F2F Class Notes (Tibo)

Next Class Focus

more on cash flow / price chart

Writing exercise

2016 Global Esports Economy

 This is the comparison of global esports economy of North America and Asia in 2016. We use a pie chart to present the detailed data. The Chart was cut/split in/into five major channels which are marked in different colours : Media rights, advertising, sponsorships, merchandise & tickets , publisher fees. Overall, the esport market in North America weighed/was valued at 177M versus 132M in Asia.
Let’s look at it/ the pie chart in details. / let’s now have a closer look at the chart

Let’s start with media rights , that was 10% of the total esports economy in both areas, which is /represents 18.1M in North America and 13.7M in Asia, 4.4M lower than in America / that is a difference of 4.4M.

In the performance of Publisher fees and merchandise and tickets and , they account for 19% and 10% in North America , while 16% and 6% in Asia.

Look at Merchandise & ticket , 17.1M in North America ,which was 2 times the amount of Asia. / Merchandise and tickets accounted for 17.1M in NA which is more than twice the size of this part in Asia. We can guess people in North America were more willing to participate in the game/event and purchase the game related products. / we can guess people in the NA are more physically engaged as they go onsite to watch the games and purchase merchandise.

The data of the two remaining channels, advertising and sponsorships, are quite interesting. Look at advertising first. In Asia , 50.9 M were generated , it represents/ it accounts for 39% of total Esports economy, while in NA it was 36.3 M or 21%. The comparison of the data reflected consumer behaviour of people in these areas. Asian people are used to watching events/games online / through media , while people in North America love to feel the atmosphere on the spot/ onsite. For getting more exposure in media, advertising, of course,is the obvious way.

That could also be why the ratio of merchandise and publisher fees were higher in NA than Asia as well

The situation of sponsorships was on the opposite of advertising / looking at sponsorships it is the opposite.
37.8M in Asia versus 71.5 M in north America  , which is 90% higher than Asia.

Funds were invested in Esports itself, to attract more people to be involved in this industry and also could promote the industry’s development. This could also explain why Esports economy in North America is more prosperous than it is in Asia. / why the market size in NA is bigger than in Asia.

Grammar

cut by (someone) : someones cuts something
The cake was cut by Tom

cut in 
The cake was cut in 8 parts

Vocabulary

industrial (adj) related to manufacturing
Detroit is an industrial city, there are many factories there.

exposure (n) eyeballs / attention in media
They got a lot of exposure for their new product