The name Registration of the “Let] “Lets” report I shared the contents of the following topics.(See may be misleading and unnatural translation parts. Please refer to the wrong translation)The name Registration of the “Let] “Lets” report I shared the contents of the following topics.(See may be misleading and unnatural translation parts. Please refer to the wrong translation)Chief Executive Officer (CEO) of the Saudi e-Sports Federation (Turki Alpha-Uzan)Chief Executive Officer (CEO) of the Saudi e-Sports Federation (Turki Alpha-Uzan)One of the SEF’s mission is to support e sports community and development.What should I think about this area today?What is the most important challenge, how do you solve these challenges?E sports are also a very potential in Saudi Arabia, and Saudi Arabia.The world’s largest game market has reached about 17 billion dollars, and Saudi Arabia’s game consumption is expected to reach 68 billion dollars.However, industry is still the first stage, we have a variety of challenges and we will provide a variety of challenges.Start from passionate young gamers.It is necessary to develop my technology to develop their technology to grow to e sports players, and test it is necessary to test as well as other players.We aim to create such places like the Federation.Game cafe may feel like the first concept of the 2000s, but still important to gather games.Of course, there are grassroots events that are also organized by school and universities to provide platform for young people.Currently, there are opportunities to choose e sports as occupation.But our goal is to create a complete e sports ecosystem that can be able to make a variety of course.We are currently working for various plans to perform e sports.This includes an official legal certification of the e Sports Club, and e Sports Club can be found in the ecosystem that can be expanded to organizations.After that, the exercise player will win professional qualifications and global levels.We believe that we can participate overseas in the world’s best tournament, but we believe that we can create platform in their own country.Therefore, Japan Federation has been eager to create a surprise Gamers 8 without border games, and the largest charity event, and the world’s largest game festival.This is a platform that the highest global and Saudi Arabia’s best level, and Saudi Arabia will deliver surprising experience.About 20,000 games lovers, and this is about 70 percent of all population48 percent are women.The demand for games and e sports are huge.We are responsible for our commitment, and we are enjoying our responsibility.Team: You know that the Languages of the Languages of the Languages.What is the special reason for Gamers 8 is a special reason?The Gamers 8 has acquired a legitimate game community to win legitimate from global game community.This is a special reason for the repository.The first edition of the first edition of the world’s expectations and players were down to the world’s best e sports team and players were down to the series of elite tournament.GAME METHOD FOR GAME SERVICE, the total prize pool of four million dollars, and the total of four times last year. 올해 Gamers8에서 개최된 엘리트 토너먼트는 다음과 같습니다: Fortnite, Tekken 7 Nations Cup, PUBG Mobile World Invitational, Tom Clancy’s Rainbow Six Siege, Dota 2, ESL R1, StarCraft II, Counter-Strike: Global Offensive(CS:GO) , , PUBG Global Series 2, FIFAe Club World Cup, FIFAe Nations Cup, FIFAe World Cup, Street Fighter 6 및 Rocket League가 있습니다.The first Gamers 8 festival held a million visitors from e Sports Tournament and Bardware tournament and Bard.We also connect the rear of the e sports fans who watch the tournament in the online platform.The Gamers 82300,000 hours and more than last year.General Gamers 8 goals are to provide a “Wow” and technology and technology to provide excellent players and fans experience.However, it is not just about the game center approach, but there are many games center approach.Last year, I was to hold multiple top competition in the first season, but this year, and developed a cross game.We celebrate the best e sports club for all areas, but we celebrate the best e sports club.e sports:e sports are inspiration from traditional sports, but there are three important differences.Competition is focused on video in the game environment, competition is focused on video than actual games.This may hear that it is easy, but the strength of the strength of the football finals, but the strength of the soccer finals.E sports players experience and heart rate of heart rate.The technology (specific) or 1 minutes per minute (specific) or 1 minutes) or a minute of work (specific) or 1 minute.But there are hardly possible to succeed in e sports competition.To participate in the professional level, you need to take 70 to 80 hours to 80 hours for training for the best players.Team/ players are optimizing the training schedule and communications and communications and communications with other good playersEcosystem Structure Second, e-sports are incorporated into a dedicated ecosystem (Figure 1) that includes two stakeholders (game publishers and licensing partners) that do not exist in real sports.Game publishers own core game IPs licensed for use in professional competitive games (e.g., events where prize money is awarded).License partners provide game creators with exclusive IP rights to create games. 2 For example, you might have granted a FIFA license to Electronic Arts to create a FIFA game, or you might have granted Vivendi a license to Load of the Rings and Hobbits to Middle-earth Enterprises. Then go to EA, then Warner Bros. Interactive.Event organizers are ecosystem-oriented assistants who arrange leagues and tournaments, form teams/players, and manage prize money, sponsorship, licenses, etc. He is then responsible for marketing and managing events. The event organizer may be an e-sports event expert (e.g., EFG). 4 Game Publishers (e.g. Capcom Pro Tour/Street Fighter Championship or Major League Gaming owned by Activision-Blizzard/Overwatch and Call of Duty), private or public organization.Distributors include streamers and broadcasters that offer competition to viewers around the world.E-sports clubs gather professional teams and athletes to participate in major competitions to train semi-professional talent. Today, major clubs have a variety of videos It consists of several lists that deal with games.Sponsors and brand partners are now attracting the attention of young audiences and active communities, providing the largest amount of funding for the ecosystem.Audience typically consists of gamers who are fans of a particular competitive title, team, or player.From a high level of competitive form, e-sports competitions are similar to sports, with qualifying matches, playoffs and finals. It will also be held in (mainly) digital media stadiums such as Twitch and YouTube. However, the differences in game genres and the complexity of ecosystems have a significant impact on the operation of e-sports.Team/Players: Each Competitive Video The game has its own approach. For example, most First Point Shooter (FPS) competitions consist of two teams of five players each, while Battle Royale (BR) games consist of 100 individual players or 50 teams of two players each.How the Tournament Works: With notable exceptions, such as Battle Royale, most e-sports follow the general sports model and take place through the group stage. However, the format can vary widely. Depending on the title, the tournament may be organized as follows.Round robins where all teams face each other (e.g., Dota2).After the first stage, the winner is the Swiss round where the winner, the loser and the loser face off (e.g., Starcraft II). Single/double elimination where the loser is eliminated after one or two losses, respectively (e.g., CS:GO, Rocket League, and Hearthstone).Battle Royale has a unique format for each level of tournament, with all teams playing multiple times in a row (the player/team that gets the most points advances).Rule: Each game is really unique. For example, CS:GO and Valorant are both FPS, but the number of rounds played per game may vary (mainly three-match, three-win first (Bo3), but some events may have Bo5 in the final round) or may have the required number of wins. Per round (CS: 15 for GO and 13 for Valorant) Also, there are many rules for each game(Example: CS:GO pays attention to some game mechanisms, such as one-sided acting, while Dota 2 prevents all types of automated scripts.).Competitive Organization: Some games (e.g., CS: GO, Rocket) league), consisting of an open structure similar to that of traditional sports tennis. Valve is one good example to follow when announcing changes in the ecosystem of CS:GOe sports, which will take effect in 2024. 5. Game developers have introduced new requirements so that all events can secure teams based on results from Valve’s ranking system or public qualifying events. In an open structure, competitions have challengers/preparations similar to regional competitions in which competitors earn points. Successful teams in Challengers/Qualifiers move to Masters/Majors to compete with existing teams. Its pinnacle is the championship/anchor event, a prestigious competition played by only the best teams. Other games (e.g., League of Legends, Overwatch) consist of closed-door leagues as well as major American sports leagues such as the NFL and NBA. Select teams (franchises) and secure them for many years. The teams then compete in multiple events (not a single game like the NFL/NBA) throughout the season.Therefore, although e-sports have many similarities to physical sports, they have more complex ecosystems. It leads innovation in different directions to satisfy all ecosystem participants, especially game publishers, athletes and audiences.Given the complexity of the e-sports market and its potential ecosystem and the relative early stages of industry, it is not surprising that e-sports are considerably fragmented compared to the mature traditional sports market. This section provides an overview of the e-sports market based on key indicators (audience counts, prize money levels, ticket sales) and explores the possibility of further expansion.Ecosystem Structure Second, e-sports are incorporated into a dedicated ecosystem (Figure 1) that includes two stakeholders (game publishers and licensing partners) that do not exist in real sports.Game publishers own core game IPs licensed for use in professional competitive games (e.g., events where prize money is awarded).License partners provide game creators with exclusive IP rights to create games. 2 For example, you might have granted a FIFA license to Electronic Arts to create a FIFA game, or you might have granted Vivendi a license to Load of the Rings and Hobbits to Middle-earth Enterprises. Then go to EA, then Warner Bros. Interactive.Event organizers are ecosystem-oriented assistants who arrange leagues and tournaments, form teams/players, and manage prize money, sponsorship, licenses, etc. He is then responsible for marketing and managing events. The event organizer may be an e-sports event expert (e.g., EFG). 4 Game Publishers (e.g. Capcom Pro Tour/Street Fighter Championship or Major League Gaming owned by Activision-Blizzard/Overwatch and Call of Duty), private or public organization.Distributors include streamers and broadcasters that offer competition to viewers around the world.E-sports clubs gather professional teams and athletes to participate in major competitions to train semi-professional talent. Today, major clubs have a variety of videos It consists of several lists that deal with games.Sponsors and brand partners are now attracting the attention of young audiences and active communities, providing the largest amount of funding for the ecosystem.Audience typically consists of gamers who are fans of a particular competitive title, team, or player.From a high level of competitive form, e-sports competitions are similar to sports, with qualifying matches, playoffs and finals. It will also be held in (mainly) digital media stadiums such as Twitch and YouTube. However, the differences in game genres and the complexity of ecosystems have a significant impact on the operation of e-sports.Team/Players: Each Competitive Video The game has its own approach. For example, most First Point Shooter (FPS) competitions consist of two teams of five players each, while Battle Royale (BR) games consist of 100 individual players or 50 teams of two players each.How the Tournament Works: With notable exceptions, such as Battle Royale, most e-sports follow the general sports model and take place through the group stage. However, the format can vary widely. Depending on the title, the tournament may be organized as follows.Round robins where all teams face each other (e.g., Dota2).After the first stage, the winner is the Swiss round where the winner, the loser and the loser face off (e.g., Starcraft II). Single/double elimination where the loser is eliminated after one or two losses, respectively (e.g., CS:GO, Rocket League, and Hearthstone).Battle Royale has a unique format for each level of tournament, with all teams playing multiple times in a row (the player/team that gets the most points advances).Rule: Each game is really unique. For example, CS:GO and Valorant are both FPS, but the number of rounds played per game may vary (mainly three-match, three-win first (Bo3), but some events may have Bo5 in the final round) or may have the required number of wins. Per round (CS: 15 for GO and 13 for Valorant) Also, there are many rules for each game(Example: CS:GO pays attention to some game mechanisms, such as one-sided acting, while Dota 2 prevents all types of automated scripts.).Competitive Organization: Some games (e.g., CS: GO, Rocket) league), consisting of an open structure similar to that of traditional sports tennis. Valve is one good example to follow when announcing changes in the ecosystem of CS:GOe sports, which will take effect in 2024. 5. Game developers have introduced new requirements so that all events can secure teams based on results from Valve’s ranking system or public qualifying events. In an open structure, competitions have challengers/preparations similar to regional competitions in which competitors earn points. Successful teams in Challengers/Qualifiers move to Masters/Majors to compete with existing teams. Its pinnacle is the championship/anchor event, a prestigious competition played by only the best teams. Other games (e.g., League of Legends, Overwatch) consist of closed-door leagues as well as major American sports leagues such as the NFL and NBA. Select teams (franchises) and secure them for many years. The teams then compete in multiple events (not a single game like the NFL/NBA) throughout the season.Therefore, although e-sports have many similarities to physical sports, they have more complex ecosystems. It leads innovation in different directions to satisfy all ecosystem participants, especially game publishers, athletes and audiences.Given the complexity of the e-sports market and its potential ecosystem and the relative early stages of industry, it is not surprising that e-sports are considerably fragmented compared to the mature traditional sports market. This section provides an overview of the e-sports market based on key indicators (audience counts, prize money levels, ticket sales) and explores the possibility of further expansion.Also, the audience is passionate and loyalty to specific games.The league of the league in Los Angeles, which opened in Los Angeles, 17000 seats were sold out of 17,000 seats.The International Dai Championship in June 2016 was sold out of 24 million seats and gathered online audience.Everyone, games have become a social event that you want to be a social event.For example, the rapper service Scott was opened the Astronomatically at Fortite in April.Such demand is continuing growth in e sports market.Currently, the prize pool is 300 tournaments have 300 tournaments.About 30,000 professionals in 2015, about 30,000 professionals in 2022,2022 years.In addition, the center value of the tournament prize money was increased from $70,000 to $70,000 to $600,000 in 2022.Major e sports have been quite large.MOMBA (multiplex:Layer Online BID, and event: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example: Example.The major tournament offers more than 100 million dollars, and the International’s prize pool of the International’s annual prize pool of the International.The audience of Gil e-sports, which is expanding in size, is still smaller than representative traditional sports such as soccer, but has a unique advantage of high growth potential. Currently, only about 15 percent of game viewers follow e-sports.However, as more games build a strong foundation, the number is likely to increase further. Newzoo estimates there are currently about 3 billion gamers and about 500 million e-sports fans around the world, indicating that 2.5 billion people now have the potential not yet developed. 7 This provides an underlying anomaly that will help build the momentum needed to grow gamers’ audiences over the next few years (Figure 4).One of the reasons why e-sports has great potential is that these growths were led by a small number of titles. In 2022, five games, League of Legends (23%), CS:GO (14%), ML:BB (13%), Dota 2 (12%) and Valorant (10%), accounted for 70% of e-sports viewing time. .8 However, e-sports have much wider potential and a variety of new games have begun to emerge (especially in mobile games). Over the past 30 years, there have been 586 games across 12 genres including e-sports competitions, mainly fighting and first-point shooter genres due to the development of arcade and PC games (Figure 5).The audience of Gil e-sports, which is expanding in size, is still smaller than representative traditional sports such as soccer, but has a unique advantage of high growth potential. Currently, only about 15 percent of game viewers follow e-sports.However, as more games build a strong foundation, the number is likely to increase further. Newzoo estimates there are currently about 3 billion gamers and about 500 million e-sports fans around the world, indicating that 2.5 billion people now have the potential not yet developed. 7 This provides an underlying anomaly that will help build the momentum needed to grow gamers’ audiences over the next few years (Figure 4).One of the reasons why e-sports has great potential is that these growths were led by a small number of titles. In 2022, five games, League of Legends (23%), CS:GO (14%), ML:BB (13%), Dota 2 (12%) and Valorant (10%), accounted for 70% of e-sports viewing time. .8 However, e-sports have much wider potential and a variety of new games have begun to emerge (especially in mobile games). Over the past 30 years, there have been 586 games across 12 genres including e-sports competitions, mainly fighting and first-point shooter genres due to the development of arcade and PC games (Figure 5).It is interesting to find out more about how these titles were chosen. Four of the eight are MOBA (Multiplayer Online Combat Stadium), mainly because of the genre’s popularity within the e-sports community. It also includes titles that attract the attention of local audiences in particular. For example, while “Samgukji Yume” is popular with Chinese viewers (not well known outside of China), FIFA has secured a strong position in the Middle East and parts of Europe. It is also noteworthy that there is no title for the shooting game. This is especially true of Valve’s CS:GO, one of the few titles that is typical of e-sports titles and provides event organizers with very restrictive licensing requirements. Generally, the choice of titles depends on the popularity of the game, but it should be emphasized that domestic games seem a little premature for the industry because e-sports are still in the early stages of development. While more than 60% of the top 8 e-sports teams are multinational teams, e-sports national events are still not uncommon (e.g., compared to soccer, the most anticipated event of the national competition). These factors encourage players to focus on the success of e-sports clubs and limit bandwidth for national games. While IeSF holds the World e-Sports Championship, the ratings so far are 30-35 times lower than those of major team-based e-sports competitions (Source 6).The e-Sports Federation has started developing programs to foster talent and help athletes gain experience in the field based on the government’s interest. Japan’s JeSU now provides financial security to its players along with the lowest annual salary in the e-sports league. In some parts of China, e-sports players are helping them acquire real estate and receive higher education. A few years ago, Korea’s KeSPA introduced various means of support for e-sports players (from event organizations to post-career support and compensation) and is expanding them further. For example, provide legal advice on visas, taxes, etc. to teams/players. Private organizations are now following this trend, including universities in the United States and Europe that award scholarships to e-sports athletes.It is interesting to find out more about how these titles were chosen. Four of the eight are MOBA (Multiplayer Online Combat Stadium), mainly because of the genre’s popularity within the e-sports community. It also includes titles that attract the attention of local audiences in particular. For example, while “Samgukji Yume” is popular with Chinese viewers (not well known outside of China), FIFA has secured a strong position in the Middle East and parts of Europe. It is also noteworthy that there is no title for the shooting game. This is especially true of Valve’s CS:GO, one of the few titles that is typical of e-sports titles and provides event organizers with very restrictive licensing requirements. Generally, the choice of titles depends on the popularity of the game, but it should be emphasized that domestic games seem a little premature for the industry because e-sports are still in the early stages of development. While more than 60% of the top 8 e-sports teams are multinational teams, e-sports national events are still not uncommon (e.g., compared to soccer, the most anticipated event of the national competition). These factors encourage players to focus on the success of e-sports clubs and limit bandwidth for national games. While IeSF holds the World e-Sports Championship, the ratings so far are 30-35 times lower than those of major team-based e-sports competitions (Source 6).The e-Sports Federation has started developing programs to foster talent and help athletes gain experience in the field based on the government’s interest. Japan’s JeSU now provides financial security to its players along with the lowest annual salary in the e-sports league. In some parts of China, e-sports players are helping them acquire real estate and receive higher education. A few years ago, Korea’s KeSPA introduced various means of support for e-sports players (from event organizations to post-career support and compensation) and is expanding them further. For example, provide legal advice on visas, taxes, etc. to teams/players. Private organizations are now following this trend, including universities in the United States and Europe that award scholarships to e-sports athletes.Let’s start games:e sports are looking for e sports, and how e sports are creating a dynamic world and rapid growth, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution. References: https://blog.naver.com/sky7179/223125955487Game CHANER: The Media Industry Acceleration BCG is published in Media Industry:Acceler:ACTROST Dynamic Department blog.naver.com.출처:https://www.bcg.com/publications/2023/how-esports-will-become-future-of-entertainmentLet’s start games:e sports are looking for e sports, and how e sports are creating a dynamic world and rapid growth, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolution, evolutionStart the game: Discover how e-sports shape the future of live entertainment Discover the dynamic world of e-sports and cover its unique capabilities, evolution and fast-growing role as a promising leader in the Middle East at industry.www.bcg.comStart the game: Discover how e-sports shape the future of live entertainment Discover the dynamic world of e-sports and cover its unique capabilities, evolution and fast-growing role as a promising leader in the Middle East at industry.www.bcg.com