for user to browser, shop and sell items on the go Objective: Provide financial accessibility for unbanked individuals in SEA Uses a “reverse ATM” network, where customers can convert cash at retail shops into digital currency Mobile version launched in 2015 to cater to the increasingly-mobile emerging middle class in SEA, who have the additional option of linking their credit cards and bank accounts to transact using their smartphone Company Overview • Point Blank • Path of Exile • Fifa Online • Mster Online • League of Legends • Heroes of Newerth • Alliance of Valiant Arms • Mabinogi Heros • Lost Saga • Blade and Soul • ROV • Headshot • Thunder Stike • Fifa Online 3 Mobile Mobile Games E-sport Events 2 Source: Garena, Business Times
• Grinding Gear Gaming • Electronic Arts • S2 Games/Frostburn Studios • Red Duck • Nexon • I.O. Entertainment • NCSOFT SEA/Garena Computer Mobile Esport Gamer Heavy Player Player Business Flow • Androis 88.2% • iOS 9.2% • Others 2.6%*** • In-home • Internet café’ Computer Mobile 3 Desktop 52.4% Notebook 47.6%* • Garena • Electronic Arts • 58.7% of Thailand’s 15 – 24 year olds, use an internet café as access point to internet** Source: *,*** Marketeer 2015 ** Yozzo 2015 Thailand Telecom Market Report • A professional gamer • Heavy hours played • Lower hours played
ASIAN, E-EU, LATAM, MEA NAM, W-EU, OCEANIA $75.5 bn $102.9 bn Global Game Market 2013 & 2017 CARG 3.3% CARG 12.5% CARG 8.9% The major game market will reverse from the region of North America, West Europe and Oceania to the region of Asia, East Europe, Latin America and Middle east of Asia in 2017 Top 20 Countries by Game Revenue ประเทศไทยอยู่ที่อันดับที่ 20 ของประเทศที่ตลาดเกมขนาดใหญ่ที่สุด โดยมีรายได้ กว่า 521.3 ล้านเหรียญสหรัฐในปี 2015 4 Source: Newzoo 2014 Global Games Market Report Source: Newzoo 2016 Global Games Market Report
2019 2020 2021 $3 $2 $5 $7 $15 $1 Bn Esport growth scenarios Based on annual per Enthusiast Alternative Optimistic Scenario Report Scenario Average revenue per Enthusiast Total Esport Revenue $1.1 Bn $3.0 Bn $0.5 Bn $1.0 Bn In 2017, the Esports Economy grow to $696 million, a year-on-year growth of 41.3%. Brands will contribute $517 million in 2017 and brand investment will double by 2020. The global esports audience will reach 385 million in 2017, with 191 million Enthusiasts. North America is the largest esports market, with revenues of $257 million in 2017. Key Highlights 6 Source: Newzoo eSport Conference Slide 2015
which has become the most popular online game League of Legends Leading gaming content on Twitch worldwide in May 2017, by number of hours viewed (in millions) 0 20 40 60 80 100 120 League of Legends Dota 2 Overwatch Call of Duty to Destiny 100 13 15 55 7 Source: Forbes.com Source: Statista Number of monthly player
played Want to leave Demographic Played games Awareness Leave/Not try reasons ชาย อายุ 23 ปี อาชีพ พนักงานบริษัท ชาย อายุ 17 ปี อาชีพ นักเรียน ชาย อายุ 21 ปี อาชีพ นักศึกษา ROV, HON, Mobile Games Fifa Online, HON, ROV BaS, LOL, WZ, ROV ROV, HON, Mobile Games ROV, HON, Mobile Games ROV, HON, Mobile Games รู้สึกว่าระบบเล่นยาก การออก ของ ต าแหน่งต่างๆ ยากในการ เล่นและเรียนรู้ เพื่อนเล่น LOL น้อยกว่า HON และเล่นยาก เบื่อสังคม LOL เจอแต่ผู้เล่นที่เล่น ไม่เป็น ท าให้ไต่แรงค์ล าบากไม่ เหมือนในอดีตที่มีแต่ผู้เล่นที่ดีกว่า 9 Player Interview information
GJ (Good Job) To increase awareness and perception about the game which is a good game and easy to play Target: New Player To enhance LOL community quality to maintain the player Target: Current Player To educate about career path in esport industry that have opportunity to grow with Target: Gamer 10
ESPORT CAREER NEW PLAYER Esport Club Internet Cafe Content Strategy • School • College • Café Thai Championship • Garena Academy Garena Ambassador Esport Streamer Career Center • Documentary • Article • New streamer • Garena Esport Career Center Good Game, Well Play and Good job