Inspiration

Competitive Esports:

Competition is the core of esports. Professional esports players are hungry for the next big win, and they’ll do whatever it takes to get it. Rally your team to build a project that could help aspiring esports pros to be at their best in their career - and stay that way.

=================================================================

Esports during the pandemic

COVID-19 has brought on very rapid growth on the viewership side, and because of that we’ve seen an intense interest from a number of brands while conventional entertainment is shut down. Accelerated by the 2020 pandemic and stay-at-home orders, the video game industry generated more than $155B in revenue with $54B of this was spent on additional in-game assets like NFTs and online streaming content (TikTok, Youtube, etc)

Many traditional sports fans were looking for digital spaces to connect during the pandemic-imposed social isolation since they didn't have stadiums, or bars anymore. Esports starting to appear on large media networks such as ESPN, TBS, and Yahoo (or online GameNet and MBC Game ) for games like Starcraft and Warcraft.

MONEY MARKET

There has been an increased interest in esports. From Goldman Sachs, we will see annual revenue jump from $655 million in 2017 to $2.96B by 2022 and esports dramatically underindex on monetization relative to their more established sports league equivalents. The barrier to entry is extremely high for the average esport player decreasing accessibility since most people want to watch highly ranked players.

https://esportsobserver.com/goldman-sachs-esports-report/

Esports is one of the highest growth sectors within all media and entertainment expected to exceed $12 billion by the end of 2020. For comparison, that’s more than the National Hockey League’s (NHL) $3.7 billion in average revenue and the $4.8 billion from the National Basketball Association (NBA).

This is exciting for esports teams because over $2 billion worth of investments made into the esports industry in 2019. It is an unsaturated market with a lot of potential for growth in the future.

EXAMPLE SUCCESS STORIES

  1. Twitch: Streaming which Amazon picked up for around a billion dollars, has brought competitive video gaming to a wider audience.

  2. Major League Gaming: MLG also told TechCrunch that it saw a 600% growth in its audience in the past three years, and now has an advertising completion rate of more than 90%. 2013 MLG also told TechCrunch that it saw a 600% growth in its audience in the past three years, and now has an advertising completion rate of more than 90%.

  3. Fortnite: "Fortnite has broken multiple records this year, first with viewership numbers, and then with its $100M esports prize money announcement."

  4. Unikrn: "Unikrn is an e-sports wagering service that provides a legal place to gather, game, and bet on e-sports. The company owns a network of gaming communities that reach millions of gamers in over 100 countries. It was founded in 2014 and headquartered in Seattle, Washington. Unikrn is the multi-award winning esports wagering phenomenon with safe betting on global competitive gaming from stadiums to living rooms."

What it does

=================================================================

ENTERTAINMENT Esport streaming platform

Gaming is now one of the largest forms of entertainment. SuperData Research projects that over 213 million people will watch competitive gaming this year, and the industry is on track to reach 303 million by the end of 2019. Gaming is a new form of social network where you can spend time just hanging with friends/family even outside of the constructs of ‘winning the game.’” streaming as a way to make video games accessible to a broader audience.

Gives viewers courtside seats to the match, allowing them to change their perspectives and determine where they want to direct their attention. allowing them to jump between 360-degree “camera locations” placed inside game maps so they can observe battles as a third-party spectator position rather than just from a player’s point-of-view with interactive methods of camera-switching during live eSports events (hunger games?). In traditional sports, local revenue accounts for an average of 54% of total revenue between ticket sales, regional broadcast, sponsorship brand deals, and merchandise. The four largest traditional sports leaguesLL NFL, NBA, MLB, and NHL generate 23% of their revenue from ticket sales alone. Moving from the physical world to the digital world, we have esports.

More than $100B+ spent yearly, surpassing other major mediums like television with ommunity events such as viewing parties with “tent pole events”, booths, or gaming stations.

=================================================================

Superfluid Partnership Platform: Connecting brands + streamers

Facilitating sponsorship and endorsement deals with more transparent data and analytics and a streamlined communications flow. Build and grow your fanbase with increased community engagement.

STREAMERS

  • Empower creators to expand their own brands across platforms connecting with entrepreneurs, teams, publishers, platforms, organizers, and capital by monetizing sponsorships, digital goods, influencer marketing, and distribution.
  • Gaming platform that hosts a range of tournaments.
  • Publishing platform for other gaming firms.
  • Money from viewers (fans) to gamers -streamers build out a no-code nft marketplace for their fans, which they can link to on their Twitch, Twitter, Instagram, etc.
  • nft marketplace can be a repository for all the products that streamer is endorsing
  • Allowing fans to see products from multiple brands in a single place.

BRANDS

  • Selling partnerships to gamer-friendly brands
  • Software to manage brand sponsorships - brands can send out sponsorship deals to streamers directly,
  • Lets streamers manage each task from their sponsors individually.
  • Counter-offer inbound sponsorship deals or negotiate terms and then track the ROI on that sponsorship deal throughout the campaign.
  • Marketing gives streamers the opportunity to understand if their fan base specifically aligns with this or that brand, and gives them the tools to reach out directly to that brand to solicit a sponsorship. streamers are followed by their target demographic
  • Data provided when a streamer signs in and integrates with the platform for verification
  • Sponsorship brands can target GenZ with ESports Sponsorship
  • The average age of esports viewer is around 26 years old. Traditional sports marketing teams are missing young people wide margin and could use this a potential business opportunity where traditional sports viewership skews older than esports audience.

=================================================================

BLOCKCHAIN ESPORTS BETTING fantasy platform

Technology like phones and computers with innovative technology can make eSports spectating less passive. With Superfluid, fans get the thrill of watching, analysing and betting on their favorite teams and players as they face off in tournaments around the world. Human machine interaction with the merger of the physical and digital world.

Sports betting is expected to exceed $12 billion by the end of 2020, making betting already one of the fastest growing verticals within esports, which lives at the intersections of entertainment, games, and sports where we have virtual betting via in-game coins.

Since this is such a new industry, and the market segmenentation is narrow, the new customer category and deserve a niched platform tailored to them,

The ideal blockchain esport betting platform allows fans to bet on tournament standard match winners and losers, based on video game world records, stats, and player analytics. They can also bet on unique selections such as next kill or next objective achieved while matches are in-play.

Streaming can help with improving the quality of esports content creation allowing you to research players, create fantasy teams and watch games, with an initial focus on the North American and European divisions of League of Legends for the purpose of content creation, consumption or monetization.

Due to social reasons, web3 can help with reaching more users via different channels as the number of esports fans increases moving from online to offline venue operation with mobile games, ad tech, analytics, multi-channel networks, social and subscription commerce evolved.

These DAO tokenization governance can be controlled by Esports tournament organization for large games like Counter Strike: Global Offensive (CS:GO) and League of Legends which have audiences of tens of millions each.

Blockchain allows for a new class of vertical-focused social networks games, offering deeper engagement than broad social networking platforms allowing esport shared activities between anyone in addition to helping professional organizations set up their esports squads just like company basketball or softball teams for tournaments. One of the challenges here is that it’s incredibly difficult for adult gamers to find each other in real life.

Competitive gaming leagues selling licenses to run tournaments worldwide

  • Users own a team and recruit a fantasy crew and draft professional esports athletes recruiting a roster of players across a slate of different game titles
  • Users own a league where leagues are wildly more profitable than teams. “Teams are great but leagues make 27 times the revenue”
  • Tournament setups with head-to-head matches with each other, making predictions and leveraging gameplay-specific mechanics

The ideal case is to move traditional sports fans to the online world of esports.

Twitch, YouTube, Facebook, Twitter and MLB Advanced Media dominate distribution esports tournament organizers ESL, FACEIT and Major League Gaming. Potential competitors for esports distribution rights include Snapchat, Netflix, Amazon Video and Hulu produces esports related stories and livestreams for esports events.

=================================================================

BLOCKCHAIN play-to-earn (IP for gaming metaverse) “an esports team for the metaverse.”

Royalties and IP

Smart contracts can be used to automatically pay streamers via Livepeer based on number of streams, esports revenue, nfts, and sponsorships. "Media rights currently account for 14% of esports revenue, while sponsorships make up 38%." This gives control back to gamers from big gaming companies like Blizzard, Valve and Riot own the IP associated with the game itself taking advantage of decentralized technologies.

NFT Marketplace creator economy By allowing in-game assets to be customized by gamers themselves, we can have fans buy crafting custom in-game content for games like Fortnite, Roblox and Minecraft.

ESport influencers Help esports teams monetize with a commercially viable product by facilitating influencer commerce and collaboration. Create affiliate programs expanding the fanbase (not a pyramid scheme rip FTX). The goal is to attract sponsorship and brand partnership and reward micro-influencer fans with merchandise product, fan experiences.

Simular to Youtubers adding their linktrees, or adding its sponsors to their Twitch pages, tweeting out the same campaigns, in-market impact (tweet impressions, minutes engaged on Twitch, etc), we have this for esport players.

This could also be "video NFTs" from the stream - the user-generated gaming content from a virtual spaces full of personalized avatars, games and digital goods. Fans can connect creators who craft content for the world’s most popular online games with the financial resources, tools and experience they need to grow their businesses beyond what would be possible in isolation.

The three tiered SaaS model, and streamers can do their first sponsorship for free on the platform. After the first sponsorship, streamers are charged a fee between $10 and $20 per deal. Brands and sponsors can find gamers who represent brands and charges a discovery fee for talent those agencies find on the platform. Its play-to-earn business allows players to earn rewards by playing games like Axie Infinity, Townstar and Spider Tanks, and also get training from professional esports players.

Business MODEL COMMISSION Superfluid makes a material cut of deals it lands through its sales team (25% to 30% per the company) for a small cut for deals that flow through its platform but originated elsewhere (2% to 3%) Example of pricing

  • Typical programming is a $25 CPM.
  • Championship is $45-50.
  • Full-length trailer is $80-90

Gamers register can create a livestream to connect with fans after getting an API key from https://livepeer.studio/docs/guides/api-keys/create-an-api-key where data is collected as "streamKey":"abcd-uimq-jtgy-x98v" or "playbackId":"efghb2mxupongp5k" to find out configuration and usage information:

  • Create a esport stream for livestreaming
  • Create a esport stream to broadcast recordings

https://github.com/lucylow/superfluid https://github.com/livepeer/livepeer-demo-react-native

Website

  • Javascript
  • Typescript
  • HTML/CSS

Blockchain

  • Livepeer LiveStream Streaming API
  • Ethereum Smart Contracts (Connect with Metamask)
  • IPFS Esport Game Assets (IPFS/ Livepeer only if game assets are exported to ipfs for sale on NFT marketplace )

Mint Esport Fan Collectibles as ERC721 (NFTs) where JSON object player stats in create-metadata.js script. NFT drops gives fans a chance to obtain preferred access to future releases via initial drops for ‘Pre-Season Access’ collection. Player stats uint256 attributes could be the "skills" or "rank" from the game tournament.

Tamper-Proof Blockchain Game Ledger

  • Modifying Game Rules World Method

    • Aimbot targets servers with no rule enforcement or data integrity
    • Synchronize all client data with information about all of the other clients
      • Reveals where all the players in the game are via (X,Y,Z) coordinates
      • Reveals user game states with information on player names, position, clip ammo, ammo count, health, class, weapons, frame rate and more.
    • Data from client will allow player to break game rules, manipulate server, or manipulate other clients
  • Pattern Detection Systems

    • Scan player's hard drives for known cheat code or programs
    • Scan player's system memory for known cheat code or programs
    • Labor-intensive to constantly track down cheats and update detection patterns
  • Anti–Cheat Method

    • Guaranteed to work on all end–user system configurations
    • Reduce the amount of false positives
  • Player Behavior Anomalie Detection

    • Detected by statistically analyzing game events
    • Data sent by client to server by statistical detection systems
    • Add human element of supervision system (community/admin team looks over player statistics)

Examples of Glitches and Modifications :

  • Wall hacks
    • Glitches with game surfaces
    • Graphics driver modifications that ignore depth checking
    • Draw all objects on the screen
  • Reduced flash
  • Correcting for ping/lag
  • Resolution range
  • Pixel memory hack
  • Transparent buildings, ceilings, obstacles, and trees
    • Remove visual elements of the game
    • Ex Replace opengl32.dll with one that would render polygons transparent
  • Display enemy lines
  • Extrasensory perception (ESP)
    • Display all the enemy positions on the map
    • Glowing or lighted players, weapons, and loot.
    • See all players at all times and plan ahead before making a kill
    • Show all information ex: player names, position, clip ammo, ammo count, health, class, weapons, frame rate and more

What's next for Superfluid

Esport influencer platform

  • Android and iOS development streaming broadcasting features
  • Discord connection with voice chat add video chat to the app soon ( the voice and text chat app for gamers) and verified servers
  • Virtual reality and augmented reality with haptic technology
  • Private optimized high speed networks for gaming (ping)
  • Interactive stories
  • Connecting with esports innovation labs and research institutes
  • Partner with Steam for PC players, with plans to launch for consoles in the future.
  • Target geographic market: Esports products and its ecosystem in China, South Korea, and across Asia like gaming Internet Cafes
  • Gambling licences for esports betting operating globally in jurisdictions that can legally accept customers (ex: age verification checks)
  • ESports Olympics ? https://techcrunch.com/2020/11/16/how-esports-can-save-colleges/#:~:text=esports%20and%20the%20Olympics Rainbow Six: Siege, Rocket League, Valorant and Fortnite. Riot Games, Blizzard and Activision ==> League of Legends, Hearthstone, Overwatch, and Starcraft II, Roblox

Built With

Share this project:

Updates