Gaming as a business model: includes direct content licenses with game developers, blanket licenses with user-generated content (UGC) platforms, Exclusive partnership deals with UGC platforms, Live, in-game events, In-game digital goods and microtransactions, Performances and syncs at competitive esports events
Gaming as a talent and audience opportunity: Collaborations with gaming influencers and streamers, Investments in esports leagues and brands, Label imprints and management arms focused on gaming and esports,
Gaming as a creative tool: Hardware: Creation using game consoles, Software: Creation using interactive mobile apps, Hardware/Software: Creation using mixed-reality tools