
As the epicenter of the converging entertainment eSports Francisco Asensi, digital strategist en Tarkinia, ha expuesto en BIT Experience su visi n sobre el entretenimiento convergente en el que se dar an tres pilares: conectividad, tecnolog a y cambio generacional. En el centro, emergen los eSports.
BIT Experience 2017, que tiene lugar hoy y ma ana en Feria de Madrid y en la que participan m s de cuarenta ponentes al mal alto nivel de la industria audiovisual, digital y multimedia, ha abordado el impacto de los juegos electr nicos de la mano de Francisco Asensi, digital strategist en Tarkinia.
Asensi ha participado en una sesi n plenaria en el Auditorio Sur en la que ha compartido su visi n sobre esta emergente actividad as como su repercusi n en la audiencia y en la aparici n de nuevos modelos de negocio. Este experto ha asegurado que hay muchas miradas puestas en este sector en virtud de los 6.000 millones de horas vistas de eSports en 2016.
Este experto ha centrado su ponencia en el denominado entretenimiento convergente en el que se dan a su juicio tres pilares: conectividad, tecnolog a y cambio generacional. En el centro aparecer an los eSports como entretenimiento convergente.
But, how it all started? Asensi, the phenomenon of eSports began settling in Spain from the year 2010. "The"Lan Parties"such as the Campus Party and Euskal Encounter are the first breeding ground. Many of his assistants go to play online, creating clans that would be the future embryo of the clubs", he commented.
A ello, habr a que sumar el enorme desarrollo de juego online de gran tir n popular como World of Warcraft o Counter Strike. Paralelamente, empresas como Fandroid (germen de la Liga de Videojuego profesional), Encom (organizadora de DreamHack) y Turtle Entertainment, empresa matriz de la Electronic Sports League (ESL) dan un gran empuje a esta nueva actividad.
In Spain, the forecast of revenues for this year round the 678 million euros, reaching the 905 in 2018 and the 1,127 in 2019. As for audiences, estimated that in our country are e-sports fans about 7.1 million users, surpassing 25 million the total number of gamers.
En cuanto al perfil del aficionado, Asensi ha asegurado que se trata de un perfil muy interesante desde el punto de vista comercial ya que estamos, el caso de Estados Unidos, ante un 70% de hombres con edades entre 25 y 34 a os (39%), empleados full time (55%), de graduado medio (46%) y con salarios por encima de los 50.000 d lares (61%) .
Asensi has also analyzed the case of Twitch platform (owner of five studies of video games) Amazon bought just a few years by 970 million. Today it has more than 100 million monthly users, 10 million daily active users. Half of the users are more than 20 hours of content on this platform (1.46 hours a day).
Against these native platforms in the sports environment, it should not be forgotten that major social networks like Twitter and Facebook are already making their first steps in this field.
In the Spanish case, the major leagues of eSports such as ESL, professional video games, Playstation Plus League, League SocialNAT and Game are gaining ground every day. Even the traditional sport is being introduced in the eSports. Clubs like Sevilla FC, Valencia FC, Real Zaragoza, Sporting de Gij n... compete in the Virtual Football Organization (VFO) with eleven against eleven teams playing the popular FIFA.
En cuanto a los medios tradicionales tambi n est n pugnando por captar la atenci n de los espectadores en este nuevo terreno. Por ejemplo, Turner ha creado su propia liga (WME), ESPN est comprometida con la difusi n de las principales ligas y Disney ha cerrado una alianza con Rior Gamet para adquirir los derechos de League of Legends.
Regarding television, the medium is no stranger to the issuance of eSports has achieved its success in online. The eLeague emissions accomplished views in Twitch 18.7, while on television soon it was followed by an average of 271,000 viewers between direct and deferred.
Asensi ha concluido haciendo un repaso a la situaci n de los operadores de televisi n en Espa a. Mediaset cerr un acuerdo con la Liga de Videojuegos Profesional (LVP) en 2014, un a o m s tarde Atresmedia alcanzaba un acuerdo con SocialNat. En este 2017, Mediapro ha puesto en marcha un acuerdo potente con la LVP. Por su parte, las telcos como Vodafone, Movistar y Orange han entrado de lleno en el terreno de los eSports impulsando diferentes ligas y varios canales centrados en los deportes electr nicos.
BIT Experience est organizado por IFEMA y Comunicare Digital, con Panorama Audiovisual como main media partner, y el patrocinio de Aicox, Etiqmedia, Harmonic, SES y Sony (diamante); Akamai, Aspera, Cellnex, Hispasat, Intinor, Riedel, Rohde&Schwarz y TMediaT (oro); Axi n, Ebantic, Tedial, VHD y VSN (plata).
M s informaci n e inscripci n (gratuita para profesionales), here.
Acceso al ESPECIAL BIT EXPERIENCE 2017 en Panorama
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