Win championships and create engaging, engaging content to keep fans equally contributing to a successful Esports organization.
Today, many teams realize that titles are not enough to grow and maintain their fan base (reader). As a result, organizations began to split some of their investments among streamers and content creators.
Organizations that started the new trend include FaZe Clan, 100 Thieves, G2, and TSM.FTX. In addition to raising money for teams competing in League of Legends, CS: GO, Rocket League, etc., these 4 organizations also own a “collection” of famous streamers on the Twitch platform. Most of these streamers are professional players who already have a certain number of fans.
Organizations are expanding their stream channels to find more fans
As is the case with former player Stewie2k, who recently retired from his CS:GO career, immediately received a contract to be a streamer for Evil Geniuses.
Of course, there are also many cases of pure content creators being noticed and recruited by the team, like rapper Snoop Dog with FaZe Clan. All limits are being removed, as long as it brings a great deal of interest to both the streamer and the host organization. Signing contracts with big stars will bring in revenue almost immediately. Increased brand awareness will attract more sponsors, not to mention the fact that organizations can instantly sell a large amount of merchandise directly related to their creators.
Can’t “price” players who like to stream
Professional players and streamers are both important to an Esports organization. So their dream scenario is to have players who can both play weekly and spend time streaming to interact with fans. This is compared to “one arrow hits two targets”.
“Professional players who are able to stream are really a goldmine for esports organizations at the moment,” said Wotton. “They have a higher commercial value than the average content creator, so almost any traditional marketing campaign or direct sales will work.”
Players who play well, are famous, and work hard to stream like Faker are really a bottomless gold mine
Pure content creators can’t do that, even though they have the ability to extend the reach of the Esports organization to a wide variety of audiences. To explain in a more understandable way is that KoL brings more fans, but hard fans (real potential customers) can only be created by players.
Of course, not all players want to livestream, even though each of their broadcasts attracts a lot of viewers. The duo Arteezy and Miracle- of Dota 2 is a prime example. Both of them have tens of thousands of people “queuing” every time they stream, but the number of times the audience has seen them play live in the past 3 years is only counted on the fingers. That’s not to mention the cases where the player inserts a “no stream” clause into the contract when negotiating with the host organization. They can use excuses to affect the practice time, but they simply… don’t like it.
That’s why it’s impossible to value players who are both famous and like to stream and interact with fans.
Optimism after difficult times
The Covid-19 epidemic caused the brand’s interest to shift a lot from traditional sports to Esports, which benefits both pure streamers and professional players. Some minus points in the past time, such as tournaments that were canceled or changed from offline to online, have now been fixed when everything returns to a new normal.
Therefore, the post-epidemic interest is expected to be even greater than in 2019 (the time when Esports peaked). Money flow will continue to pour into this new sport more and more.
The future of sport is still Esports
Not only that, we can’t predict what teams and Esports organizations will create to “catch” that interest. In a young and highly creative industry like Esports, everything rotates, changes and upgrades very quickly. The most likely prediction from now until the end of 2022 will be that organizations will invest in streaming and content creation instead of just focusing on professional performance as before.
This is actually good for all. Players who are considered “out of time” will have many career opportunities and Esports organizations and teams will build large and sustainable fan files.