Blizzard Entertainment’s Adam and Tyler Rosen

Post on 11-Apr-2017

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Transcript of Blizzard Entertainment’s Adam and Tyler Rosen

COLLEGE ESPORTSKey Learnings

February 2017

[a]list Summit

OUR STORYCo-Founded Tespa in 2010The Largest College Esports Org in the World

Established Heroes of the Dorm with BlizzardThe first live college-esports telecast on ESPN

Produced Pro Esports at BlizzCon4 arenas, 25k+ attendees, 10+ million unique viewers

Helped Launch Fireside GatheringsThe ultimate grassroots Blizzard program

Business Strategy & OperationsLong-term planning, broadcast, production, distribution

Our Purpose1. Why you should care about College Esports

2. Key lessons from College Tournaments

WHY COLLEGE ESPORTS?

(1) The Demographic

(2) Bridging of Two Worlds

(3) Stakes are Getting Higher

WHY COLLEGE ESPORTS?

(1) The Demographic• 44% of college students identify as gamers

• Students game as a way to socially connect on campus

• Technical, intelligent, and high earning potential (48% STEM)

WHY COLLEGE ESPORTS?

(2) Bridging of Two Worlds• “Middle Ground” between Esports & Traditional Sports

• Increasing resemblances to Traditional Sports

WHY COLLEGE ESPORTS?

(3) Stakes are Getting Higher• Esports Varsity Programs

• Athletic Conference Involvement

• Millions in Esports Scholarships & Tuition

KEY LESSONSHeroes of the Dorm

• Full Tuition for College Career

• Teams from 400+ universities

• 1B+ press impressions

LESSONS FROM COLLEGE ESPORTS

(1) College Esports is Accessible

(2) Importance of Storytelling

(3) Engagement is Key

LESSONS FROM COLLEGE ESPORTS

LESSONS FROM COLLEGE ESPORTS(1) College Esports is Accessible

LESSONS FROM COLLEGE ESPORTS(2) Importance of Storytelling

(3) Engagement is Key

LESSONS FROM COLLEGE ESPORTS

QUESTIONS?ANSWERS.