GIA Huddle with Tim Pool and Amir from BayZ Esports

Jul 14, 2024

GIA Huddle with Tim Pool and Amir from BayZ Esports

Introduction

  • Participants: Tim Pool (Gambling Insider), Amir (BayZ Esports, CCO)
  • Amir's Role Change:
    • From COO to CCO
    • Third C-level executive added
    • Focus on external commercial roles (sales, marketing)

Plans for 2023

  • Critical Deals Closed:
    • ESL Faceit Group: 3-year exclusive match data deal
    • Blast: 2-year exclusive deal
    • Securing content portfolio for stability
  • Product Portfolio Enhancement:
    • Live match product is set
    • New odds product, Bodex
    • Expanded product sphere and partnerships
    • One-stop-shop for esports data (odds products, risk-managed products, data visualization)

Trends in Esports Betting (US)

  • Growth Status:
    • 30 states allow for online betting
    • 9 states permit esports betting (e.g., New York, Colorado, Ohio, Nevada)
    • Challenges with state-by-state regulations
    • Companies face extensive screening processes
    • Need for regulations to allow more innovation

Trends in Esports Betting (International)

  • Professionalization of the Market:
    • Emergence of big players
    • Acquisition activities (e.g., ESL Faceit merge, SEVI Group buyout)
    • Saudi Arabia's significant investment in esports ($38 billion)
    • Major European influence (Germany: ESL, Grid, Bitcraft)
    • Entities covering the value chain
    • Failures of unsustainable business models expected

Importance of Data

  • Data Scraping Issues:
    • Early methods involved 'AI-based' video feed data scraping
    • Issues with consent and data integrity
    • Regulatory challenges, especially in the US
    • Shift towards validated, directly sourced data
    • Need for future-proof, integrated data systems
    • Example: BayZ's infrastructure supporting products like Sportsflare's flash markets

Marketing Esports Betting

  • Educating the Industry and Players:
    • Sufficient content and product availability
    • Importance of recognizing esports as more than video games
    • Encouragement for C-level focus on esports
    • Importance of having esports specialists
    • Common issue: Lack of unified strategy within large groups (e.g., Flutter)