The document proposes an eSports academy that aims to provide a healthy alternative to the intense lifestyles of professional eSports players. It notes that most players currently spend 15-18 hours a day gaming and many abuse drugs, leading to early retirement around age 25. The academy would offer coaching from psychologists and veteran players, focusing on team training, data-driven methods, and maintaining a healthy lifestyle without long gaming sessions or drug use. It seeks to help talented teenagers and students improve their skills while avoiding the pitfalls of the pro scene.
2. More and more
teenagers dedicate
themselves in trying
to become eSports
professionals
02
Target Users
3. 03
Problem 1
The cost to become a professional esports player is
spending up a lot of hours (15-18 hrs per day) in
playing video games.
4. 04
Problem 2
In order to keep up with the high competition the
majority of the players are systematically abusing
drugs.
Nobody talks about it because everyone is on it: Adderall presents esports with an enigma
Its not as awesome as people imagine: Esports players say dream job is more than fun and games
5. Problem 3
The average retirement age of a
professional esports player is very low (25)
due to the intensity of the training,
competing, drug abuse and traveling
05
Gamers' Plight: Why So Many Esports Players Retire by 25 and What Comes Next
Add a little bit of body text
7. 07
Academy
We are building an academy that is going to replicate
the environment for competing on a professional level
whilst helping the players maintain a healthy lifestyle.
Similar model is already applied by Astralis (one of the best CS:GO organizations) [ref]
8. 08
Coaching team
The team consists of psychologists,
professional and veteran esport players
Methodology
Our methodology relies on the
importance of a healthy lifestyle which
translates directly to performance in
esports
Entry to esports
Wearetheentrypointfortheprofessional
esportsworldthroughourestablished
partnershipnetwork
UVP
9. Novelty
We use the latest tech to have data on
the prerformance of the players.
Data science approach to training
aim and reaction time
The Swiss knife platform for
managing an eSport organization
09
10. Market
According to Newzoo, globally,
the total esports audience will
grow to 453.8 million in 2019, a
year-on-year growth of +15.0%.
Esports Enthusiasts will make up
201.2 million of this number,
growing +16.3% year on year.
10
11. 11
Target Market
Competitive players
People who desire to improve their skills in a team
environment
Students (High school)
Students in the 14-18 yr old age bracket that are
passionate for eSports
The global amount of eSports enthusiasts
- 655 million eSports enthusiasts
according to Newzoo
Skilled Individual players - approximation
~1.5 million (10%)
Professionals - ~18,000 globally
Top professionals - highest income
12. Top eSports
Earnings
Johan Sundstein 'N0tail'
$6,906,166.40
Jesse Vainikka 'JerAx' $6,470,000.02
Anathan Pham 'ana' $6,000,411.96
S辿bastien Debs 'Ceb' $5,501,233.01
Topias Taavitsainen ' Topson'
$5,414,446.17
12
'N0tail' with the trophy after winning The International 9 and earning $3,124,036.20
13. 13
Timing
Global Recognition
We have a growing amount of esports
organizations and global recognition of Bulgarian
eSport players playing at the highest levels
eSportsismorepopular
thanever
We have plenty of Bulgarian eSport veterans or
players close to retirement that are willing to
contribute with the growth of eSports in Bulgaria
16. 16
Transparency
Through Learn2Esports we are capable to be fully
transparent with the parents on what acitivites their
child partakes.
Competitive
Advantages
Team play
Our focus is on teaching the players to work in a team
and not simply have an individualistic approach
Controlled Environment
We are utilizing data and professionals from the
industry itself to provide real insights
Direct Link
Through our network, we are the connection between
established organizations and the talented players
18. Tihomir Petrov
Gamer / Biz Dev
Konstantin Kostadinov
Gamer / Developer
Vladimir Dimitrov
Psychologist
The Team
Nikola Radushev
CS Pro and Coach
To be Announced
Dota 2 Coach
18
20. 22
Go To Market Strategy
We will market our academy in all of the Facebook
gaming groups and discord channels.
We will form strategic partnerships with the rest of
the eSports ecosystem in Bulgaria for cross-channel
marketing
21. 23
Validate the idea in Bulgaria - Test the approach with ~100 students until the end of
2020
Find a facility where we can take the coaching to. (Glitch E-sports Hub, Playhub: Next
Level) Within a week of the accelerator program
Create our landing page to capture leads. (done)
Growth hack into finding cheap ways to get exposure for the Academy either
through media outlets or strategic partnerships. (N/a)
Preparing the training materials and fundamentals for direct coaching. (Within a
month of the program)
Establishing more relationships and partnerships with people from the professional
scene residing in Bulgaria. (We have leads already just want to have something to
show for)
Roadmap