Seulgi
4.5K posts

Seulgi
@SeulgiVLR
economics researcher in content/brand strategy | growth in gaming/tech/creator economy | 300M+ views generated for clients
















I've been a big advocate for this ideology and I think this is something esports is significantly lacking! For years the prevailing organizational strategy has been "what roster can we pick up to win" without accounting for the region-specific relationships and cultural dynamism. What about the purchasing dynamics of an ML ID player? If you push out a product for that market, how do you compare their behavioral habits with that of an EU CS watcher? How do parasocial dynamics between fans and players in a specific title trickle down into brand equity? These are the missing questions the scene is facing and your past posts on forcing a sports view of esports is where I see this disconnect. Fully believe we need more economic and behavioral level thinking of our audience








What have these four organizations figured out that most esports teams haven't? They all fund something that don't need a scoreboard to survive. 100 Thieves has Higround. Gen.G has their Global Academy. TSM has Blitz. S8UL has a 3x award-winning content studio. Most esports teams are one bad season away from financial pressure. In contrast, these four are building revenue the roster can't walk out the door with. And these brands last for years after people leave. Organizations have two paths to get here: M&A of consumer brands, or building in-house product from scratch. But both of these options don't require fans to derive value from players. Players are the marketing funnel, not the foundation.




100 Thieves' longform content gets less than 10,000 views in six months. Their shortform gets 200k+ in a week. Can you guess why? Their shortform accidentally solved two problems their longform never did. "VALORANT abilities explained in Jujutsu Kaisen terms" works for someone who has never watched a VCT match. Universal legibility makes it so the video is accessible before any game knowledge is required. "Guess the Rank" works because they've framed it as an easy to understand recurring series with a consistent identity. The viewer knows exactly what they're getting before clicking. Parasocial formation has a pathway. The pivot is visible in the data, as can be seen from the last two Shorts. The lesson here is structural, not creative.




