The rise of esports
Esports, or aggressive multi-player video gaming watched by giant audiences, are a rising business, estimated to be value greater than $900 million in 2018, up 38 % year-on-year, based on consultancy Newzoo.
Millions of individuals additionally watch esports by way of dwell platforms resembling Twitch, a website purchased by Amazon for $970 million in 2014.
“You don’t play the game. You watch other people play the game … Twitch is TV for gamers … Usually you watch the best in the world. And the best in the world are the esports players,” Xbox founder Ed Fries advised “The Brave Ones.” Newzoo estimates the worldwide esports viewers to be 380 million.
For prime gamers, huge sums are concerned. Tyler “Ninja” Blevins has 14 million subscribers to his YouTube channel and makes $500,000 a month enjoying the sport “Fortnite.”
“It wasn’t obvious a decade ago how large this business would become,” Hwee advised “The Brave Ones.” “But we all read statistics, so we can see the gap of the gaming industry closing in on movies, magazines, book publishing, TVs, almost every single year.”
Esports can also be large, with international revenues forecast to achieve $1.4 billion by 2020, based on figures from analysis firm Newzoo, and an estimated 60 million folks watched the esports League of Legends Championship remaining in 2017.
But Hwee want to see it go up a gear. “It is my hope that the amateurs will not be spending 24 hours a day (gaming), but it is also my hope that the professionals who are doing this will take it as seriously as the people who play soccer or football or anything else like that,” he mentioned.
Gaming will proceed to develop, he provides. “I think the growth will eventually slow but I think we’re a long, long way from that. And the reason is because the gaming experience gets richer every single year. You know, you’ve got movies being made out of games, and vice versa.”
“You’ve got consoles and PC systems and mobiles all coming together. So you can now go from casual, five-minute games when you’re riding the train system to work, to if you’re really wrapped (up) and involved in it, to watching the esports that are going on around the world,” Hwee mentioned.
The firm is unlikely to begin publishing its personal titles, suggests Frost & Sullivan’s Cavin. “Games themselves can be hit and miss as any media and entertainment property, but focusing on gaming attributes and products is a more stable strategy,” he advised CNBC by e-mail.
It’s additionally well-placed to broaden past a gaming viewers, Cavin mentioned. “As Razer focuses on the gaming community, ideally the attributes of that gaming focus — performance, precision, focus, a certain aesthetic — translate to a wider audience.”
Tan’s ambitions are appreciable, too. “Now that we are one of the biggest brands in the world for gaming, can we be one of the biggest brands in the world for entertainment? What else is ahead of us? You know, that’s really what it is for ourselves. I don’t think it’s bravery, but I think it’s about this constant sense of adventure. And trying to do cool stuff.”