Our Updates

First Close of Resurgence’s Seed Round, Complete

Recently, we have the honor to be featured by DealStreetAsia regarding our portfolio company having a first close in their Seed round. Looking forward to the final close and growing together with the team. ūüôā

[For Immediate Release] Congratulations: Champions of Mobile Legends MPL MY/SG Season 5

[From the Office of the Founding Managing Partner]

Our portfolio company, Resurgence, has managed to win the Championships for Mobile Legends: Bang Bang MPL MY/SG Season 5 with much hard work from the team.

We congratulate Resurgence for the job well done and look forward to more good news to come from the team.

If you would like to partner with Resurgence, please feel free to contact us at portfolio_support@gamerforce.ventures.

From Lance and Team of Gamerforce Ventures

How to Find a Sponsor for Gaming

Recently, Giordarno, a good friend of mine has been discussing the monetization of esports. With our recent investment in Resurgence, some people are asking us on our investment thesis into the company. The bulk of revenues from esports organizations come from sponsorships. The large non-endemic brands have already moved into esports by sponsoring esports organizations and athletes to market themselves to the younger audience. In order to help esports grow, we would like to share that the three main ways to attract more revenues as esports athletes and organizations: Proactiveness in seeking out the sponsors, marketing the athletes and working with an agent or manager (such as Resurgence). Without further ado, I present the article:

Gaming has come a long way over the past few years. Before it used to be a hobby frowned upon by parents, and the opposite sex, but now one can make a lucrative career out of it. It’s grown so much large companies are even realizing the marketing potential, and have began sponsoring tournaments, events and individual gamers.

It’s best to keep in mind, companies don’t just hand out money, like candy on Halloween. Companies need to feel like they’re getting something in return for sponsoring you. You need to approach companies that have some sort of relation to the video-gaming industry, or more specifically, whose target market is the gaming industry. But also on a more positive note, companies can be very interested in sponsoring gamers, and there are ones that are actually looking to sponsor you, which may seem hard to believe, so that shows how important it is to stand out from the rest.

There are a couple routes you can take when considering sponsorship.

1) Proactively attracting a sponsor is the route where one uses their sales skills to convince a company to sponsor them. This way can be easy or hard, depending on the individual’s persistence and ability to convince a company that they’re worthy of sponsorship. Typically this route consists of either writing and mailing sponsorship letters directly to the company, or contacting the Marketing department of a company and making the pitch.

2) Marketing one’s self is another method, which usually has the company approaching you, to represent them. This way is the easiest route because one doesn’t have to do any work, but it takes a long time to build-up the notoriety and popularity in the industry for a company to approach someone. This can be done for example by making it to the top of the industry by being the best at a particular game title, or this can be done by paying a fee. Some relatively new management agencies in the video gaming community such as United Gamer Management, are offering promoting and marketing services to teams and gamers. This can help save time and used as supporting evidence to “wow” a sponsor.

3) Another method of obtaining sponsors is by working with an agent or manager. Similar to how a professional sports agent or manager obtains sponsors for their clients, the gaming industry is starting to see growth in this area too. If your fortunate enough to have an agent or manager to represent you and do the work for you, this is probably the best and easiest way to obtain sponsors. In return, the agent or manager takes roughly a 15-20% commission fee for their service. These sorts of agencies can easily be found by a good search for terms such as “professional gamer agency” or “eSports agency”.

References: http://www.unitedgamermanagement.com

Article Source: https://EzineArticles.com/expert/Giordano_H/899560

If you would like to explore opportunities to work together with our portfolio company, Resurgence, either as a sponsor or as an esports athlete, please feel free to check out their website at www.rsg.gg. If you would like us to make an introduction to the founder, please email us at portfolio_support@gamerforce.ventures.

Hope this gives you a better understanding of the monetization potential for esports. Cheers!

[Media Feature] DealStreetAsia

We are pleased to announce that we have been featured on DealStreetAsia.

Link: https://www.dealstreetasia.com/stories/gamerforce-games-esports-169665/

For more information regarding our fund, please contact us at lp_relations@gamerforce.ventures and we will get back to you as soon as we can.

Warmest Regards,
Lance Quek
Founding Managing Partner
Gamerforce Ventures

Announcement: Introducing our First Portfolio Company!

Gamerforce Ventures is delighted to be part of an undisclosed round in Singapore’s largest esports organizations, Resurgence. Other angel investors also participated in the round.

Led by Mr. Jayf Soh, a veteran in the industry with 8 years of experience across different scopes of work in esports, Resurgence was started as a way to give back to the community that enabled him to live his dream.

Resurgence aims to create gaming celebrities, champions and role models for the industry. Their players build and connect with fans around the world through their popularity as professional gamers, catalyzing the high-performance teams compete in high stakes tournaments with huge prize pools that draw big viewership numbers. This allows them to work with top companies and organizations who believe in our brand and how esports can positively influence their target audience. To date, they have secured multiple top Singaporean companies and other MNCs as their sponsors. These include SingTel, Razer, and SecretLabs (backed by Heliconia Capital Management).

We would like to welcome Jayf and the Resurgence team on board the Gamerforce family and wish them all the very best in their future endeavors in the upcoming years.

From: Lance Quek | Founding Managing Partner | Gamerforce Ventures

The Reasons for Esports Developing So Fast

Recently, Emily, a good friend of mine has been discussing on the esports scene globally, and the reason why it is developing so fast. With the large numbers of people flocking towards Esports, I think is a very interesting way for brands to market themselves to the younger audience. The key in such growth, as pointed out in the article, relates to 3 parts: Technological improvements, Commercial applications for brands to leverage on, and the ecosystem itself. So here it is:

Form 1958 Tennis for two to nowadays League of Legends and DOTA2, we have to admit that Esports is growing rapidly. It has affected every aspects of our life unconsciously and created a flock of Esports stars. But you may wonder: when did it come into focus? How did it change unexpectedly? Here are the three reasons for this question.

1. Technology
Esports is a sports game conducted by Internet and local area network, based on computer and video games. The development of information and technology and improvement of network infrastructure all lay the material foundation of Esports. Basic guarantee provided to Esports by the development of high-end computer application platform. More and more popular Internet makes it possible for big, complicated and continuous online games. Conditions for large number of players online at the same time are mature enough to support such a big game. Information technology, network foundation and computer application platform have created excellent chances for the competition and rebroadcast of the Esports.

2. Commerce
Undoubtedly, skyrocketing Esports has close relations with its commercial values. Esports has magic power to attract public, especially the young. Besides, advertising is also a hidden business opportunity. For example, in-game advertisement is very popular among gaming industry for its updating speed, novel format and high pertinence. Esports is a dreaming platform for game factories to raise popularity of their brand. For this reason, game producers spare no efforts to support it. The organization and operation of this competition restrained by the profits of the gaming industry. This kind of restriction seems have negative impact, but actually it is beneficial to the conduction of Esports from the capital aspect.

3. Esports itself
In recent years, with the expansion of Internet coverage area and the diversity of application platform, playing online games has no restriction from the place or time. At the same time, quality and quantity have largely improved. University has been attached to the requirements and flexibility of the players. Interaction is very important to an electronic game, which is a key to be popular. At present, electronic games tend to pay much attention to the blend of virtuality and reality, which is in order to enforce the interaction of electronic games. It attracts so many people because players can treat themselves as the roles in the game and explore that virtual world and adventure on their own. It is the inner cause for the rapid development of Esports.

It is irreversible that Esports is maintaining this development impetus. We are playing it, discussing it and thinking about it. As a consequence of modern technology, it is also an opportunity to inspire global economy and enrich lives.

Article Source: http://EzineArticles.com/9607395

If you would like to join us in taking on the opportunities in this new esports and gaming market, please feel free to contact us and join the current funds we are raising (Terms and Conditions Apply). We will get back to you as soon as possible.

Why Games As A Service Will Kill Video Games

Recently, the power of cloud computing has allowed for video games to be purchased on a subscription model. My friend Alexander Criscione would like to offer some insight into this innovative business model:

Video games have been around for quite some time now. They are many peoples favorite past time, and even a way to make money. Playing video games turned from a hobby to a job very quickly, especially when video and live streaming platforms like YouTube and Twitch came to rise. With these platforms, many people picked up their controllers hoping that they would become the next gamer who makes millions doing what they love. With more people playing games the developers for the games need to dish out better and more up to date products. Even if these products are not the best, they do it all for the money in the end, because it is a business.

When video games were first released they were an incredible feat and all were unique in their own way. Even though they did not look that great back in the 80’s and 90’s they offered something that even a lot of games today don’t offer. And that something is quality. Within the last 5 years or so video games started to become more of a service than an actual piece of entertainment. Slowly top Triple A developers started to incorporate microtransactions in their games, very different from DLC (Downloadable Content). DLC was always an expansion or more added content to make the game have more playability, in turn making the gamers more entertained and wanting more. The problem lies within video games that try to sell pieces of their game that should have been for free or unlocked by actually playing the game instead of just putting in a credit card number to unlocked said heroes or items. This is a common practice recently and it has raised a lot of issues, and even many countries consider “loot boxes” gambling, which in reality it is. A loot box in video games is when a player either uses in-game currency or real currency to get a random item or a random set of items. Now the value of these items is based on a scale, some players will receive rare or higher quality items compared to others simply based on odds. This is mainly aimed at the younger gamers who are more naive and are willing to spend whatever money they have on a game to make themselves look cooler or play better. All just to get ahead of the curve.

Photo by Sean Do on Unsplash

This practice is extremely dangerous not only because it promotes gambling to children, but it can be extremely addictive. There are many cases in which people spend thousands of dollars just to get a single item or to buff up their character or team. Clearly, the developers do not care, because it is just more money for them, but they never look at what this can do to a person’s livelihood and even their families.

The main reason these practices are implemented is for the developers to keep generating money even after the game is released. Based on the statistics microtransactions make more overall than the game itself, and those types of game series are released on a yearly basis with little to no changes in the actual video game itself. It is extremely rare to find a completed game at any store or marketplace that doesn’t offer micro transactions, even if they do not impact gameplay it still is a major issue.

If developers want to keep gamers entertained and invested in their video games then they should develop quality games instead of creating games that are barely finished loaded with micro transactions. The games as a service trend are slowly killing the quality of video games. Sooner or later people will not even be allowed to fully own the game, everything will just be a rental, but the player still needs to buy a code to play the rental and then pay the rental to play the game which is not even theirs. Look how crazy that sounds!? The only way this all will change is if the player chooses to change.

If you would like to contact me please feel free to email me at acriscione27@gmail.com. I would be happy to chat with anyone!

Article Source: Criscione, A. (2018, May 18). Why Games As A Service Will Kill Video Games. Retrieved November 8, 2019, from http://ezinearticles.com/?Why-­Games-­As-­A-­Service-­Will-­Kill-­Video-­Games&id=9943729

eSports Scene in Singapore

Recently, the Straits Times reported that the inaugural Esports Festival Asia (EFA) was launched on July 18, 2019 during the Comex Technology show. The prize pool for Comex EFA 2019 is $35,000 over 4 tournaments and 6 game titles, with close to 200 participants this round. The organizer, Sphere Exhibits (under SPH) is investing $1 million into eSports and gaming.

The Singapore Esports Association has been formed in November 2018, and now, the association has nominated a team for the SEA Games (Mobile Legends) competition to the Singapore National Olympics Council. It has also been recognized as an official sport in the Asian Games (from 2022) and on track to gain world recognition. Singapore has also launched its first diploma course in eSports and game design.

Looking at the eSports startup scene, we see a couple of unicorns that have emerged from Singapore. Garena (NYSE:SE), founded by Forrest Li in 2009, has raised up more than $700 million in venture funding (angel round to Series E). Another big name from Singapore is Razer (HKSE:1337), which has raised $175 million in venture funding. Both companies went onto the stock exchanges valued as unicorns. On a global level, Niantic (the company behind Pokemon Go), was valued at $3.7 billion during their Series C. Based on all these statistics and news, I would say that there is a rise in eSports in both Singapore and the global level.

According to Tracxn, we see an exponential increase in venture funding coming into this space, with big names such as KKR, Kleiner Perkins and Sequoia Capital betting huge on this area.

Also, we start to see new VCs that are quite focused on this industry. For example, one of the newer VCs that came out in Singapore focuses mainly on 4 sectors, with eSports being one of them (the others being blockchain, AI and Fintech).

South East Asia is 2nd in terms of eSports VC funding ($552 million), with most of it coming from Singapore.

I think the time is ripe for us to enter the market at this time. If you are a startup in the eSports and gaming scene and think that we might be of value, feel free to drop us your pitch deck via email (pitch@gamerforce.ventures).

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