WEBVTT - 5 things you need to know about Esports | EP 9

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<v S1>Hello and welcome. Esports or competitive video gaming is on

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<v S1>track to be a billion dollar industry. It is also

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<v S1>a sector that presents plenty of investment opportunities for corporate

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<v S1>and retail investors. I have chubby germ seeing from the

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<v S1>money my team, Etzioni and I'll be looking at the

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<v S1>five things you need to know about investing in East.

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<v S1>But joining me now is Larkin White, co-founder of tournament

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<v S1>organizer E-sports Players. Oh yes, Powell and Kelvin Wong, market

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<v S1>analyst at CMC Markets. Welcome to the show. Hi. Good

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<v S1>to be here. Hi, everyone. E-sports has huge potential, especially

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<v S1>in Asia. The region generated nearly half of all global

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<v S1>esports revenue in 2019 at about half a billion dollars

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<v S1>in the Asian region. Some market watchers are forecasting double

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<v S1>digit revenue growth this year. Kelvin, could you talk us

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<v S1>through some of the factors driving growth?

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<v S2>Well, actually, there are a couple of factors.

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<v S3>Number one is let me talk about the acceptance of

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<v S3>e-sports as a professional

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<v S2>sports e-sports in a couple of years, with about 10

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<v S2>to 20 years, it's been around. It's only that recently.

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<v S2>In the last five years, we began started recognized as

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<v S2>a professional

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<v S3>sporting legal team as being competitive

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<v S2>sports as recognised by the Asian Games, as well as

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<v S2>the Southeast Asian Games and the next particular. Although EA

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<v S2>Sports got a goal pass, will be the Olympic Games.

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<v S3>It's a big

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<v S2>labour of feature at the fringe spots upcycled in mobile

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<v S3>competition. These sports and due to

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<v S2>the external environment, we're actually being reinforced by the

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<v S3>pandemic. Most of

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<v S2>us are being locked out of the kind

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<v S3>of caveman situation

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<v S2>where people got nothing else better to do, start a

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<v S2>being and grow

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<v S3>and start to find out more about

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<v S2>how it was. This is possible. These are the two

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<v S2>actually main factors as a

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<v S3>rethink

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<v S2>the growth of e-sports in

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<v S3>the last one or two

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<v S2>years, as well as the coming years ahead.

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<v S3>I agree.

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<v S4>For myself, it's also the consumer behaviour factor that is

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<v S4>driving e-sports. The global pandemic lockdowns

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<v S3>UK should actually accelerate that. The consumer behaviour, things that

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<v S3>consumers are now very

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<v S4>engrossed,

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<v S3>fees, very lofty online. I estimated this digital

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<v S4>behaviour that has been accelerated a good five to seven

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<v S3>years because of that

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<v S4>pandemic situation. So there are more people who are

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<v S3>playing games as a form of

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<v S4>entertainment.

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<v S3>But aside from that, the lockdown

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<v S4>situation, I think many people

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<v S3>are also engaging in games to

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<v S4>socially interact online with their friends and family that used

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<v S4>to interact online.

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<v S3>It's also driving e-sports.

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<v S4>You can play games frequently with your friends, but after

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<v S4>a while, you may look at

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<v S3>how to compete on a friendly

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<v S4>basis, on a competitive

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<v S3>manner, within the

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<v S4>community, against your friends. And I think all those are

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<v S4>driving esports.

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<v S1>Acceleration in consumer digital behaviour has also attracted the attention

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<v S1>of corporates to e-sports, and now we're also seeing non-endemic

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<v S1>brand pump cash into esports. Why is that?

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<v S4>We are in a day and age

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<v S3>where

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<v S4>consumers want to interact with brands that understand their lifestyle,

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<v S4>so it's no longer adequate just to pace

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<v S3>a logo on ATS.

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<v S4>Whether it's digital or physical, brands understand that they want

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<v S4>to be involved in activities that consumers like. They want

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<v S4>to be

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<v S3>part of that digital lifestyle.

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<v S4>So hence you see what is endemic and non-endemic brands.

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<v S3>They really

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<v S4>tried to understand the lifestyle, the digital lifestyle consumers and

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<v S4>gaming is a very, very big

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<v S3>component in that

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<v S4>digital lifestyle.

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<v S3>On top of this, we will have a significant

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<v S2>government push as well towards

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<v S3>e-sports because if you look

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<v S2>at the situation right now, the growth of esports in

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<v S2>the next couple of years, the people come in our region,

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<v S2>especially the Asian region. We, I believe, close to, I think,

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<v S2>50 percent.

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<v S3>The growth will be sort of seen a reason.

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<v S2>Yet, especially

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<v S3>in China just right now, obviously,

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<v S2>it depends how you look at things. The number two, well,

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<v S2>largest economy. Some of us may debate about that, but

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<v S2>nevertheless you start to see a big push for Beijing,

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<v S3>especially annual

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<v S2>League of Legends, which is one of the

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<v S3>premier competitive

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<v S2>e-sports competitions around the world to be hosting in the

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<v S2>next two consecutive years in China. And there's lots of

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<v S2>incentive or subsidy scheme to for into hosting of this event.

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<v S3>So if this can be

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<v S2>pretty much

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<v S3>successful, we may start to see several Asian

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<v S2>countries in

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<v S3>Singapore to start

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<v S2>taking a look at this e-sports as another driver of

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<v S2>economic growth.

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<v S1>If you look at how e-sports has grown in Asia,

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<v S1>the region now has the largest audience of aespa players

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<v S1>and fans in the world, with half a billion esports

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<v S1>fans and almost 600 million e-sports gamers keen. Why would

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<v S1>such a huge audience pool? How can you possibly be?

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<v S4>You can see as the sector

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<v S3>matures, the

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<v S4>revenue and business model are starting to diversify, and you

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<v S4>are seeing very interesting business models that are coming up.

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<v S4>We also have some. What conventional revenue

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<v S3>model like sponsorship

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<v S4>and advertisement, that's definitely a mainstay in the

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<v S3>e-sports industry,

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<v S4>you have now

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<v S3>also content

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<v S4>premium

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<v S3>content that potentially aired across OTT pay TV network consumers

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<v S4>are subscribing to. You have online

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<v S3>e-sports courses that

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<v S4>are

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<v S3>produced by entertainment

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<v S4>providers,

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<v S3>merchandise, EA Sports

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<v S4>merchandise in the form of gaming chairs. Those are all

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<v S4>coming on stream as well

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<v S3>in that area. There will be

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<v S4>providers on legalized

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<v S3>sports betting. That's a new sector. You have little item

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<v S3>premium subscription on some of

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<v S4>these e-sports websites that's also coming on very quickly. So

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<v S4>I think the whole range of revenue models are all possible,

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<v S4>and because e-sports itself is a digital native activity digital

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<v S4>business model that

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<v S3>has worked for many parts of the world could be

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<v S4>continuously translated into the e-sports sector.

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<v S1>Quinoa You built your business around fan engagement on

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<v S3>your e-sports platform.

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<v S1>What can traditional sports learn from e-sports?

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<v S4>Yeah, the very important differentiation of e-sports versus many traditional

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<v S3>sports is e-sports is

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<v S4>actually a

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<v S3>digital native event.

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<v S4>So during the pandemic period, you see a lot of

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<v S4>early adopters,

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<v S3>event

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<v S4>organizers in e-sports,

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<v S3>they were suffering very badly because physical events

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<v S4>are almost impossible. That as she drove a lot of

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<v S4>people to move online and the tournament organiser like ourself,

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<v S4>which is

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<v S3>completely beat flourish, flourishes

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<v S4>very well during the pandemic event. People realise that it's

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<v S4>actually a much bigger platform to run e-sports online and

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<v S4>digitally because after all, imagine you could

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<v S3>have many events

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<v S4>over weekends or Friday nights just putting on a smartphone

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<v S4>device or a PC.

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<v S3>Literally, the whoa, it's the

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<v S4>audience you could engage with, getting them to participate in tournaments,

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<v S4>getting them to look at live streams. So those are

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<v S4>all very, very easily done on these

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<v S3>bases in the e-sports.

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<v S1>While an estimated 70 per cent of gamers are kin.

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<v S3>Wait, what

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<v S1>are you doing to encourage more women to play e-sports?

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<v S4>We actually what we've brands who are interested in either

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<v S4>gender neutral audience or even

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<v S3>female audience to promote some of the

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<v S4>activities we have. For example, we are coming up with

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<v S3>a female only e-sports

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<v S4>league call Empress Arena that is very focused on encouraging

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<v S4>female competitive

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<v S3>gaming. Of course, the

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<v S4>argument

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<v S3>is also your gender equality. Maybe the emphasis

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<v S4>should not

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<v S3>be just female

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<v S4>participation, but rather a gender

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<v S3>neutral participation.

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<v S4>We would very much like to see

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<v S3>that, as you mentioned earlier, female

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<v S4>participation, we currently estimate, is about 30 percent across grassroot

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<v S4>e-sports activities, but this is growing fast. If you compare

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<v S4>these

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<v S3>to two or three

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<v S4>years ago is probably half of that number. So we

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<v S4>are seeing a lot of interest from the female fans

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<v S4>who are now equally competitive.

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<v S3>That will only grow because in general,

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<v S4>that also

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<v S3>ties to the wider

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<v S4>gaming trend. So there are many game

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<v S3>publishers who produce

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<v S4>type, those that are more gender

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<v S3>neutral. That adds a very different dynamic.

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<v S4>I think good participation from all genders would actually give

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<v S4>a very dynamic

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<v S3>platform to competitive

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<v S4>gaming.

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<v S1>All right. Just to recap, e-sports is growing rapidly and

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<v S1>it is increasingly being accepted as a professional sport. More

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<v S1>brands are investing in e-sports, for example, through advertising and sponsorship.

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<v S1>While traditional revenue models like advertising and sponsorship are here

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<v S1>to stay. New revenue streams emerging, such as premium content

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<v S1>for pay-TV networks and online courses I've been speaking with

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<v S1>now can wife call fund up tournament organiser, E-sports Players

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<v S1>League or SPL? And Kelvin Wong, market analyst at CMC Markets.

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<v S1>And now let's talk about investment opportunities for retail investors. Kelvin,

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<v S1>over to you.

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<v S2>Yeah. So with retail investors can get exposure to the

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<v S2>e-sports sector, whereas on par by a single name

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<v S3>stocks, the whole e-sports ecosystem

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<v S2>itself is pretty huge.

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<v S3>So let's start with the

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<v S2>upstream one first, which is from the game publisher companies

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<v S2>that design and create the

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<v S3>games like

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<v S2>Active Visionaries at 8pm by the tech talk. So these

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<v S2>are the popular one. On top of that, we have

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<v S2>some hybrid company which is closer to Asia

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<v S3>like Tencent, which also published

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<v S2>games. But on other hand, you have other parts of

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<v S2>the business like is on par with the global VP.

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<v S2>Closer to home Singapore, we have to

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<v S3>see which is the really coming off Shopee.

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<v S2>So even though we are men, we are kind of

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<v S2>more known to Shopee rather than being a game publisher

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<v S2>because Asia

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<v S3>itself at a moment. If I'm not wrong,

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<v S2>they only publish one successful game. So on the other

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<v S2>side of the spectrum, you have the hardware company to

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<v S2>support the e-sports ecosystem. You are talking about the keyboard

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<v S2>that used to.

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<v S3>Play in combating sports esports.

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<v S2>The mouse, this will come under Razer, you also have

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<v S2>the semiconductor chip that actually powered the Games to

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<v S3>have a better, higher

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<v S2>consumer experience or competitive experience that you need to

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<v S3>have a higher running a

0:10:20.770 --> 0:10:23.829
<v S2>semiconductor chip, which is overkill. So these are the Veeva's

0:10:23.830 --> 0:10:25.240
<v S3>spectrum investors,

0:10:25.540 --> 0:10:26.260
<v S2>which you look at

0:10:26.500 --> 0:10:29.650
<v S1>Calvin. Besides single nameplates, what are some of the e-sports

0:10:29.740 --> 0:10:32.319
<v S1>exchange traded funds or ETFs?

0:10:32.440 --> 0:10:33.130
<v S3>Investors can

0:10:33.130 --> 0:10:33.520
<v S1>look at

0:10:33.670 --> 0:10:35.920
<v S2>for investors once have a broader

0:10:35.920 --> 0:10:38.960
<v S3>base approach to a more diversified basket,

0:10:38.980 --> 0:10:42.490
<v S2>we'll explain. At the moment, actually free kind of a liquid,

0:10:42.490 --> 0:10:45.760
<v S2>a popular ETFs exchange traded fund. The first one of these,

0:10:45.760 --> 0:10:47.679
<v S2>so these factors beyond

0:10:47.679 --> 0:10:48.940
<v S3>giving e-sport

0:10:48.940 --> 0:10:51.610
<v S2>the ticker, then you have normal X video games,

0:10:51.880 --> 0:10:53.980
<v S3>esports just right now.

0:10:53.980 --> 0:10:57.040
<v S2>The Left is pretty much cheesy in because, of course,

0:10:57.040 --> 0:10:57.400
<v S2>you

0:10:57.970 --> 0:10:59.890
<v S3>know, and that's why we brought your

0:10:59.890 --> 0:11:02.230
<v S2>Becroft Esports digital entertainment

0:11:02.350 --> 0:11:02.890
<v S3>and they

0:11:02.890 --> 0:11:06.410
<v S2>call it in any of the other actually offers a

0:11:06.410 --> 0:11:11.050
<v S2>diversified approach in investing the esports ecosystem. Let me get

0:11:11.050 --> 0:11:15.220
<v S2>sidetracked because e-sports itself are in terms of the industry

0:11:15.220 --> 0:11:17.410
<v S2>that is being spent on, will be primarily on the

0:11:17.410 --> 0:11:18.309
<v S2>consumer

0:11:18.400 --> 0:11:19.209
<v S3>discretionary,

0:11:19.780 --> 0:11:24.670
<v S2>the communications business and information technology. So these are the

0:11:24.670 --> 0:11:27.880
<v S2>technology that most international investors use is

0:11:27.880 --> 0:11:29.590
<v S3>actually being tracked by the S&amp;P

0:11:29.590 --> 0:11:33.550
<v S2>11 key industrial sectors. So for investors, always have a

0:11:33.550 --> 0:11:36.430
<v S2>better spread across these three sectors consumer

0:11:36.429 --> 0:11:38.199
<v S3>discretionary communication service

0:11:38.200 --> 0:11:38.800
<v S2>and input

0:11:38.800 --> 0:11:40.150
<v S3>tech. The Hue, or the global

0:11:40.150 --> 0:11:43.240
<v S2>ex-Beatle games will happen more evenly spread combat

0:11:43.240 --> 0:11:44.199
<v S3>to sport,

0:11:44.200 --> 0:11:47.140
<v S2>which is not that close video gaming, which tends to

0:11:47.140 --> 0:11:51.220
<v S2>be more heavily skewed towards communication services because I think

0:11:51.220 --> 0:11:53.079
<v S2>calls about 60 percent of weightage into that.

0:11:53.140 --> 0:11:55.540
<v S1>Before we wrap up the podcast Kelvin, what are some

0:11:55.540 --> 0:11:57.760
<v S1>of the risks investors need to be aware of?

0:11:57.910 --> 0:12:00.429
<v S2>If you guys still want to invest in a particular

0:12:00.429 --> 0:12:02.050
<v S2>is possibly the stocks you've got to see.

0:12:02.140 --> 0:12:04.090
<v S3>What other revenues do they have

0:12:04.750 --> 0:12:05.180
<v S2>with such

0:12:05.179 --> 0:12:06.610
<v S3>a robust subject to

0:12:06.610 --> 0:12:10.380
<v S2>any risk of regulatory clampdown as well as on board?

0:12:10.420 --> 0:12:11.559
<v S2>Tencent is not really a

0:12:11.559 --> 0:12:13.330
<v S3>pure play on e-sports

0:12:13.330 --> 0:12:15.579
<v S2>because Tencent itself has other revenue

0:12:15.580 --> 0:12:16.090
<v S3>stream.

0:12:16.690 --> 0:12:17.199
<v S2>We pay

0:12:17.230 --> 0:12:20.380
<v S3>WeChat. You've got a fintech business. So Southern

0:12:20.380 --> 0:12:22.000
<v S2>China Big Tech stocks that has this

0:12:22.000 --> 0:12:23.200
<v S3>company emphasis

0:12:23.200 --> 0:12:27.010
<v S2>on e-commerce fintech. You see the share price correct quite

0:12:27.040 --> 0:12:29.140
<v S2>a fair bit. Cross about 10 to 20 percent since

0:12:29.140 --> 0:12:32.230
<v S2>the peak of February due to the ongoing clampdown from

0:12:32.230 --> 0:12:34.300
<v S2>the Chinese authority on the fintech

0:12:34.300 --> 0:12:35.650
<v S3>business, as well

0:12:35.650 --> 0:12:37.510
<v S2>as the more the plastic

0:12:37.570 --> 0:12:39.130
<v S3>e-commerce behavior.

0:12:39.520 --> 0:12:41.890
<v S2>And a second one will be more related to its

0:12:41.890 --> 0:12:43.030
<v S2>ongoing ESG

0:12:43.030 --> 0:12:44.320
<v S3>template that fund

0:12:44.320 --> 0:12:45.390
<v S2>managers worldwide are

0:12:45.400 --> 0:12:46.600
<v S3>being embraced

0:12:46.600 --> 0:12:47.980
<v S2>to either foster directly or

0:12:47.980 --> 0:12:50.350
<v S3>indirectly. So some e-sports

0:12:50.350 --> 0:12:52.540
<v S2>related, at least the company that went into the betting

0:12:52.540 --> 0:12:54.040
<v S3>arena, like then Broxburn

0:12:54.040 --> 0:12:56.500
<v S2>got itself as a very successful betting company by focus

0:12:56.500 --> 0:12:58.689
<v S2>on football and other traditional games.

0:12:58.960 --> 0:13:02.080
<v S3>So we have some other companies that has that still

0:13:02.080 --> 0:13:02.470
<v S2>set up

0:13:02.590 --> 0:13:03.970
<v S3>shop over the years.

0:13:04.280 --> 0:13:05.380
<v S2>Growth was pretty

0:13:05.380 --> 0:13:06.670
<v S3>significant, but that is a sticky

0:13:06.670 --> 0:13:08.170
<v S2>subject to ESG reasons.

0:13:08.179 --> 0:13:09.940
<v S3>Well, raise lots of money,

0:13:09.940 --> 0:13:10.420
<v S2>potentially

0:13:10.440 --> 0:13:11.920
<v S3>neutral due to a lower

0:13:11.929 --> 0:13:12.339
<v S2>ESG

0:13:12.340 --> 0:13:13.929
<v S3>score and the top

0:13:13.929 --> 0:13:16.240
<v S2>one. The reason I talk about is more internal market

0:13:16.240 --> 0:13:19.390
<v S2>related risk. So if we look at the share price

0:13:19.390 --> 0:13:20.710
<v S3>of the broad based

0:13:20.710 --> 0:13:24.480
<v S2>ETF is what are the ETF that show beyond not here? Yes.

0:13:25.179 --> 0:13:28.330
<v S2>They have come down significantly since the February or January peak,

0:13:28.330 --> 0:13:31.330
<v S2>about 15 to 20 percent decline until about May. And

0:13:31.330 --> 0:13:34.990
<v S2>also actually, this decline is coincident with the rise in

0:13:34.990 --> 0:13:38.740
<v S2>the U.S. Treasury piano, which actually has a direct correlation

0:13:38.740 --> 0:13:41.140
<v S2>with inflationary growth. I see the start of this year

0:13:41.230 --> 0:13:44.130
<v S2>pretty much point out where we see commodity prices that's

0:13:44.170 --> 0:13:47.440
<v S2>hiking up and start to actually float down to manufacturing

0:13:47.440 --> 0:13:52.780
<v S2>input costs. So it's more like an indirect discretionary approach

0:13:52.900 --> 0:13:56.670
<v S2>to growth stocks because once there's a rise in the penny,

0:13:56.679 --> 0:13:59.920
<v S2>you actually indirectly the inflationary is going to go up.

0:14:00.280 --> 0:14:03.850
<v S2>It will impact growth stocks across the market. Why? Because

0:14:03.910 --> 0:14:07.090
<v S2>growth stocks are actually seen as stocks that has higher

0:14:07.090 --> 0:14:09.760
<v S2>gearing or higher leverage. That means they need to borrow

0:14:09.760 --> 0:14:12.160
<v S2>more to grow their operation. But we know that. So

0:14:12.160 --> 0:14:16.090
<v S2>then is bus stocks or e-sports equities? They are actually

0:14:16.090 --> 0:14:19.570
<v S2>cash rich in nature. Unfortunately, e-sports is being fought under

0:14:19.570 --> 0:14:20.859
<v S2>the category of growth stocks.

0:14:21.340 --> 0:14:24.670
<v S3>So do the financial markets was due to this in discrimination.

0:14:24.700 --> 0:14:25.240
<v S3>If you start to

0:14:25.240 --> 0:14:27.220
<v S2>see inflation stock picking up in the second half of

0:14:27.220 --> 0:14:28.870
<v S2>the year, I spent the next year.

0:14:29.650 --> 0:14:30.400
<v S3>If you start to see the

0:14:30.410 --> 0:14:33.220
<v S2>10 year going to pick up to about two percent

0:14:33.220 --> 0:14:37.990
<v S2>or more, the pressure in EA Sports related stocks in general.

0:14:38.200 --> 0:14:39.910
<v S1>There you have it. The five things you need to

0:14:39.910 --> 0:14:43.630
<v S1>know about investing in East. But Kenwyne Kelvin, thank you

0:14:43.630 --> 0:14:44.770
<v S1>for being on the podcast.

0:14:44.980 --> 0:14:46.120
<v S2>Thank you very much. It's my pleasure.

0:14:46.210 --> 0:14:49.600
<v S1>Thanks, everyone. I've been speaking with Larkin Y, co-founder of

0:14:49.600 --> 0:14:54.340
<v S1>Pokémon Organizer, The Players League of SPL, and Kelvin Wong,

0:14:54.340 --> 0:14:58.570
<v S1>market analyst at CMC Markets. Thanks for listening and catch

0:14:58.570 --> 0:15:00.640
<v S1>us again over the next five things you need to

0:15:00.640 --> 0:15:03.160
<v S1>know Podcasts by the money, my team.