny, you actually indirectly the inflationary is going to go up. It will impact growth stocks across the market. Why? Because growth stocks are actually seen as stocks that has higher gearing or higher leverage. That means they need to borrow more to grow their operation. But we know that. So then is bus stocks or e-sports equities? They are actually
cash rich in nature. Unfortunately, e-sports is being fought under the category of growth stocks.
So do the financial markets was due to this in discrimination. If you start to
see inflation stock picking up in the second half of the year, I spent the next year.
If you start to see the
10 year going to pick up to about two percent or more, the pressure in EA Sports related stocks in general.
There you have it. The five things you need to know about investing in East. But Kenwyne Kelvin, thank you for being on the podcast.
Thank you very much. It's my pleasure.
Thanks, everyone. I've been speaking with Larkin Y, co-founder of Pokémon Organizer, The Players League of SPL, and Kelvin Wong, market analyst at CMC Markets. Thanks for listening and catch us again over the next five things you need to know Podcasts by the money, my team.
