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player 1

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player 2

esports ​gamers

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Research

proposal

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INTRODUCTION TO SUBCULTURE


  • eSports Overview:
    • Online competitive gaming with rules and leagues
    • Youth-centric, experiencing exponential growth
  • Brand Engagement:
    • Brands use eSports for direct youth engagement
    • Through sponsorships, ads, and partnerships
  • Tech in eSports:
    • Tech companies launch products and gather feedback in eSports
  • Boston Demographics:
    • Large eSports player population among students and professionals
  • Research Objectives:
    • Analyze eSports subculture through demographics and psychographics
  • Research Methods:
    • Secondary and primary research (interviews)
  • Purpose of Research:
    • Uncover insights and biases
    • Develop marketing strategies for a lifestyle brand


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Study Objectives

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  • COMPREHend esports gaming subculture
    • Analyzing demographics and psychographics of esports consumers
    • Examining motivations, lifestyle habits, consumption and media usage habits
  • primary and secondary research
    • Conducting research with databases and in depth interviews with esports gamers
      • Primary research: Zoom, in person, or email interviews to uncover insights and biases/preconceptions that may exist
      • Secondary research: Using sources such as industry reports and scholarly articles
  • BRAND CHOICE FOR SUBCULTURE
    • At the end, we will choose a lifestyle brand that we think may resonate with esports gamers and develop marketing communications strategies for the brand


Preconceptions


  • PHysical
    • poor hygiene
    • dismal exercise habits
    • basic fashion sense (grahpic ​tees from sponsors/sweatpants)
    • put little effort into ​physical appearance


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  • social
    • introverted to the point of ​being a recluse
    • problematic behavior under ​infleunce of online forums ​like reddit and 4chan
      • occasionally harbor ​extremeist opinions ​promoting misogyny, ​violence, and other forms of ​discrimination
    • estranged from IRL peers, ​friends, and family outside of ​subculture
    • big into comradery, teamwork, ​collaboration


LITERATURE REVIEW: ENVIRONMENTAL ANALYSIS

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MARKET SIZE AND REVENUE

  • Projected revenue: $1,076M in the US (Statista 2023)
  • Most popular sector is esports betting and competitions


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technological factors

  • esports market adapting to new technology - adoption of VR only leagues and tournaments
  • VR/AR market size is growing
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competitions and betting

  • Gaming tournaments introduced in late 90s-early 2000s by large tech companies
  • Rise of the internet came with the introduction of video game streaming and gambling
  • Skins based gambling and wagering


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a sense of community

  • Popularity of online platforms allows for gamers to connect with each other globally
  • High community engagement on and offline through social media and esports events
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consumer ​analysis

literature review pt. 2

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de​mographics

  • 52% Millennials, 29% Gen Z, 16% ​Gen X, and 3% Baby Boomers.
  • 76% of these gamers are male ​and 24% are female
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ps​ychographics

  • Hobbies: movies, sports, health and fitness, ​travel, and finance and economy.
  • Values: a successful life (51%), followed by a ​happy relationship (43%), an honest and ​respectable life (36%), safety and security ​(34%), having a good time (33%), making my ​own decisions (28%), learning new things (26%)
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Health needs

  • stress/insomnia, declining ​vision, musculoskeletal pain ​+overuse injuries, metabolism ​deficiency, weight gain

mo​tivations

  • escape
  • social stature/self-esteem
  • group affiliation
  • ro​utine
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ease-of-use + game experience

  • value effiency + user-friendly platforms that allow easy communication ​and community engagement
  • in-game purchases that improve user-interface experience (e.g. unlocking ​ne​w worlds/levels/weapons, comms channels, or enhanced UI)

marketing to esports gamers


  • how to appeal to a broad audience of esports gamers?
    • Fighting based games/first person shooters are most common within the market
    • Relationship between streamers and watchers - helps build emotional connection with players
    • Digital marketing - online ads and partnerships appeal to gamers who are already very involved in the digital realm
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primary ​research paper

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RESEARCH ​METHODS & ​QUESTIONS


  • Interview Methods
    • The purpose of conducting interviews ​with esports gamers was to explore ​their gaming habits, motivations, ​experiences, and challenges.
  • Questions:
    • The interview questions were crafted ​to address various aspects of their ​gaming journey, daily routines, ​social interactions, technological ​preferences, and perceptions of the ​esports industry.



participant demographics

Name

Age

Gender

ETHNIC BACKGROUND

OCCUPATION

Cass

21

Female

jewish

full time student

lily

21

Female

asian

student w/ part time job

haley

23

Female

dominican/hispanic/caucasian

student w/ part time job

monroe

19

male

white

student w/ part time job

KAte

22

female

white

full time student

jason

20

male

white

full time student

KEVIN

21

male

asian

student w/ part time job

EDWARD

21

MALE

white

full time student

VINCE

20

MALE

SOUTHEAST ASIAN AMERICAN

student w/ part time job

BYRON

20

MALE

WHITE MEXICAN

full time student

1. Motivation and DRIVERS

SElf fulfillment and connection


  • eSports Mindset:
    • Relentless pursuit of improvement
  • Success Perspective:
    • Joy of winning and performing well is a powerful motivator
  • Fulfillment and Challenge:
    • eSports as a unique source of fulfillment and challenge
    • Constant questioning of oneself and capabilities
  • Drive for Self-Improvement:
    • Game as a means to find purpose and personal development
  • Connection and Community:
    • Joy of connecting with others through gaming and making Lifelong connections
  • Multifaceted Drive:
    • Rooted in connecting with others and the desire for self-improvement


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2. values - respect and dedication

  • Our interviews showed that gamers consider values regarding dedication, admiration, self-development, and perseverance important to them
  • Time and effort are required to juggle student responsibilities and esports team responsibilities
  • Respect as a crucial value - Fostering a supportive and encouraging environment to improve the gaming experience
  • Personal growth - Learning and developing skills related to gaming and outside of gaming, balancing personal growth and other commitments

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  • gaming with others > gaming alone
  • Enjoy connecting with others in- and outside of the games they play
    • use platforms like X/Twitter, discord, reddit to communicate
  • Enjoy streaming their practice games and watching other gamers
    • use platforms like twitch + youtube
  • allow them to cultivate healthy team dynamics, both on and offline

3. Community

+ social ​engagement

  • female-identifying players cited ​representation as a challenge
  • discimination of women in the industry ​--> widespread toxicity and bullying ​online
    • “I was terrified of falling into ​the stereotype that all women are ​bad at video games.” - Cass
  • worry of harrassment can be ​debilitating
    • perpetual fear stunts female-​identifying gamers from being able ​to grow and learn
  • discimination happens in professional ​esports leagues too
    • implies male players are superior
      • “There’s literally no difference ​with clicking a mouse and ​keyboard depending on your ​gender.” - kate
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4. sexism, ​toxicity, and ​lack of rep

Are Esports players getting ​too old for Esports?


video games in general are seen as ​adolescent by society

All of our interviewees were ​introduced to video games ​from a young age

We saw a shared value/feeling between ​our interviewees of lost passion and ​motivation with age

Byron

Cass


what brings them Back Now? Community

5. Aging Away from Esports

6. Equipment purchased

Our interviewees purchased a lot of equipment

Sources of pride

built up over time

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reflection on Preconceptions


  • PHysical
    • can sometimes get carried ​away w/ practice + forget ​hygiene
    • --> however, many gamers ​take excellent care of ​their bodies to ensure ​their physical condition ​prepares them to deliver ​the best performance
      • e.g. ergonomic chairs, ​blue light glasses



  • social
    • not necessarily recluses!
      • vibrant online communities ​connecting gamers worldwide
    • love to engage with people who ​have similar interests and who ​they’ve bonded with over ​friendly competition or ​intense teamwork
    • toxicity is not always ​absorbed externally, rather it ​can be learned internally ​through observation
      • friendly trash-talking can ​quickly escalate


Marketing implications based on primary research

  • TECHNOLOGICAL ADVANCEMENTS
    • Gamers are invested in technological advancements in order to keep their PCs up to date with the latest software and hardware
    • Emphasis on customization - self built PCs
    • Focus on up and coming technology gamers might also be interested in
  • WOMEN IN UNDERREPRESENTED INDUSTRIES
    • Inspire female identifying gamers by focusing on underrepresented groups in industries other than gaming
    • Acknowledge that women are outnumbered in esports, give more opportunities catered to them

Marketing implications (continued)

  • IN-GAME ADVERTISING AND PARTNERSHIPS
    • Partnerships with video games - can feature exclusive in-game items such as skins for players to collect
    • Native advertising - gamers will appreciate ads that are more immersed in the game and less disruptive
    • Brand sponsored esports events
  • DIGITAL AND SOCIAL MEDIA PRESENCE
    • Since gamers are so familiar with the online world, the way brands present themselves online and on social media is important
    • Frequent posting and focusing on social platforms popular among gamers: Twitter, Reddit, YouTube, Discord
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final report

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BRAND CHOICE & JUSTIFICATION

  • Golde Brand Overview:
    • Clear purpose: Provide health-conscious consumers with superfood lattes
    • Female-owned business with a focus on wellness and quality
  • eSports Targeting:
    • Caters to the need for caffeine in a supportive environment for women
  • Caffeine in eSports:
    • Caffeine is essential during training and gaming
    • Golde's superfood lattes offer a healthier and sustainable caffeine source
  • Inclusivity and Empowerment:
    • Persistent challenges of sexism and gender bias in eSports
    • Positive Change in eSports:
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Brand Map

This map expresses the appealing aspects of the brand Golde and what products represent those aspects. These aspects will contribute to brand growth and potential marketing strategies!

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Advertising Objectives

  • encourage healthier choices
    • Highlight the nutritional benefits of Golde’s all natural products, and present it as an alternative to artificial energy drinks
    • Encourage healthier consumption in daily routines overall
      • Female owned business - Targeting female identifying gamers who may sometimes feel unwelcome in their own community
  • Redefine golde’s brand image WITHIN THE ESPORTS COMMUNITY
    • Educate gamers about the health benefits of Golde and the product’s relevance to their lifestyle
    • Targeting health-conscious gamers seeking healthier choices

creative concepts + ​positioning strategy

Esports Gamers are known for neglecting their health and hygiene because of how ​busy their training schedules are, so Golde is here to help with simple, ​convenient daily healthy teas, vitamins, etc... Letting them focus on their ​play by taking that worry off their plate!

“Golde is here for esports gamers”

“Golde understangs esports gamers”

executional strategies

testimonial

fear/anxiety ​appeal

slice of life

product placement

comparison ads

image ads

Media mix ​strategies

With media strategies, we hope to ​enhance user engagement and establish a ​memorable brand presence by leveraging ​dedicated esports platforms for ​marketing, streaming, and advertising.


social media engagement



Exploring partnerships



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Promotional

strategies

partnerships with esports orgs

Who? Professional level + collegiate level

What? Video ads played during commercial breaks in matches, ​product placement in esports gamers’ streams, strategic ​inclusion on social media

Why? Boosts awareness and reach, gaining a fanbase’s trust, ​making purchase decision easier

In​fluencer campaigns

Who? Female-identifying gaming content creators/streamers

What? Inclusion in day-in-the-life videos, sponsored portions of ​videos or short TIkToks/Reels with a designated shoutout ​(including Golde’s use case, its benefits, what the influencer ​loves about the product, and affiliate coupon for audience)

Why? Gives Golde a platform that supports its values while also ​educating consumers about the value of its products

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ADVERTISEMENT #1

ADVERTISEMENT #2

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Conclusion

  • eSports Market Overview:
    • Emerging as a promising creative enterprise
  • Comparison to Entertainment Giants:
    • eSports seen as the potential next player in this lucrative field
  • Preconceptions about eSports Gamers:
    • Perceived as introverted and tightly knit within online communities
  • Secondary Research Insights:
    • Explosive market growth and influence of social and technological factors identified
  • Marketing Implications:
    • Various channels for reaching eSports consumers: digital and social media, influencer marketing, sponsorships, and partnerships
  • Demographics and Psychographics:
    • Main motivations include escape, self-esteem, and group affiliation
  • Values of eSports Gamers:
    • Efficiency and game experience identified as key values for many eSports gamers