BONUS

Central square with parks and a dock.

Each object in this complex will make an interconnected entirety in the eco-friendly environment. Market’s exigency and project’s feasibility.

Market Needs

AUDIENCE

THE ESPORT VIEWERSHIP IS COMPARED TO THE LARGEST SPORTS LEAGUES IN THE WORLD.

The audience, as one of the key stakeholders in the Esport Ecosystem, records an exponential growth and thus boosts the entire market.

In every 2 years, the esport popularity raises by about 20%.

Almost half of the viewers are males and females between 21 and 35.

Market Needs

• Users(fans)

Fans need a proper ecosystem and esport events on regular basis

• Game Owners

Game owners lack a place where they can interact with other stakeholders in person

• Event Organizers

Event organizers are forced to improvise an ecosystem at the venue to provide experience to other stakeholders

• Professional Teams

There is no offer in the market which meets all the requirements for teams to gather all players in one place

• Professional Players - Influencers

Lacking space to consolidate private and professional life

• Broadcasting Platforms and TV

Platforms are currently limited to content provided by the organizer and players in their own environment

• Brands - Sponsors

Lacking ability to reach all stakeholders at the same time throughout the whole year

Market Needs

The analysis of entertainment and media industry, as well as the industry of gaming and esport, showed a continual growth whose potential is recognized by many countries, which supported its further development strategically-wise.

In a 5 years period, it is expected that esport incomes will grow by 15% per year.

Projected audience size by sports leagues in the US for 2021.

• The esport viewership is compared to the largest sports leagues in the world.

• 87 millions of people play tennis on global level.
• 2.8 billion people play video games on a global level.

Esport Arena

Esport arena

  • Designed specifically for esport events
  • Two story production located directly underneath the stage
  • Capacity for 10,000 seats
  • 32 VIP Lounges
  • Locker Rooms, press area and green rooms

Hotel

  • 300 Rooms
  • Spa & Wellness building
  • Olympic pool
  • Gym
  • Ceremonial and conference halls
  • Heliport on the roof
  • Parking
Gaming Village

Business building

  • Three floors with the base of 2.000 m2
  • 16 bootcamp rooms
  • TV Station
  • Production and studios
  • Faculty
  • Business Space for rent
  • Parking

Sport complex

  • Two multifunctional fields
  • Two basketball courts
  • Two tennis courts
  • Two padel courts
  • Two beach volleyball courts
  • Trim track
Gaming Village

Bungalows

  • 8 bungalows (400-500m2)
  • Lux accommodation with 6 master bedrooms, bathrooms, living room and kitchen
  • Outdoor pool for each bungalow

Central square

  • Cafés
  • Restaurants
  • Fountain
  • Park
  • Relaxing area

Influence

THE GAMING VILLAGE INFLUENCE

The development of Gaming Village in Serbia will, with it’s ecosystem, have an amazing influence when it comes to global and local level.

THE INFLUENCE OF GAMING VILLAGE

ON A GLOBAL LEVEL

• Innovations

• Market Development

• Talents and education

• New Ecosystems development

• Improvement of esport experiences

• Stakeholder development

• Business Trends

ON A LOCAL LEVEL

• Tourism development

• The attraction of investments

• Education

• The creation of esports awareness

• The development of other industries

• GDP increase

• Competitive advantage in the industry

Earnings

GAMING VILLAGE - EARNINGS

• Gaming Village will earn from sponsors who will enable direct contact with esport stakeholders to whom products will be placed.

• As an organizer, Gaming Village will gather media rights revenue.

• Gaming Village will eliminate difficulties which occur during event organizing, therefore, it will have additional competitive advantage.

• Gaming Village will place products through the whole ecosystem of the complex, which includes the the whole esport ecosystem.

• Gaming Village will earn from the production services (content carriers).

Most successful companies in the esport industry

Revenue of the 10 largest companies in the video game segment in 2020.

Gaming Village - Earnings beyond esport season

Elements of the Gaming Village revenue model through the provision of other complex services.

The biggest revenue comes from sponsorships

01.Sponsoring esports allows gambling companies to directly target their audiences as the esport fan base is mostly made up of players.

02.Sponsoring esport events allows to: The increase of online visibility (without AdBlock Better targeting of specific users, mostly young audiences.

Esport market revenues by segments in USD (2018-2023)

Sponsorships

Media Rights

Publication fees (PF)

Product and ticket sales

Streaming

In-game digital sales

GAMING VILLAGE - TIMELINE