Esports market is growing at a great rate. Compound annual average growth rate of the audience is higher than that of any sport in the world. According to the Deloitte report, Esports will be the most prospective sport for the next 5 years. A growing number of global brands are paying attention to the Esports market, which attracts them with its increasingly growing audience. Prospects for the monetization of the Esports audience attract the maximum attention of major global brands.
Despite the incredible growth, the Esports market in global have two major interrelated problems: heavy expenses for ineffective marketing campaigns, and on the other hand, most of the audience doesn't have access to the main Esports budgets.
As of today, small beginning teams, beginning streamers, medium-sized tournaments and tournaments of local significance do not have access to the budgets of major brands. Often, major brands are interested in a local or selective audience, but they continue to work only with top teams / major tournaments / top streamers, as they show impressive figures. In this situation, the brand hits the target audience with large budgets that do not provide maximum efficiency, and the main part of the audience does not receive budgets from top brands. In addition, a large part of the budget is taken by various intermediaries and agencies.
Marketing campaigns are recognized as ineffective, expensive and morally obsolete. Marketing expenses are an average of 17% of Brands sales volume. Every year, more than USD 50 bln spent on marketing is used inefficiently thus cousing no influence on the end consumer. Unfairness of this situation is made worse by the increased expenses on holding these campaigns, which leads to their even greater inefficiency.
95% of manufacturers admit that inefficiency of marketing expenses is an extremely important problem.
EIP creates a decentralized Esports ecosystem that allows Brands and Companies to obtain unique content and an audience concerned in gaining access to exclusive offers, and, accordingly, concerned in the platform expansion. As a result, Brands will get an unprecedented vision of their target audience, optimize their expenses on sponsorship, and the audience in turn will get the opportunity to access the budgets of Brands and Companies.
There will be direct interaction between Brands, Companies and the widest audience of the Esports market. Brands get an opportunity to present their products and services directly to the consumer. Need for expensive marketing imposed by agencies will be eliminated. EIP will allow Brands to create their own marketing programs to encourage the audience directly. Similar programs work on the basis of smart ontracts and use EMI tokens as a reward means. This system looks like the «bonus miles» in premium programs of many airlines, but it is more advanced: thanks to smart contracts, such programs are cheaper and more personalized. Until the introduction of blockchain and smart contracts, abovementioned things would hardly be possible.
EIP has all the things needed to fulfill an ambitious task - to completely change the marketing industry in Esports using the wide experience, intimate knowledge of the industry, as well as the concern of the largest Brands and Companies around the world.
More than ten years experience in fast-moving consumer goods. EIP Company is founded by specialists experienced in the field of Esports marketing, online games, direct investments in marketing and Esports, who have been working in the industry since 2006. We have established reliable business relations with Brands and Companies, and we are familiarized with the needs and tasks of all participants of the Esports market. EIP has received serious concernment from both large and small companies around the world.
The concept of the project was created by one of the pioneers of the e-sports movement after more than 10-years’ experience of working his way up from an ordinary online game user to the owner of one of the most successful e-sports teams in the world.
Over the years the esports audience reached 1.5 bln people and now this sport is in the TOP-5 of the most popular kinds of sport all over the world. The esports market grows really fast. The overall average annual rate of growth is higher than those of any other kind of sport in the world. According to Deloitte company report, the esports is to become the most perspective kind of sport for the next 5 years.
The imbalance between the rate of popularity and the esports audience growth and the lack of effective interaction and monetization mechanisms of this new audience with the conservative and obsolescent communication and marketing tools of the business that is interested in this audience.
The wealth of experience, industry specialization and technical solutions on the EIP project blockchain allow filling the niche between the large-scale brands and the esports audience that will designate many strategic approaches of their development in the next 10-20 years. EIP will become the point of contact of this interaction, providing the direct contact for the big business and the target audience with on the mutually beneficial conditions.
EIP creates the decentralized esports platform that allows the Business to get the unique content and the audience interested in gaining access to the exclusive offers. Eventually, the Business gets the target audience and optimize its spending on marketing, and the esports audience gets the opportunity to access the budgets of the Business. The Business will be able to present the products and services DTC. There will be no need of the high cost marketing constrained by the agencies. EIP will make it possible for the Business to create its own marketing programs for the direct audience promotion. The similar programs are used based on the smartcontracts and the EMI tokens are used as the payment there. This system prompts the “bonus miles” of the premium programs of various airline companies, but it is more advanced at the same time: these programs are cheaper and more personalized due to the smart-contracts.
The similar things this could hardly be possible before the blockchain and the smart contracts.