Advertising in computer games: A lucrative game with gamers
Bring on the «Bäseli» and «Schüüfeli»: Many so-called “new” marketing trends aren’t really that new. Often, they’re just new terms for tried-and-true concepts. And then suddenly there’s eSports. Playing soccer on the couch, taking over an enemy country as a team, or qualifying for the “gaming” World Cup in Seattle. Is that supposed to be a sport?

Note: You can read the full article in the current issue of Werbewoche 9/2017. If you are logged in as a subscriber, you can also access the e-paper or read the article in German. here as a digital version.

From Peter Ehm
Yes, it's an old term for a new phenomenon. Computer games such as Counter Strike and Dota2 have become a mega-world of entertainment. Millions of young people are involved. Which brands are already ingame with eSports, which agencies are involved and how marketing can find its way in the gigantic eSports playing field - a current interim result, a compass through a new world of entertainment.
Fanfares roar, laser flashes flash through the hall, the XXL screens flicker: Down on the stage, two teams battle for points on their high-performance keyboards, while 10,000 spectators scream their hearts out in the stands above. An eSports match day in Cologne's Lanxess Arena. There were 15,000 spectators in Shanghai, 20,000 in the Staples Center in Los Angeles and 11,000 in Katowice, Poland.
Good live potential - an initial indication of the interest of a financially well-endowed, digital-savvy target group. Admission to the respective events alone costs between 40 and 1500 euros or dollars. A glance at the spectator stands shows: It's not parents who have bought tickets for their kids to have a look around their world, the keyword being "family experience". No, it's the millennials, young people between 15 and 29, who cheer expertly for every point and every new level, either solo or with friends.
The viewer structure on site is interesting. The following eSports figures will amaze any marketer: 288 million TV/online viewers in 2015 for a one-week European Championship tour through Europe, in 2016 it was 344 million. 20 million dollars were recently up for grabs at a tournament in Seattle, with the winner alone receiving 10 million. Conservatively calculated, the global annual turnover of the eSports industry will be one billion dollars in 2019. The figure for 2016 was already 500 million dollars.
What's going on? Why are there no headlines about it, no primetime TV shows? "Almost unnoticed," the German Olympic Sports Confederation (DOSB) recently stated in astonishment, "a parallel world has developed almost unnoticed, which is experiencing dynamic development under the acronym eSports."
Anyone who tackles the topic of eSports quickly experiences a "royal jungle feeling", in other words: you are amazed and confused. The spelling alone is controversial. eSports with a capital E or a lower case, with a hyphen or without? Why are there so many different leagues? Is football played electronically or do you kill your opponent with flamethrowers and grenades?
"In international comparison, football is more like second division," says Daniel Luther, "strategic conquest games like Dota2 and League of Legends are the big bestsellers, worldwide." The man is a recognized eSports expert. One of the few insiders. He gives lectures all over Europe, knows the players' codes and the organizers' tricks. Luther says: "Millennials have created a fascinating new world for themselves with electronic games. A world that belongs to them alone. Over 30s don't really exist here."
eSports: Incredible marketing potential
Daniel Luther is 26 years young. He is German and now works in St. Gallen, in the team of the Swiss ESB Marketing Netzwerk AG. Three years ago, Luther won the title of eSports World Champion as a professional. He toured the globe under the player name L-KING. His teams included H2k, Speedlink and Tek-9, culminating in victory at the Call of Duty World Championships in Dallas. L-KING managed to leave the professional business because he "recognized the incredible marketing potential of eSports early on" and was able to logically explain the fascination of gaming to others.
Honestly, Mr. Luther, what does eSports have to do with traditional competitive sports? The political science graduate explains: "Our sport is just as strenuous, competitive and emotionally charged as golf or football." The major flaw, however, is that there are no overarching organizations. What Fifa has in football or the FIA in Formula 1 is missing for electronic players.
Many different organizers, leagues and game developers are battling it out on the market. It's all about TV and online rights, merchandising, market share and sponsorship budgets. ESL has established itself in Cologne as one of the leading eSports players in the online and offline segment and, according to its own information, is the world's largest provider. The company has branches all over the world, runs its own teams of players and organizes its own events. Tens of thousands of kids are once again expected to attend ESL One, the world's biggest CS:GO tournament, from July 7 to 9 in Cologne's Lanxess Arena. Tent pitches can already be booked. If you want to chat with the stars backstage, you can pay 2999 euros for a 5-person private lounge.

