“ESports is the future of game monetization”: Founder NoobStars about what model could replace the free-to-play in the near future

After reading the article Alexei, Megido from game Studio Datcroft Games I decided to share his vision of the situation in the industry. I agree that “the players understand when they want to get every penny” and developers need to move on, opening up new monetization models and adding the “new levels” in their games. Those who follow the gaming community and trends in it, it is known that eSports becomes only more popular among computer gamers.

The evidence that there are international tournaments with prize pools in the millions of dollars that have already confidently bypass traditional sports, huge fees professional gamers, comparable to the fees football stars or NBA emerging cyber online arena, allowing users to create their tournaments, and manage them in such games as League of Legends, and startups Kickback type, on the grounds which even fans of games such as Minecraft (I personally assumed that it is played only by children), can compete for real money online. For the user the most interesting competitive part of any game, be it football, chess or Counter Strike. And it is the part that allows you to compete with their own kind and not with just another built-in game bot. Remember your first network deathmatch in Quake or similar game.

It was awesome and unforgettable. And this is inherent in human nature. We humans compete everywhere and in almost everything. In the history of gaming LTV (lifetime value, or, in other words, CLV — customer lifetime value) of a user is increased with the addition of online play.

The next stage of evolution matches and tournaments for real money. Why an increase in LTV users of the games. Previously, players, noticeably develop your gaming skill in a particular game, get bored, distributing noobs at the corners of the cards, just gaining game points, and then completely left the game and removed from your computer. Today gamers are already able to use the experience to earn it, while remaining in the game and not leaving it because they already have extra motivation.

Secondly, there is a new monetization model for developers and an additional incentive to create competitive MMOG (massively multiplayer online games) sites. Wheres the monetization, you ask.

In partnership with these online arenas. The scheme is as follows. The developer provides the necessary tools (API) and support, in return for a percentage or fixed Commission for each match or tournament, held on your own server. Now users play for free, burning resources arenas. And for owners of arenas, and for owners games is working on the principle of win-win.

No. In addition to the additional load in the form of marketing costs, you receive the legal side of the issue. Is this legal. If Yes, in what countries is regulated, and how this process.

For example, in the U.S., where we have registered your company and even patchily local investors (recommendations and a video blog on this topic I published earlier), there is a clear division according to the type of game of chance and game of skill. English speaking readers, I think, understood the difference, for the rest I will explain in simple words, without going into the legal component. Game of chance — a game is, the result of which influences the chance.

That is roulette, card games, including poker, belong to the category of gambling (in French jeu de hasard literally means “game of chance”). By the way, the owners of major poker portals have been trying to adjust status in the U.S., and so far unsuccessfully. But back to our topic. Game of skill game, the result of which is affected by player skill, mental or physical.

We, as always, things are not so simple and clear. On the one hand, this activity falls under the concept of gambling that has an incorrect formula for our case, on the other hand, there is a legislative regulation and a dedicated gaming zone. The situation can be changed by introducing an additional definition, as is already done in the USA, India and many Asian countries, as well as the inclusion of eSports in the all-Russian register of sports from which he was expelled in 2006.

To do this, by the way, you need to match all several criteria. Development more than in half of subjects of the Russian Federation and registered in the established order the all-Russia sports Association. And then the slug will be equated to the athletes in traditional sports, the developers will have a new and completely legal instrument monetization of games, and the state budget will receive an additional channel for collecting taxes. And everything seems like a plus.

Here I support the views of industry players mentioned in the previous article. Virtual reality, for which in the market today already a sufficient number of gadgets will undoubtedly contribute to the development of eSports and very seriously. The player will no longer be restricted to the two pointing devices — keyboard and mouse.

On a completely new level, close to the real world, will be used senses. With the help of hearing can be without visual contact to determine the distance of the object and its approximate location relative to the player. In addition, you will need more and quickly twist the head from side to side. So, gamers, develop the muscles of the neck.

The tournaments and matches every year will be all the more closer to reality. Developers, today included in the race of creating games for VR, repeat the fate of the success of the first pioneers in the market of mobile applications for platforms App Store and Play Store. And this applies to small teams, as the giants like Ubisoft is ready to get involved in this race, when the number of sets sold will exceed one million.

This means that the Russian studios have all the chances to take their place in this emerging and promising market. Good luck to our developers and cyber.

Source: google.co.uk/blog/why-building-your-own-startup-makes-you-part-of-the-most-important-process-on-this-planet/

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