Video Gaming, Esports Taking Media and Entertainment to the Next Level - March 2019

 
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March 2019

Video Gaming, Esports Taking Media
and Entertainment to the Next Level

ESPO® VanEck Vectors® Video Gaming and eSports ETF
Video gaming evolution and the rise of esports

Technology advancements have made games more complex, interactive, and dynamic

    Development and proliferation of video games mirrors the dawn of the internet, which featured a long
     research incubation period, followed by explosive growth, as the public adapted to the new technology

                   Tennis for Two                        Activision Formed                          PC Gaming, Internet                   Rise of Esports
                   First known video game                First third-party video                    3D graphics, local area network       Massive growth in viewership
                   created for entertainment             game developer                             (LAN) parties, multiplayer online     and big brand sponsorships
                                                                                                    games

                  1958               1972               1979                 1985              1990s               2000s                2010s

                                        Atari 2600                             NES - Nintendo                         Mobile Gaming
                                        First home console with                Entertainment System                   Introduction of “apps” and
                                        game cartridges                        Revolutionized U.S. gaming             multiplayer phone games
                                                                               industry

Source: VanEck.

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What are esports?

Esports are a form of competitive video gaming, commonly held as
organized, multiplayer spectator events, often between professional players
    A broad consortium of companies are actively investing in esports related ventures, with a growing number
     of collaborations between video game developers, tech companies, and traditional sports franchises
    Esports are a global phenomenon, with the most notable participation in Asia Pacific and North America

     Type of Company or Organization (Example)                            Example of Esports Investment
                                                                          •   Develop and publish video games
     Video Game Companies (Activision, Tencent)
                                                                          •   Develop and support professional esports leagues
                                                                          •   Franchise fees to league owners
     Professional Esports Teams (Team Liquid, Cloud9)
                                                                          •   Corporate sponsorships
                                                                          •   Investing in new infrastructure projects
     Esports Venues (Barclays Center, Staples Center)
                                                                          •   Utilizing existing arenas and venues for esports events
                                                                          •   Technology infrastructure to support massive online viewership
     Online Streaming Services (Twitch.tv, YouTube.com)
                                                                          •   Facilitate sponsorship of individual streaming personalities
                                                                          •   Invested in streaming services
     Tech Companies (Amazon, Microsoft)
                                                                          •   Build consoles, hardware used to play video games
                                                                          •   Scholarships to esports athletes
     Colleges and High Schools (NYU, UC Irvine)
                                                                          •   Gaming tech labs
                                                                          •   Investments and sponsorships of professional esports teams
     Professional Sports Organizations (Philadelphia 76ers, NY Yankees)
                                                                          •   Shared resources of team equipment and facilities

     Cities and Municipalities (Arlington TX, Sydney AU)                  •   Dedicated esports arenas built

     Traditional Brands (Mercedes, Red Bull)                              •   Advertisements targeted towards esports viewers and participants

     Media Companies (Disney, Turner Sports)                              •   Licensing rights for live tournament broadcasts

Source: VanEck.

3
Video game makers winning in esports

Video game companies are becoming global entertainment powerhouses

              Globally, video game maker revenues have grown 12% yearly since 2015
              Game publishers develop and market video games and own the commercial rights to the games
              Esports has created new potential revenue streams from game publisher fees, media rights, merchandise,
               ticket sales, and advertising
              Publishers are likely going to continue to invest in new technology developments while competing to
               maintain market share and producing games people want to play

                              Global Video Games Revenues                                                                          Esports Revenue Streams
                                                                                                                                          as of 2018

               2021*
                                                                                                                                                           19%

               2020*

               2019*                                                                                                                                                      18%
Billions ($)

                                                                                                                            40%                                                        Esports
               2018*                                                                                                                                                                   revenues
                                                                                                                                                                                       generated
                                                                                                                                                                                       directly by
               2017                                                                                                                                                  13%
                                                                                                                                                                                       video game
                                                                                                                                                        11%                            publishers
               2016

               2015
                                                                                                                                 Game Publisher Fees           Merchandise & Tickets
                                                                                                                                 Sponsorship                   Advertising
                       0        40                80               120               160               200                       Media Rights

Source: Newzoo Global Games Market Report, 2016, 2017, 2018. Past performance is not indicative of future results; current data may differ from data quoted.
* Projected.

4
Invest in the future of sports

    The competitive video gaming audience is expected to reach 454 million people globally in 20191
    —      Esports investment is growing exponentially including audience, participants, sponsorships, advertising,
           and team franchises
    —      Cultural paradigm shift as esports athletes and competitions are considered by many to be on par with
           traditional sporting events
    —      Major investments by video game developers, broad tech companies, professional sports teams, local
           cities, and municipalities

    Esports revenue growth has averaged almost 40% yearly since 2015, supported by a young,
     affluent audience2
    —      Esports revenue has nearly tripled over the last three years
    —      Evolving revenue streams as variety of investors seek to monetize esports’ exploding popularity
    —      Audience base is young, has money, and appears to be willing to spend over long time horizon

    Dynamic, evolving revenue stream3
    —      As this segment evolves, companies from different industries continue to invest in new business lines
    —      Since 2014, the global average revenue per person of esports enthusiasts has increased by 175%3

1 Newzoo Global Esports Market Report, 2019.
2 Newzoo Global Esports Market Report, 2017, 2018, 2019.
3 Newzoo The Global Growth of Esports, 2014. Global Esports Market Report, 2018.

5
Strong revenue growth

Esports revenue is forecasted to reach upward of $1.7 billion by 2021 from
a projected $1.09 million in 2019

                                                                            Esports Revenue Growth
                                                                                   2015-2022
                2,000

                1,800

                1,600

                1,400
 Millions ($)

                1,200

                1,000

                 800

                 600

                 400

                 200

                   0
                            2015                         2016                          2017                          2018                         2019*          2022*

Source: Newzoo. Global Esports Market Report 2017, 2018, 2019. Past performance is not indicative of future results; current data may differ from data quoted.
* Projected.

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Revenues are global

International esports leagues
 Global leagues comprised of competing teams from local markets
 Franchisees have paid up to $20 million per team to enter professional leagues owned by video game companies

Global investments into esports arenas
 Private companies, municipalities, and cities around the world have built dedicated esports arenas
 Locations include Las Vegas, Nevada; Arlington, Texas; Sydney, Australia; Chongqing, China

                     Esports Revenues by Region
                              as of 2018

                                                          18%

                38%
                                                                       6%

                                                                                           China
                                                                                           S. Korea
                                                       38%                                 North America
                                                                                           Rest of World

Source: Forbes.com, Las Vegas Review Journal, ABC.net.au, SportsBusinessDaily.com, Newzoo Global Esports Market Report 2018.

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Viewership larger than traditional sports

            League of Legends 2018 world finals attracted more viewers than the deciding
            games of MLB World Series, NBA Finals, and the NHL Stanley Cup
                                                                       US Sports Viewership vs eSports Unique Viewers
                              120
                                                                                                                                  Esports events         Traditional sporting events
                              100
        Millions of Viewers

                              80

                              60

                              40

                              20

                                  0
                                      NFL Superbowl LOL World     Mid-Season      LOL World   Intel Extreme  CFS World College Football MLB World           NBA Finals      NHL Stanley
                                          2018     Championship   Invitational   Championship      2017     Championship Championship Series Game 5          Game 4          Cup Finals
                                                      2018           2018           2017                       2017         2018           2018               2018          Game 4 2018

                                                                                 eSports audience growth 2014-2022
                     700                                                                                                                                                    645

                     600

                     500                                                                                                                           454
Millions of People

                                                                                                                           395
                     400                                                                                335
                                                                                     281
                     300                                      235
                                            205
                     200

                     100

                              0
                                           2014               2015                  2016               2017                2018                    2019*                   2022*
 Source: Sports Media Watch, Statista.com, ESPN.com, ProgrammingInsider.com, Riot Games, dotesports.com, lolesports.com, Newzoo Global Esports Market Report 2018, 2017. Newzoo The Global Growth of
 Esports 2014. Past performance is not indicative of future results; current data may differ from data quoted.
 * Projected.

  8
Young and affluent audience

      Captivated consumer with disposable income willing to spend on entertainment
       — 43% of esports enthusiasts have annual household income over $75k
       — 31% of esports enthusiasts have annual household income over $90k

      Potential for long and loyal brand relationships
     — Esports consumer base skews much younger compared to traditional sports fans
       — More years of purchasing video game products and esports related entertainment

                                            Average Age of U.S. Sports Fan versus Esports Enthusiast
        70

        60

        50

        40
 Age

        30

        20

        10

          0
                         PGA                         MLB                       NFL   NHL         NBA   Esports

Source: Street & Smith’s SportsBusiness Journal, Interpret, LLC. As of 2017.

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Attracting large investors

Esports-related mergers and acquisitions demonstrate the worldwide
business potential of the industry
    Majority of deals are primarily from established tech companies, but there has been interest from non-tech
     related industries (such as, United Talent Agency)

     Year           Acquiring Company                    Acquired Company                    Details

                                                                                             Tencent invested $632 million into Douyu, a gaming and
     2018           Tencent                              Douyu
                                                                                             entertainment live streaming platform in China

                                                                                             United Talent Agency acquired esports talent agency Press
     2018           United Talent Agency                 Press X and Everyday Influencers    X and esports management company Everyday Influencers
                                                                                             for an undisclosed amount

                                                                                             Alibaba invested $150 million into the International e-Sports
     2016           Alibaba                              International e-Sports Federation   Federation, whose mission is to promote esports as a
                                                                                             traditional sport

                                                                                             Activision Blizzard paid $46 million for Major League
     2016           Activision Blizzard                  Major League Gaming
                                                                                             Gaming, a specialist in esports events

                                                                                             Amazon paid $970 million for Twitch.tv, a live streaming
     2014           Amazon                               Twitch                              video platform that initially focused on video game
                                                                                             streaming

Source: Business Insider, Mashable, Variety, Major League Gaming, China Money Network.

10
Pure and targeted index

    Companies must derive at least 50% of total revenues from video gaming and/or esports to be initially
     eligible for the index
     —    Revenue requirements ensure targeted exposure to video gaming and esports companies
     —    Focus on the largest pure-play video gaming companies
     —    Modified market cap weighting ensures that no single company dominates the index
    What companies don’t meet inclusion requirements?
     —    Companies like Microsoft (Xbox), Sony (PlayStation), and Amazon (Twitch.tv) generate substantial revenue
          dollars from other sources besides video gaming and esports related business lines
     —    Due to index revenue percentage rules, these companies are excluded to maintain the index’s focus on video
          gaming and esports

           Included in index          Reason for inclusion        Excluded from index     Reason for exclusion

           Activision Blizzard        Video game developer        Alphabet                Tech conglomerate (based on revenue test)

           Nintendo                   Video game developer        Amazon.com              Tech retail (based on revenue test)

           Tencent Holdings           Video game developer        Microsoft               Tech conglomerate (based on revenue test)

           NVIDIA                      Hardware company           Sony                    Tech conglomerate (based on revenue test)

           Advanced Micro Devices      Hardware company           Intel                   Hardware (based on revenue test)

Source: MVIS.

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Index methodology

MVIS Global Video Gaming and eSports Index
     Selection universe: Global universe of equity securities
     —     Freely investable for foreign investors
     —     Market capitalization and liquidity screens
     Revenue analysis
     —     Company must generate at least 50% of revenues from video gaming and/or esports to be initially eligible
     —     Software and hardware companies may also be included if their end product is used in video gaming
           systems
     Index portfolio size
     —      At least 25 securities
     Buffer rule
     —     At each review, companies which generate less than 25% of revenues from video gaming and/or esports
           are removed from the index
     Modified market cap
     —     Individual company weights are capped at 8%

Source: MVIS. See disclosures at the end of the presentation.

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VanEck Vectors Video Gaming and eSports ETF (ESPO)

VanEck Vectors Video Gaming and eSports ETF (ESPO) seeks to replicate as closely as possible, before
fees and expenses, the price and yield performance of the MVIS® Global Video Gaming and eSports Index
(MVESPO). The Index is a global index that tracks the performance of the global video gaming and esports
(also known as electronic sports) segment.

Fund Details
                                                                                                       • Competitive video gaming audience
Fund Ticker                                                                         ESPO                 expected to reach 454 million people
Intraday NAV Ticker                                                             ESPO.IV                  globally in 20191
Index Ticker                                                                MVESPOTR
                                                                                                       • Esports revenue growth has averaged
Inception Date                                                                10/16/2018                 almost 40% yearly since 2015, supported by
                                                                                                         a young, affluent audience2
Gross Expense Ratio (%)                                                               0.60

Net Expense Ratio3 (%)                                                                0.55             • Companies must derive at least 50% of total
                                                                                                         revenues from video gaming and/or esports
Listing Exchange                                                              NYSE Arca
                                                                                                         to be initially eligible for the Index
Dividend Frequency                                                               Annually

1   Newzoo Global Esports Market Report, 2019.
2   Newzoo Global Esports Market Report, 2017, 2018, 2019.
All information as of 12/31/2018 and subject to change.
The Index is unmanaged and not a security in which investments can be made. You cannot invest in an Index.
3 Expenses  are capped contractually until 2/1/2020. Cap excludes acquired fund fees and expenses, interest, trading, taxes, and extraordinary expenses. Returns are average annualized total returns, except those
for periods of less than one year, which are cumulative.

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Fund performance

                                                                                                                                                   LIFE
ESPO Performance History (%) as of 3/31/2019                                         YTD             1YR            3YR             5YR      10/16/2018
NAV                                                                                 17.51                --             --              --             2.40

Share Price                                                                         18.30                --             --              --             2.82

MVESPO Index                                                                        17.48                --             --              --             3.27

Fees and Expenses1
Management Fee (%)                                                           0.50
Other Expenses (%)                                                           0.10
Gross Expense Ratio (%)                                                      0.60
Fee Waivers and Expense Reimbursement (%)                                    0.05
Net Expense Ratio (%)                                                        0.55

Source: VanEck, and FactSet.
1Expenses are capped contractually until 2/1/2020. Cap excludes acquired fund fees and expenses, interest, trading, taxes, and extraordinary expenses. Returns are average annualized total returns, except those

for periods of less than one year, which are cumulative.
The table presents past performance which is no guarantee of future results and which may be lower or higher than current performance. Returns reflect applicable fee
waivers and/or expense reimbursements. Had the Fund incurred all expenses and fees, investment returns would have been reduced. Investment returns and Fund share
values will fluctuate so that investor’s shares, when redeemed, may be worth more or less than their original cost. Fund returns assume that dividends and capital gains
distributions have been reinvested in the Fund at NAV. Index returns assume that dividends of the Index constituents in the Index have been reinvested. Investing
involves risk, including loss of principal. Please call 800.826.2333 or visit vaneck.com for performance current to the most recent month ended.
All indices are unmanaged and include the reinvestment of all dividends, but do not reflect the payment of transaction costs, advisory fees or expenses that are associated with an investment in the fund. An index’s
performance is not illustrative of the fund’s performance. Certain indices may take into account withholding taxes. Indices are not securities in which investments can be made. See disclosures at the end of this
presentation.

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15
ETF disclosure

Indices are unmanaged and are not securities in which an investment can be made. Index returns do not reflect a deduction for fees & expenses.
MVIS® Global Video Gaming and eSports Index is the exclusive property of MVIS (a wholly owned subsidiary of Van Eck Associates Corporation), which has contracted with Solactive AG to maintain and calculate
the Index. Solactive AG uses its best efforts to ensure that the Index is calculated correctly. Irrespective of its obligations towards MV Index Solutions GmbH, Solactive AG has no obligation to point out errors in the
Index to third parties. The VanEck Vectors Video Gaming and eSports ETF is not sponsored, endorsed, sold or promoted by MV Index Solutions GmbH and MV Index Solutions GmbH makes no representation
regarding the advisability of investing in the Fund.

Fund shares are not individually redeemable and will be issued and redeemed at their NAV only through certain authorized broker-dealers in large, specified blocks of shares called “creation units” and otherwise
can be bought and sold only through exchange trading. Shares may trade at a premium or discount to their NAV in the secondary market. You will incur brokerage expenses when trading Fund shares in the
secondary market. Past performance is no guarantee of future results. Returns for actual Fund investments may differ from what is shown because of differences in timing, the amount invested and fees and
expenses.

Investing involves substantial risk and high volatility, including possible loss of principal. An investor should consider the investment objective, risks, charges and expenses of the fund
carefully before investing. To obtain a prospectus and summary prospectus, which contains this and other information, call 800.826.2333 or visit vaneck.com. Please read the prospectus and
summary prospectus carefully before investing.

Non-VanEck proprietary information contained herein has been obtained from sources believed to be reliable, but not guaranteed. No part of this material may be reproduced in any form, or referred to in any other
publication, without express written permission of VanEck.
Principal VanEck Vectors Video Gaming and eSports ETF (the “Fund”) Risk Factors: An investment in the Fund may be subject to risks which include, among others, investing in the video gaming and esports
companies, equity securities, communication services and information technology sectors, medium-capitalization companies, issuer-specific changes, special risk considerations of investing in Asian, Japanese and
emerging markets issuers, foreign securities, foreign currency, depositary receipts, market, operational, cash transactions, index tracking, authorized participant concentration, absence of prior active market,
trading issues, passive management, fund shares trading, premium/discount risk and liquidity of fund shares, non-diversified, and concentration risks, all of which may adversely affect the Fund. Foreign
investments are subject to risks, which include changes in economic and political conditions, foreign currency fluctuations, changes in foreign regulations, and changes in currency exchange rates which may
negatively impact the Fund's returns. Medium-capitalization companies may be subject to elevated risks.

For a more complete description of these and other risks, please refer to the Fund’s prospectus.

© 2019 VanEck.

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Definitions

Esports : Competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (i.e., winning a championship title or prize money) and a clear distinction between
players and teams that are competing against each other.
Esports Enthusiasts: People who watch esports more than once a month.
Esports Event: A competitive gaming tournament or league organized by a third party, where players and/or teams compete against each other with the goal to win.
Media Rights Revenue: Revenues generated through media property, including all revenues paid to industry stakeholders to secure the rights to show esports content on a channel.
Merchandise and Tickets Revenue: Revenues generated by the sales of tickets for live esports events and merchandise.
Advertising Revenue: Revenues generated by advertisements seen by viewers via esports content, which are paid for per impression.
Sponsorship Revenues: Revenues generated by teams and organizers through sponsorship deals.
Game Publisher Fees: Revenues paid by game publishers to independent esports organizers for hosting events. This excludes investments or spending by game publishers on their own events, as we consider
that to be part of their regular marketing efforts.

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