Creating a Multi-Billion Gaming Media Market
summary
Esports fills canceled live sports by delivering remote high‑quality broadcasts built with distributed production teams and an $80M funding platform that claims to sell services to rights holders; some tournaments report almost 100% year‑over‑year audience gains, while global esports revenue sits near $1B and media rights still represent the biggest untapped pool (60–70% of traditional sports income). Franchise models enable securitized league fees, and speculative teams without clear unit economics are already failing.
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chapters (13)
- 0:00Intro
- 5:43Who is Mike
- 7:33The Elephant in the Room
- 11:40Tournaments and Sponsors
- 13:05Audience Growth
- 14:27Crisis Proof Gaming
- 17:30Esports Investments
- 23:38Gaming Investments
- 24:45Esports Valuation
- 29:03Attracting Capital
- 32:58Regulatory Environment
- 40:28Revenue
- 41:33FC Barcelona
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21mEmerging Macro Trends in Games and Game Streaming from a VC Investor’s Perspective
15mon investment, eSports, mobile MOBAs, and Europe's advantage
19mThe new generation of sports entertainment
31mSports as an Asset Class
37mPanel: The Next Big Thing? Global Publishing & Business Trends
18mFantasy's future
21mFireside Chat: Creating enticing sports games with short and fast play time
