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Gaming as a Sport – Présentation et selection presse www.oxent.net – contact@oxent.net RP / Oxent / Fondateurs Matthieu Dallon & Antoine Frankart RP / Oxent / Présentation Oxent Est une société cofondée par Antoine Frankart et Matthieu Dallon, dont l'activité est de développer et structurer l’économie des sports électroniques, fondés sur des compétitions de jeux vidéo. Oxent développe et déploie Toornament : une plateforme Internet qui facilite l’organisation et le partage de tournois de jeux vidéo: http://www.toornament.com Oxent est l’ayant-droit et l’organisateur de l’ESWC (Electronic Sports World Cup), qui fédère depuis 10 ans des organisations dans plus de 50 pays et rassemble les meilleurs joueurs du monde à l’occasion d’un grand show annuel : http://www.eswc.com De plus, Oxent collabore avec de grands éditeurs de jeu vidéo, d’envergure mondiale, afin de concevoir et produire des programmes de compétition correspondant aux attentes des communautés de joueurs (Ubisoft, Activision-Blizzard, Konami, Namco-Bandai…). Plus d’infos sur http://www.oxent.net RP / Oxent / Décembre 2013 http://www.lesechos.fr/entreprises-secteurs/techmedias/actu/0203192289974-profession-gamer-637314.php 16 décembre 2013 / Enquête pleine page - Depuis trois ans, l’e-sport, le sport professionnel du jeu vidéo, prend de l’ampleur partout dans le monde. Des joueurs gagnent des dizaines de milliers d’euros et les éditeurs de jeux en profitent pour booster leurs ventes. Extraits « l’e-sport, le nouveau dada des moins de trente ans. » « Jouer pour montrer ses exploits. Si l’e-sport explose de la sorte, c’est que le visage du jeu vidéo a changé. Grâce à la croissance des débits, qui a permis de connecter les consoles à Internet, le « gaming » n’est plus une activité solitaire. Les joueurs se rencontrent en ligne, forment des équipes et s’affrontent. » « Un public toujours plus nombreux, une belle audience sur la Toile, des sponsors, l’e-sport réunit tous les ingrédients du sport professionnel. » RP / Oxent / Novembre 2013 http://www.lemonde.fr/le-magazine/article/2013/11/01/championsreels-de-jeux-virtuels_3505969_1616923.html?xtmc=dallon&xtcr=4 1 novembre 2013 / Le Magazine du Monde (2 pages) Champions Réels de Jeux Virtuels Extraits « En juillet, les autorités américaines ont même attribué à son domaine de prédilection, le jeu de stratégie League of Legends, le statut de sport à part entière, ce qui devrait permettre à l'élite du e-sport d'obtenir plus facilement un permis de travail sur le sol américain. "Logique", selon Matthieu Dallon, créateur de l'ESWC, qui évoque l'hygiène de vie exemplaire, tournée vers la performance, de ces "athlètes". » « L'intensité du e-sport se rapproche de celle des grands rendez-vous sportifs. Lors des finales, le salon s'arrête de respirer", plaide Emmanuel Martin, délégué général du Syndicat des éditeurs de logiciels de loisirs (SELL). » « Joueurs concentrés, spectateurs happés par les matchs, commentateurs qui décryptent les parties en direct sur Internet, tout rappelle, en miniature, les matchs de football et de basket. » RP / Oxent / 2013 Décembre 2013 – Made in Paris Paris est à vous – Antoine Frankart / Oxent http://www.bfmtv.com/video/bfmbusiness/paris-est-a/made-in-paris-antoine-frankartoxent-paris-est-a-27-11-161214/ RP / Oxent / ESWC 2012 9 décembre 2012 - Sept à Huit, Reportage 13 minutes Dans les coulisses de l’ESWC https://drive.google.com/file/d/0B4UzLqaLfhK8Q3hFcXFPZzdrd2c/edit?usp=sharing RP / Oxent / Portraits / 2011 RP / Oxent / 2013 RP / Matthieu Dallon / Portrait / 2005 RP / Oxent / Portraits / 2011 RP / Oxent / 2010 / Gamersband RP / Oxent / 2011 / Gamersband RP / Cyberathlete Summit / 2012 RP / Oxent / 2011 / Gamersband RP / Oxent / 2011 / Gamersband RP / Matthieu Dallon / 2007 / Sports Electroniques RP / Matthieu Dallon / 2007 / Sports Electroniques RP / Matthieu Dallon / 2006 / Sports Electroniques RP / Matthieu Dallon / 2006 / Sports Electroniques RP / Matthieu Dallon / 2005 / Sports Electroniques RP / Matthieu Dallon / 2007 / Sports Electroniques RP / Matthieu Dallon / 2006 / Sports Electroniques RP / Matthieu Dallon / 2008 / Sports Electroniques RP / Matthieu Dallon / 2006 / Sports Electroniques RP / Matthieu Dallon / 2008 / Sports Electroniques RP / Matthieu Dallon / 2008 / Sport Electroniques RP / Matthieu Dallon / 2005 / Sports Electroniques RP / Matthieu Dallon / 2006 / Sports Electroniques RP / Matthieu Dallon / Portrait / 2004 RP / Matthieu Dallon / Portrait / 2005 RP / Matthieu Dallon / Portraits (2002) (2004) RP / Matthieu Dallon / 2005 / Sports Electroniques PARIS. Computer games have come a long way since Pong - and they have a lot further to go. Gamers and industry executives at the Electronic Sports World Cup in Paris this week pointed to a future where games are played in an environment that mixes graphics with reality, and athletic moves in full body suits replace frantic keyboard clicks. "We are now entering an exciting new phase of actually implementing the digital revolution," said Serge Lemonde, head of hand-held and wireless marketing for nVidia, the maker of graphics cards. "The changes can literally be seen evolving before your eyes." For nVidia's products, the detailed rendering of 3-D images has rapidly improved in recent years with the constant increase of processor speeds. (...) The growing popularity of multiplayer games has not been lost on the microprocessor giant Intel, said Arnaud Lambert, who heads the company's gaming activities in France. "We see games involving more people across more platforms over time," Lambert said. "People will play the same game from their mobile phones as they do from computer while they go about their daily life." Lambert also predicts that games will no longer be limited to screens. "Games will become an immersive reality that mixes the game with the real world," Lambert said. "As the technology develops, we will see games combining the intellectual aspects of chess and the physical aspects of sports. (...) http://www.iht.com/articles/2005/07/08/business/ptgames09.php But it will take more than increased control and better graphics to create an immersive reality, said Julien Merceron, worldwide technical director of the French games publisher Ubisoft. "The sensation of reality comes with a total coherence inside a game," he said. "We want our players to interact with objects as they would in the real world." For Merceron, this means making every object look, sound, feel and behave as it would in the real world. "You should be able to break any window in the game, pick up one of the shards and use it to carve your name in a piece of wood out of the fireplace," he said. "This is a few years away, but it is our target." Other upcoming developments in Ubisoft games include increased collaborative play, Merceron said. "We find that people prefer to join together in a battle against the computer," he said. "This requires both smarter computer games and more games going online." Fewer than half of the most popular games in the market have an online aspect, he said, but most will have to incorporate it in coming years. (...) RP / Matthieu Dallon / 2005 / Sports Electroniques RP / Matthieu Dallon / 2004 / Sports Electroniques Why tournaments win sponsorship deals By Kamau High, Financial Times (...) Moreover, the gaming world has its own subculture, that advertisers must understand in order to sell to them. "The gaming community is a small, tightly-knit community. They are looking for companies that will be members of the community, not just a big company trying to sell hard drives to them," says James Pascoe, communications manager at Hitachi Global Storage Technologies, a hard disk drive manufacturer. (...) Sponsorship differs according to a team's prominence in the gaming world. "At the lowest level we are providing hardware to them," says Brent Barry, AMD spokesman. "At the highest level, we are providing a base salary to them, plus expenses. "This market is growing up. The more we invest in turning these tournaments into a real pro environment, the more we can have a place to market our products.“ Making these events more popular with the mainstream is of paramount importance for their survival, say analysts. PJ McNeely, a video game analyst with American Technology Research says: "As professional gaming raises its profile, these sponsorships become more important for it to reach a broader audience.“ Microsoft's Xbox, which sponsors several of its own tournaments, where the prizes are small, says that while mainstream popularity will come, it is watching the situation. "Right now there are 10 television producers trying to create exciting television programmes [centred around video game tournaments]," says Bill Nielsen, director of brand marketing for Xbox. "There will eventually be one, but for now it will be wait and see." Nvidia, the US company behind the image processing chips in many PCs and games consoles, has increased its sponsorship around video game tournaments by almost 20 per cent since last year. "Because there are more tournaments and they are getting more attention, they are a significant investment for us," says Kevin Schuh, director of corporate marketing. Nvidia is the main sponsor for The Electronic Sports World Cup, a global competition that hopes to gather 800 gamers from 50 countries in July, in Paris or Beijing, to battle it out for a part of the $500,000 in total cash prizes. The event will be the third iteration of the contest, says Matthieu Dallon, president and CEO of the competition. "Being a sponsor entails backing the event with its own technology, with financial support, and with its communication powers." Most companies that sponsor video game tournaments are increasing their budgets instead of shifting dollars around. "Our bucket is getting larger. We are using additional dollars," says Mr Weedfald. The commitment comes from the belief that gamers represent a small but influential group. "We've found a new bedrock culture of people who are helping us design our next product line," he says. http://search.ft.com/ftArticle?queryText=Schuh&id=041021000915