ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard

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ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
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ESPORTS IN THE SPOTLIGHT
ESPORTS BETTING WORLDWIDE - REPORT
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
THE WORLD OF

ESPORTS
                                                                   CONTENT

BETTING                                                            01. INTRODUCTION

                                                                   02. ESPORTS AND BETTING
                                                                                              2

                                                                                              3

                                                                   03. EU MARKET FOCUS       8
Thank you for downloading the Esports betting worldwide
report! I hope that this publication will help you to better
understand esports betting market, and its future potential.       04. CIS MARKET FOCUS      13
The reason why we did this report is simple - we still see a lot
of confusion in the betting industry.                              05. US MARKET FOCUS       18
-   How big is the esports betting market?
-   What is the forecast of market growth?
-   Who are the esports fans?
-   How to approach them as customers?

Those are just some of the questions we constantly face. Our
ambition is to answer most of them and to add insight from
top industry experts.
Enjoy reading!

                                         Ondřej Šilhavý
          Senior Business Development Manager at RTSmunity
                                ondrej.silhavy@rtsmunity.com
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
ESPORTS INDUSTRY
                                                                                                                                 796
OVERVIEW
                                                      800
                                                                                                                         752
                                                                                                                 700
                                                                                             641
                                                      600                   567

Esports are a phenomenon of today. In 2019 the                      443
industry passed the magical mark of $1 billion in     400
                                                            395
revenue, and it keep growing further. The esports
audience reached 500 million, and is growing even
faster. The accessibility of esports creates many
opportunities, but also challenges. How to monetise
                                                      200
such massive market? How to close the gap
between average spending on traditional sports and
esports?

                                                        0
                                                            2018    2019    2020E            2021E               2022E   2023E   2024E

                                                                   Global esports audience growth (mil.)
                                                                            Source: Newzoo & Activate Analysis
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
ESPORTS BETTING
                                                                                                                                           3,2 %

SHARE OF
                                                                                          3,20 %                                                   900
                                                                                                                                   3%
                                                                                                                                           862
                                                                                                                           2,7 %

                                                        Esports share of global GGR (%)
GLOBAL MARKET                                                                                                      2,4 %           728

                                                                                                                                                         Global esports GGR ($m)
                                                                                          2,40 %                                                   675
                                                                                                           2,1 %
                                                                                                                           608
By 2024, market intelligence team of H2 Gambling
                                                                                                   1,6 %
Capital is projecting the market to generate $862m                                        1,60 %                   473                             450
in revenue, growing its share of global betting GGR
over the next five years from 1.6% in 2019 to 3.2%
by 2024.                                                                                                   343
Other estimations are even more bold, placing
                                                                                          0,80 %   247                                             225
esports into TOP 3 betting sports within next five
years. The main value to keep in mind is $14billion.
That is estimation of the total sum of bets placed on
esports in 2020.
Another indicator of growth is Betfair Exchange,                                          0,00 %                                                     0
                                                                                                   2019    2020E   2021E   2022E   2023E   2024E
where esports trading volume surpassed
£100million mark ($131mil.) already in October
2020. It is the first time ever that yearly volumes
passed this mark, with 2 months still left in 2020.
Source: H2 Gambling Capital
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
ESPORTS BETTING

Traditional esports                                                                        26
                                                                                83% of esports fans are below the
                                                                                                                          55%
                                                                                                                      Adults aged 18-25 spend more time

punter                                                                          age of 26. Massive room for growth.   watching video game and esports
                                                                                                                      content than traditional sports content.

In order to offer compelling betting product, we need
to understand who are esports fans, and what are
their needs. First thing to realise is that esports are

                                                                                   54%                                    72%
lifestyle. Thats why most of the top esports brands
oscillate between esports team, media production
and lifestyle brand. Esports fans also spend much
more time on forums and chats than average sports
fans do. If you should take away one key figure from
this page, it is the 55%. Why? Because it means
esports and video games content already surpassed                               Of esports fans watch dedicated       Of esports fans are male.
traditional sports within young audience. They spend                            esports news sites and forums.
more time watching video games and esports, then
they watch traditional sports, and this ratio will
continue to grow with each year.

Source: Activate analysis, Activate 2020 Consumer Tech & Media Research Study
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
INTEREST IN LIVE VIEWING FEATURES
ESPORTS BETTING

What are esports                                                                              Betting-focused content
                                                                                                                                   34 %
                                                                                                                                               63 %

fans looking for?                                                                              Multiple camera angles
                                                                                                                                    35 %
                                                                                                                                               60 %

Based on consumer research done by Activate,                                                                                                   60 %
                                                                                               Statistics and analytics
there are crucial differences between esports fans                                                                                 31 %
and sports fans. The number one priority for esports
fans watching live games is betting-focused
content.                                                                                                                                   57 %
                                                                                                         Social elements
What is even more important, are the differences in                                                                                30 %
interest between esports and sports fans.
 If you want to attract esports fans, you need to
provide customers with betting-focused content,                                                                                            56 %
                                                                                                    In-game purchases
statistics and analytics, accompanied by social                                                                                    32 %
elements like chat or leaderboard.
                                                                                                                           0%       18 %          35 %        53 %     70 %

                                                                                                                                Esports fans             Sports fans

Source: Activate analysis, Activate 2020 Consumer Tech & Media Research Study
1. “Esports fans” refer to consumers who have watched at least one esports competition. 2. “Sports fans”
refer to consumers who have followed (e.g. attended live events in person, watched games or highlights, read
articles or statistics) at least one professional/collegiate traditional sport in the last 12 months.
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
ESPORTS BETTING

Example of what
fans expect
Long gone are the days of boring betting sites looking
like glorified excel sheet. To meet all need of esports
fans, betting platforms have to step up.

Stream - Absolute must - 80% of bets is placed live.

Betting focused content - Achieve transparency
through visualisation of placed bets, or available stake
pool. Offer wide range of live markets with high
uptime.

Statistics and analytics - Esports fans are able to
handle fast flow of information, and use it for betting
decisions. Help them with that.

Social elements - Being part of the community is
crucial. Twitch chat and possibility to compete with
other wagers are good ways to achieve it.
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
MARKET FOCUS

 EU MARKET FOCUS
Europe is a home for many of the top esports organisations in the world. It is also
a prime example of mature esports betting market. In many countries like UK,
Poland or Denmark, esports are already stable source of revenue for sportsbook
operators. What can we learn from EU market?

• Esports betting in EU

• Esports teams in EU

• Approaching esports fans in EU

• Interview - Mateusz Juroszek, CEO of STS
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
EU Esports betting in numbers
       2nd                                       92mil
EU esports fanbase is the second                Estimated number of esports fans in
biggest in the world, right after Asia.         Europe, growing by 7,4% YoY.

44,5% 152mil
European esports betting market                 Estimated size of EU esports betting
accounts for 44,5% of the global                market turnover in 2019.
esports betting market.

          Source: H2 Gambling Capital, Newzoo
ESPORTS IN THE SPOTLIGHT - ESPORTS BETTING WORLDWIDE - REPORT PRESENTED BY: Swapcard
Esports teams in EU
Notable names

                                                  G2 Esports                                  Fnatic                                 MAD Lions

  EU Esports scene

  European esports scene is
  dominated by League of Legends
  and Counter Strike: Global            01                                       02                                         03
  Offensive. Although Dota 2 is not
  far behind in terms of fans and
  popularity. From betting             G2 Esports is an organisation founded    One of the most established esports        Spanish esports team, previously
  perspective, the clear n.1 is        in 2015, competing in League of          brands in Europe. Historically the first   known as Splyce. Parent company
  CS:GO, while League of Legends       Legends, CS:GO, Rainbow Six Siege,       team to ever win League of Legends         OverActive Media rebranded the team
  and Dota 2 are lagging behind.       Valorant, Hearthstone and Rocket         World Championship. Founded in 2004        in 2019 and joined LEC with a team
  That ratio is usually changed        League. In 2019 their LoL team           they rank amongst pioneers of esports      full of rookies. They stormed the
  during bigger tournaments like The   reached finals of World Championship,    in Europe, winning total $15mil in prize   scene, making their first appearance
  International or League of Legends   while in 2020 they reached semifinals.   money. They compete in LoL, CS:GO,         on the Worlds Championship stage.
  World Championship.                  Their CS:GO team peaked at n.1 rank      Dota 2, Rainbow Six Siege, Fortnite        The organisation has teams in LoL,
                                       in 2020.                                 and FIFA.                                  CS:GO, FIFA and Clash Royale.
APPROACHING ESPORTS FANS IN EU
Although esports fans are unique as a demographics, there are some
way of approaching them, which can be similar to traditional sports -
influencers and athletes. We can have a look at good example from
the biggest sportsbook operator in Poland - STS. There are some
criteria which has to be met in order to have successful cooperation.

RELEVANCY TO THE MARKET
In the case of STS, they have chosen a League of Legends streamer/
influencer Nervarien and CS:GO player Innocent. Both of them have
connection to the polish market, where the advertisement is targeted.
It is better to focus on globally lesser known influencers which have
market relevancy, then to spend budget on big names without direct
link to community. Innocent was part of top teams in Poland, x-kom
and Illuminar. Nervarien is streaming in polish language for more than
500 000 followers. If you plan to connect with a community, do it
where it matters.

  “Esports entered the top ten of the most frequent
  bets made by our punters, and it is still growing in
  popularity. This is the reason why we invest in
  increasing our recognition among esports fans –
  we are constantly developing our offer to meet the
  expectations of our punters, i.e. by sponsoring
  popular teams, players and events.”
                               Mateusz Juroszek
                                             CEO of STS
Mateusz
Juroszek
CEO of STS

STS is putting a strong emphasis on esports. How do you see the future of
esports and betting?
We have been consistently developing and improving our esports product for
many years, and we want to keep doing it. Esports popularity grows every year,
and I believe it will be one of our top sports in the near future.

What is the difference between “traditional customer” and esports fans?
Esports fans are relatively younger (only 17% have more than 26 years) but also
keen to bet on traditional sports (almost 70% bet football). Traditional customers
are focused only on the most popular sports like football, basketball or tennis.
Usually, it is hard for them to understand what esports is and how it works.

Your cooperation with RTSmunity started this year. Where do you see
biggest benefits?
The biggest benefit of this cooperation was improving the number of in-play
esports events. We have immediately tripled the number of offered events which
gave us a significant advantage in the Polish market.

STS has a 50% market share in Poland. What is your next ambition? Any
new markets you are looking at?
The Polish operation is our core business, so we will continue to focus on
improving it. Since February 2019, we have also been operating in the UK and
international markets with the STS brand, and we are constantly looking for new
markets and areas to improve.
MARKET FOCUS

 CIS MARKET FOCUS
“Russia is among global leaders in both esports infrastructure and the
performance of teams with CIS rosters in various disciplines.”
Those are words of Anton Cherepennikov, co-founder of ESforce. With esports
scene in CIS constantly growing, let’s have a look at the region closer.

• Betting market overview

• CIS esports scene

• Approaching esports fans in CIS region

• Interview with Stepan Shulga, Head of esports at Parimatch
CIS Esports betting in numbers
        3rd                             22mil
Russia alone makes the third biggest   Of people are involved in esports in
esports fanbase in the world.          CIS region.

        7%                              10mil
Up to 7% of betting volumes is now     Estimated size of the CIS esports
created by esports betting.            betting market.
Esports teams in CIS
Notable names

                                        Natus Vincere - Na`Vi                              Virtus.pro                           Unicorns of Love

  CIS Esports scene

  CIS esports scene is created
  mainly by two esports titles -
  Counter Strike: Global Offensive       01                                       02                                          03
  and Dota 2. There is one more title
  lurking behind - League of
  Legends, which was popular            Natus Vincere (Latin: "born to win",     Virtus.pro (often abbreviated to VP) is a   While this team cannot be compared
  especially in the past, when the      often abbreviated as NAVI and            well-established Russian esports            to Na’Vi or Virtus.pro in terms of
  famous Moscow 5 team stormed          previously Na`Vi) is a leading multi-    organisation, mostly famous for their       international success or brand
  the scene. Nevertheless, there is     game esports organisation                teams in Counter-Strike: Global             recognition, they have a unique
  clear dominance of CS:GO and          from Ukraine. It was the first team in   Offensive and Dota 2. The organisation      approach to the market. They are
  Dota 2 in the region.                 Counter-Strike history to win three CS   is known for hosting the majority of the    focused on innovative ideas, friendly
                                        1.6 "Majors" in one calendar year -      players from the original Golden            approach, and they have been the first
                                        IEM Season IV, ESWC 2010 and WCG         Five which was Poland's most                CIS organisation to ever reach group
                                        2010.                                    popular Counter-Strike roster.              stage of League of Legends World
                                                                                                                             Championship.
APPROACHING ESPORTS FANS IN CIS

When we look at Parimatch, we can see two way of connecting to the community.
Team sponsorship & league sponsorship                                                                              “We managed to create a unique Russian-
Parimatch is currently sponsor of Virtus.pro and Fnatic. While Virtus.pro is a team known especially in the        language league for players, which has become
CIS region, Fnatic is truly internationally recognised top tier team. This difference is of course recognised by   an excellent base for rivalry in the CIS region. I
Parimatch as well. Stepan Shulga from Parimatch told us :”Reasons (for sponsorships) are transparent, with         hope that our tournaments has pleased the
Virtus.pro we are reaching a huge Russian speaking audience of Dota2, with Fnatic - global audience                esports community and will further develop the
related to CS:GO, Leagues are great to pin attention to the brand.“                                                Russian-speaking scene of Dota 2. ”
Esports as an industry offer a unique possibility to sponsor or support in any range. Starting with single
                                                                                                                                                     Stepan Shulga
players or influencers, continuing with low tier teams and tournaments up to the best teams and leagues,
                                                                                                                                    Head of esports at Parimatch
as it is the case with Parimatch.
Stepan
Shulga
Head of esports at Parimatch

Parimatch is well known for their presence in the esports industry. What
makes esports interesting from your point of view?
Parimatch is data-driven company, all of our decisions are based on analytics,
insights, reports, researches, and so on. It's really important to understand
what's going on around the world, especially in sports industry. So, no secret,
what is growing faster than anything else in the sports and entertainment
industry? Esports! And we must rely on this fact. We are considering ourselves
as "digital entertainment", and trying to reach a wide a range of audience as
possible. We discovered, that punters are ready to enjoy esports and realise that
part of the audience is excited about esports much more than traditional sports,
and even more! A lot of punters know and respect esports as a stand-alone
sport. Honestly, esports is a great key for young audiences and must-have
solutions to cover all marketing channels for your brand.

Are there some unique needs of esports betting fans compared to your
traditional customers?
Unique needs are based on expertise and some existing standards. You have to
provide streams with broadcasts, use the same language, icons, know
differences between "game", "map", "best of free", "double elimination"... But
after all, it's a question of time and team, that would execute this.

Is there a difference between sponsorship of an esports team (Fnatic) and
football team (Juventus)?
People and communications are always different. Cultural and language details,
and of course kind of sports. Negotiation is a bit easier in esports, but big names
in traditional sports teams have vast experience and many cases instead.
Eventually, with football teams you are thinking how to organise presence in TV
broadcasts and photo materials, and with esports teams you are focused on
social media of contracted team at first

Esports betting is constantly growing, where do you see it in five years?
TOP3 for sure, depends on geography and core audience of bookmaker, but in
general - football top1, esports - top3.
MARKET FOCUS

 US MARKET FOCUS
US is the market showcasing the highest growth potential, but also the most
complications. How can operators tackle them?

• Esports betting and fanbase in the US

• Betting market forecast

• Legal obstacles

• Interview - Pavol Krasnovský, CEO of RTSmunity

• Key takeaways
Europe                    Rest of the world                           Asia              US

                                                                                                                                           16 %
 GLOBAL ESPORTS MARKET
                                                                                                                                       15 %

 OVERVIEW
                                                                                 Global esports fans share
                                                                                                                                                                                                              57 %

                                                                                                                                  12 %

 2019

                                                                                                                                                                                      41 %
Looking at the data from 2019, we can see that while Europe and
                                                                                                                                                               28,2 %
US have a comparable size of esports audience, their esports
                                                                          Global esports betting GGR share
betting GGR is in contrast. There are multiple reasons for this,                                                                                                                             44,5 %
discussed in this report.                                                                                                         11,8 %
What underlines the enormous potential of US esports betting
market is the fact that according to Newzoo research, US esports
fans generate double the average revenue per single fan. It is fair to
say that average revenue per fan is still way lower than in traditional                                                                                                 33 %
sports, but it also creates an opportunity for growth. With global                                                                                                                                    50 %
esports fanbase constantly growing, and with the continuous                   Global esports revenue share
                                                                                                                                                        25 %
evolution of the market in terms of revenue streams, esports betting
is expected to follow this trend as well.                                                                                                                                      37 %

                                                                                                             0                       0,2                       0,3                       0,4                    0,6

                                                                                                             Source: H2 Gambling Capital, Statista, Newzoo
16

                                                                       I N S TA G R A M

12
                                                                       Popularity
                                                                       Esports versus traditional sports (mil. followers)

                                                                       Comparing traditional and well established teams like New York
8                                                                      Yankees or Los Angeles Lakers, we can see that esports teams are
                                                                       already catching up. And in the case of top esports brands, they
                                                                       are already leaving traditional sports behind them. What is the
                                                                       reason? Esports organisations are run by millennials and Gen Z.
                                                                       They understand their customers. They constantly produce content.
                                                                       The brands are relatable, and approachable. They speak the same
4
                                                                       language as their target audience. The style of communication is
                                                                       very close to NBA brands, which is underlined by many
                                                                       cooperations in esports business. Golden State Warriors, Houston
                                                                       Rockets, Rick Fox, those are just some of brands which overlap
                                                                       NBA and esports.
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Esports teams in US
Notable names

                                                          TSM                                  Cloud9                                   FaZe Clan

  US Esports scene

  US esports scene is facing several
  difficulties compared to Europe.
  One of them is the geographical         01                                      02                                          03
  size of US, which makes it difficult
  to create good competitive
  environment without connection         North American esports organisation     Cloud9 became famous for their              FaZe Clan is a team that is very much
  issues. Second reason is that          with one of the biggest and most        innovative style of playing League of       on line between esports team and
  console gaming is prevalent in US,     passionate fan bases. Lead by their     Legends. Their initial team was not         lifestyle brand. With many investors
  which reduces the talent pool of       former player Reginald, TSM were the    only able to dominate on North              from music and basketball scene,
  esports players in PC games.           pinnacle of North American League of    American field, but also be competitive     FaZe clan covers not only esports
  Where US is leading is the content     Legends. While they struggled in past   on the Worlds stage. Something, that        players, but also streamers and
  creation and brand building            years, they managed to win NA LCS       NA teams are struggling till this day. In   content creators. In terms of marketing
  activities.                            title in 2020 and qualify for Worlds    CS:GO Cloud9 became the first team          and brand recognition, Faze Clan is
                                         Championship.                           ever to publicly reveal all player          the top.
                                                                                 contracts.
EUROPE MARKET             US MARKET
                                                                                                LOOKING FORWARD

                             400,00
                                                                                       374,6    Esports betting
                                                                               337
                                                                                                Market forecast 2019 - 2025
                                                                       294,7
Esports betting GGR ($mil)

                             300,00
                                                               259,5
                                                                                               Looking at the market outlook prepared by H2 Gambling Capital,
                                               221,8   218,8                                   we can see a lag behind European market by approx. 5 years. The
                                                                                               reason is further explained later in the report - legislative limitations.
                             200,00                                                    212,2
                                      152,2                                    181,3           On the bright side, US market is showing a lot of promise thanks to
                                                                                               hight purchasing power and the amount of esports fans. The
                                                                       139,7                   amount of fans is not only comparable to Europe. It is probably
                             100,00                                                            even higher when we take into account esports like NBA or fighting
                                                               105,9
                                                                                               games.
                                                       75,6
                                               48,4
                                      26,3
                               0,00
                                      2019     2020E   2021E   2022E   2023E   2024E   2025E
MARKET FOCUS

 US LEGISLATIVE
The core reason why US esports betting volumes lag behind
European and Asian markets, is legal aspect of esports betting.
The Professional and Amateur Sports Protection Act (PASPA), was
repealed in May 2018. This decision dissolved a federal ban on
sports betting. States can now decide whether or not they want to
legalise the activity. However, betting on sports and esports is still
taken as different categories, mainly for two reasons:

1) It is illegal to wager on players under the age of 18
2) No clear legality in many states - “grey markets”

The first problem already found a solution, as there are companies
like GameScoreKeeper, monitoring the age of all players. That
makes it very easy to exclude non compliant matches.

Second problem is more difficult to solve. Some states, like New
Jersey, Nevada or Tennessee have already ruled towards legal
esports betting. Other states don’t have clear ruling on esports
betting, and they allow sports betting, for example Arkansas,
Delaware, New York or Iowa. And there are also states that allow
sports betting, but specifically outlaws esports betting. However,
there are ways to introduce esports betting before legislation is
passed.
TOP 3 CHALLENGES OF US MARKET
                                     ESPORTS PRODUCT

                                     Esports betting and traditional
                                     sports betting are two different
                                     products. Any operators trying to
                                     approach esports fans needs to
                                     provide the right product.

 L E G I S L AT I O N                                                    U N D E R A G E AT H L E T E S

                                                                         Due to legislation in the US, it is
 Issue n.1. Once the legal side of
                                                                         forbidden to bet on athletes below
 things is solved and states
                                                                         the age of 18. There are solutions
 provide clear path for esports
                                                                         on the market to solve this already,
 fans to bet, the market will grow
                                                                         and it is more about proper
 rapidly.
                                                                         implementation.
Pavol
Krasnovský
CEO and co-founder of RTSmunity

Five years ago, you made a decision to start a company focused on
esports. Looking back, are you glad you made this decision?
Absolutely! The path was not easy, esports are still very young industry, so
building a proper business structure was and still is complicated, but I believe
we are building something with great future. The growth in esports we see today
only confirms what we expected.

Providing live odds and trading for esports is more complicated than
traditional sports. Why is that?
Reason number one is the raw amount of data that you have to analyse in real
time. For example one match in Dota 2 will deliver same amount of data points
as whole ATP tour for one year. So that is definitely challenging. Second thing is
that all games we analyse are very complex, but that’s part of the fun as well.

What would be your advice to US sportsbook operators looking at esports
as next opportunity?
Well first of all, I think they are looking in right direction. Demographics are
shifting towards esports fans more and more, so if anyone wants to be in the
right position, the time is now. And second thing will sound boring, but listen to
your customers. Keep in mind that esports fans are most likely not your current
customers. They have different needs compared to traditional punters, and any
operators trying to reach out to them should respect that. Have a look at
Europe, the blueprint for esports betting is there.
CONCLUSION
ON US MARKET
Looking at esports betting market worldwide, US is presenting one
the most interesting destinations. The combination of high
purchasing power and strong growth of esports fanbase is held
back by legislative limitations. When those are removed, it will
create a new strong source of revenue for betting operators.

The fight for esports audience has started already. Either through
fantasy leagues or offering of esports betting in states like New
Jersey. What is missing on the market is a real game changer. A
betting product designed specifically for esports fans, which would
be focused on their needs. Any operators expecting to attract
esports fans with offer similar to traditional wagering will inevitably
fail to do so.

The fact that US market is lagging behind Europe and Asia should
be used to their advantage. See what is working in Europe, analyse
why, and apply it in US when the time comes. And the time will
come soon.
w w w. r t s m u n i t y. c o m
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