Your Transportation Role With Sports In The Digital Age

Lexi Tucker
Posted on June 6, 2018
Fans cheer on the Los Angeles Valiant, an esports team in the Overwatch League (Photo: Blizzard Press Center)

Fans cheer on the Los Angeles Valiant, an esports team in the Overwatch League (Photo: Blizzard Press Center)

For the May 2018 issue of LCT, I got to write about one of my favorite things: video games (I hope you weren’t too crushed the answer wasn’t limos). Before you continue with this blog post, you may want to read the article here.

I know the idea of video games likely conjure up mixed feelings depending on the age of the person reading this. Perhaps your children play them and you’re sick of having to compete with electronics for their attention. Maybe you played them yourself growing up and think they are a fun way to “waste time.” If you’re a Millennial, you’ve likely witnessed the progression of their graphics, storytelling, and online capabilities where you’ve played against people everywhere from Germany to Brazil.

No matter your experience with them, one thing that cannot be denied is there is money to be made when it comes to transporting teams of pro gamers. According to Statista, the value of the video game market in the U.S in 2017 was 18.4 billion dollars. Billion with a b.

When it comes to esports in particular, Statista says, “…the market is expected to generate close to 1.5 billion U.S. dollars in revenue by 2020. It was calculated nearly 80% of these revenues came from sponsorships and advertising in 2016, and the rest from esports betting, prize pools, tournaments, merchandise, and ticket sales.”

Yes, ticket sales. Thousands of spectators purchase tickets to see pro gaming teams live in big name stadiums across the US and the world. I myself attended an Overwatch League game at the Blizzard Arena in Burbank, Calif back in January, and can tell you these games sell out just like a basketball or football game.

Ok, it’s time for me to stop nerding out and get to the point. As you’ve seen from my article, it’s obvious teams need transporting to practice and games. What I didn’t focus on as much was the fans. I hate driving, and I think everyone prefers to be able to talk with friends on the way to an event instead of having to be the focused designated driver.

I think it would easily be worth an operator’s time to consider creating packages for esports fans, or at least looking into working with the organizers of popular tournaments. You’ve got Dreamhack in Austin, Texas; Northwest Majors in Tukwila, Wash.; Call of Duty World League Championship in Columbus, Ohio; SMITE World Championship in Atlanta, Ga.; Intel Extreme Masters in Sydney, Australia; League of Legends World Championship in South Korea; The International in Vancouver, Canada; ESL One in Cologne, Germany; and many more. There’s more than enough to go around.

Don’t let TNCs get the jump on another segment that has potential. Do your research and find out what it takes to personalize the experience for these groups. Get out in front of and educate them because they probably don’t even know most of you offer larger vehicles like mini buses and motorcoaches. If you don’t, I guarantee someone else will beat you to it. It’s technically a part of embracing technology’s role in the world—whether you agree it’s a sport or not.

Related Topics: bus market, client markets, esports, Sales & Marketing, sporting events, sports team transportation

Lexi Tucker Senior Editor
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