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An Overview of Console Esports

What strategies are Sony, Microsoft, and Nintendo pursuing?

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CWL Dallas, retrieved from: https://www.callofduty.com

It seems like records are being broken every other day in esports (competitive gaming) and streaming. The International 2016 had a record $24.8 million dollars in prize pool. The ELEAGUE Major broke the peak concurrent users record on Twitch two years in a row, with a peak of 1.13 million users watching the final match. Most recently, the Ninja — Drake stream has brought all of these topics into the attention of mainstream media.

All of this record-breaking is happening with PC games and console makers — Nintendo, Sony, and Microsoft — are looking to get a piece of the action too, each pursing a distinct strategy. Before we dive into each company’s strategy, we should take a look at what mobile esports has tried to do and is trying to do. It is arguable that mobile esports is the first non-PC platform to explore what esports means for their platform.

When I say mobile esports, I’m focusing on the big three — Vainglory, Clash Royale, and most recently Arena of Valor (the Western adaptation of Honor of Kings). Collectively, they’ve tried everything: pay esports teams to get involved, created leagues, hosted tournaments, created esports broadcasts, and more. Yet none of these efforts have gained as much traction as PC esports has.

And that’s okay, because the industry has yet to define what a successful “mobile esports” looks like. While I don’t have a definition, I offer the opinion that mobile esports is more suited as a participatory esport rather than a spectator esport. And as a participatory esport, mobile esports may be doing quite well. But it’ll probably never eclipse PC esports as a spectator esport.

Therefore, the biggest lesson learned that console esports can learn from mobile esports is to define it’s own success criteria.

Strategic Framework

Looking from the outside in, Nintendo, Sony, and Microsoft’s esports strategies seem to focus on one to three of these areas: first-party/exclusive games, input devices, and platform services.

  1. Creating an esport requires esports potential, financial investment, developer buy-in, and most importantly, community buy-in. In total, it’s a…

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