Media Planning and Sponsorship Opportunities

Our Media Rights coverage extends to the 34 universities and 192 colleges participating in Esports. These institutions have programs dedicated to Esports’ growth and offer scholarships for students who want to further their education. Additionally, Esports Community College League. can be the liaison between the institution and the sponsor. If you want more involvement and affiliation with esports and local institutions, then Esports Community College League can provide you with those connections. Esports Community College League recognizes the growing trend in Esports and has created a product that does the following: (1) Offers institutions and students valuable resources, and (2) Helps achieve sponsorship and advertising needs.

Provide us with exclusive media rights.

  1.  Sponsorship Sales Rights
    • Title Sponsorship: The opportunity to be the official title sponsor of the ESCCL, with naming rights and branding across all league marketing and promotional materials, including website, social media, events, and broadcast.
    • Presenting Sponsorship: The chance to be the presenting sponsor of the ESCCL, with branding and naming rights included in all league communication, including website, social media, events, and broadcast.
    • Broadcast Sponsorship: The opportunity to sponsor the ESCCL broadcast, with brand mentions, in-game advertising, and other promotional opportunities during live streaming, VOD content, and other related digital content.
    • Event Sponsorship: The ability to sponsor ESCCL events, including tournaments, qualifiers, and other community events, with on-site branding, activation, and other promotional opportunities.
    • Product Sponsorship: The ability to provide product support for the ESCCL, including hardware, software, or other technology solutions, with associated branding and promotional opportunities.
    • Scholarship Sponsorship: The chance to sponsor student scholarships for the ESCCL, with branding opportunities and associated recognition for supporting the development of the next generation of esports talent.
    • League Partner: The opportunity to become an official league partner of the ESCCL, with customized partnership packages available, including branding, activation, and promotional opportunities tailored to your specific needs and objectives.

2. Broadcast Rights for televisions and OTT

    • Exclusive Broadcast Rights: A television or OTT platform may purchase the exclusive rights to broadcast ESCCL games and events, including live streams and replays, on their platform. This could include the right to broadcast games live or delayed, as well as the ability to repackage and distribute content across their platform.
    • Co-Broadcasting Rights: A television or OTT platform could also purchase co-broadcasting rights to ESCCL games and events. This would allow the platform to share broadcasting responsibilities with other broadcast partners, which could include other television or OTT platforms, or even traditional radio broadcasters.
    • Content Creation Rights: Broadcast partners could also purchase content creation rights, allowing them to create and distribute exclusive content related to the ESCCL. This could include behind-the-scenes access, player interviews, highlights, and other feature content that could be shared across multiple platforms, including social media.
    • Customized Advertising and Sponsorship Opportunities: Broadcast partners could also offer customized advertising and sponsorship opportunities for ESCCL games and events. This could include on-screen graphics, in-game advertising, branded content, and other sponsorship opportunities that could be tailored to the needs of specific advertisers.
    • Geographic Rights: A broadcast partner could purchase the rights to broadcast ESCCL games and events in specific geographic regions, including individual states or regions within the United States, or even in other countries. This would allow the broadcast partner to tailor their coverage to a specific audience.
    • On-Demand Rights: A television or OTT platform could purchase the right to distribute on-demand content related to the ESCCL, including replays of games, highlights, and other content. This would allow viewers to access ESCCL content at any time, and could be a valuable tool for building audience engagement and loyalty.

3. On-Demand and streaming rights

    • Live Streaming: A streaming platform could purchase the right to live stream ESCCL games and events on their platform, allowing viewers to watch the action as it happens in real-time.
    • Video-On-Demand: A streaming platform could purchase the right to distribute on-demand content related to the ESCCL, including replays of games, highlights, and other content. This would allow viewers to access ESCCL content at any time, and could be a valuable tool for building audience engagement and loyalty.
    • Customized Content: A streaming platform could create customized content related to the ESCCL, including behind-the-scenes access, player interviews, highlights, and other feature content that could be shared across multiple platforms, including social media.
    • Geographic Rights: A streaming platform could purchase the rights to distribute ESCCL content in specific geographic regions, including individual states or regions within the United States, or even in other countries. This would allow the streaming platform to tailor their coverage to a specific audience.
    • Co-Streaming: A streaming platform could purchase the right to co-stream ESCCL games and events, allowing them to share streaming responsibilities with other streaming partners. This would allow multiple platforms to broadcast the same content to a wider audience.
    • Advertising and Sponsorship Opportunities: A streaming platform could offer advertising and sponsorship opportunities for ESCCL games and events, including on-screen graphics, in-stream advertising, branded content, and other sponsorship opportunities that could be tailored to the needs of specific advertisers.

4. NFTs

    • Player Cards: The ESCCL could create NFTs that represent digital player cards, which could include a player’s statistics, team, and other relevant information. These NFTs could be sold to fans, who could then collect them as a way of showing their support for their favorite players.
    • Game Highlights: The ESCCL could create NFTs that represent highlights from games and events, such as a particularly impressive play or a game-winning moment. These NFTs could be sold to fans who want to own a piece of ESCCL history.
    • Limited-Edition Collectibles: The ESCCL could create limited-edition NFTs that represent unique moments in the league’s history, such as a championship game or the debut of a new team. These NFTs could be sold to collectors, who could then trade them or hold onto them as a valuable piece of ESCCL memorabilia.
    • Branded Merchandise: The ESCCL could create NFTs that represent digital merchandise, such as jerseys, hats, or other branded items. These NFTs could be sold to fans who want to own a unique piece of ESCCL merchandise.
    • Fan Engagement: The ESCCL could use NFTs as a way of engaging with fans, such as by creating special events or promotions that are tied to specific NFTs. For example, the league could offer a discount on game tickets to fans who own a certain number of ESCCL NFTs.

5. NIL Access to students for sponsorships

NIL (Name, Image, and Likeness) refers to a new set of rules that allow student-athletes to profit from the use of their name, image, and likeness while they are still enrolled in college. These rules have been implemented in response to the growing demand for student-athletes to have more control over their personal brand and financial opportunities. Here is an overview of how the Esports Community College League (ESCCL) could potentially allow its students to access NIL for sponsorships:

  1. Sponsorship Deals: The ESCCL could allow its student-athletes to enter into sponsorship deals with third-party companies, allowing them to earn income from their name, image, and likeness. These deals could include traditional sponsorships, such as endorsement deals and appearances, as well as newer forms of sponsorship, such as social media sponsorships and influencer marketing.
  2. Merchandise Sales: The ESCCL could allow its student-athletes to sell merchandise related to their personal brand, such as t-shirts, hats, and other branded items. This could include creating custom merchandise for fans, such as personalized jerseys or team-branded gear.
  3. Speaking Engagements and Appearances: The ESCCL could allow its student-athletes to participate in speaking engagements and public appearances, allowing them to share their experiences as esports athletes and connect with fans and other stakeholders in the industry. These appearances could include events such as panel discussions, keynote speeches, and Q&A sessions.
  4. Social Media Content Creation: The ESCCL could allow its student-athletes to create and monetize content related to their personal brand on social media, such as YouTube, Twitch, and Instagram. This could include sponsored content, such as branded posts and product reviews, as well as content that is supported by ads or other forms of monetization.
  5. Licensing Deals: The ESCCL could allow its student-athletes to enter into licensing deals related to their name, image, and likeness, such as video game or trading card licensing deals. This would allow student-athletes to earn income from the use of their likeness in various forms of media and merchandise.

By allowing its student-athletes to access NIL for sponsorships, the ESCCL could help them to earn income and build their personal brand while they are still enrolled in college. This could also provide a new revenue stream for the league, as it could potentially earn a percentage of the income generated by student-athlete sponsorships. However, it’s important to note that the specific rules and regulations related to NIL can vary by state and institution, so any implementation of these programs should be done in accordance with relevant laws and regulations.

 6. League formation options

    • Conference-based Structure: The ESCCL could be structured like traditional college sports leagues, with teams organized into regional conferences based on geography. Teams would play a regular season schedule against other teams in their conference, with the top teams advancing to a playoff tournament to determine a champion.
    • Division-based Structure: Another option for the ESCCL is to organize teams into divisions based on skill level, with teams competing against other teams in their division. This structure could allow for more competitive parity between teams, as well as opportunities for teams to move up or down divisions based on their performance.
    • Open-format Structure: The ESCCL could also consider an open-format structure, where any community college team that meets certain eligibility requirements can join the league. This structure would provide maximum flexibility and inclusivity, but could also be more difficult to organize and manage.
    • Hybrid Structure: The ESCCL could consider a hybrid structure that combines elements of the above options, such as a conference-based structure with a wildcard system that allows high-performing teams from outside the conference to enter the playoff tournament.
    • Team-based Structure: Another option for the ESCCL is to organize teams into franchises, which would be owned and managed by outside entities. This structure would allow for more centralized management and potentially greater financial stability, but could also reduce the autonomy of individual schools and teams.

7. Intellectual property rights

    • Trademarks: The ESCCL can protect its name, logo, and other identifying marks through trademark registration. This would prevent others from using similar marks that might cause confusion among fans or create an association with the league that the league does not want.
    • Copyrights: The ESCCL can register copyright protection for its original content, such as broadcasts, videos, and graphics. This would protect the league’s ownership of these assets and prevent others from using them without permission.
    • Licensing Agreements: The ESCCL can enter into licensing agreements with third parties to use its intellectual property, such as logos, graphics, and content, in exchange for royalties or other compensation.
    • Patents: While patents are not typically relevant to esports leagues, the ESCCL may consider patent protection for any unique technologies or systems it develops that may be used to enhance its broadcasts or events.
    • Non-Disclosure Agreements (NDAs): The ESCCL can use NDAs to protect confidential information related to the league, such as trade secrets, business plans, and other proprietary information.

8. Pod usage rights 

    • Use of ESCCL’s Name and Logo: The podcaster can use the ESCCL’s name and logo in the title, branding, and promotional materials for the podcast.
    • Non-Exclusive License: The ESCCL can grant the podcaster a non-exclusive license to use the league’s name and logo in their podcast, but the league would retain ownership of those assets.
    • Content Restrictions: The podcaster may be required to adhere to certain content restrictions to ensure that the podcast is consistent with the league’s values and brand. This may include restrictions on profanity, sensitive topics, and other content that could reflect poorly on the league.
    • Promotion of the League: The podcaster should be encouraged to promote the league and its events throughout their podcast episodes. This may include previewing upcoming matches, discussing league news and updates, and promoting the league’s sponsors.
    • Attribution and Disclaimer: The podcaster should clearly attribute the ESCCL as the source of any league news and updates that are discussed in the podcast, and include a disclaimer that the podcast is not officially affiliated with the league.
    • Access to League Assets: The ESCCL may provide the podcaster with access to league assets, such as player and team profiles, statistics, and other data that can be used to create engaging content for the podcast.
    • Support from the League: The ESCCL may provide support to the podcaster, such as access to league officials or other resources, to help create high-quality content that is consistent with the league’s brand and values.

9. Publicity and promotion rights

    • Marketing and Advertising: The ESCCL can engage in marketing and advertising campaigns to promote the league, its teams, and its events. This can include social media campaigns, online and print advertising, and other promotional efforts.
    • Press Releases: The ESCCL can issue press releases to announce news and events related to the league, such as new team signings, upcoming matches, and other league updates. These press releases can be distributed to news outlets and shared on the league’s website and social media channels.
    • Sponsorship Agreements: The ESCCL can enter into sponsorship agreements with companies and brands that align with the league’s values and audience. These agreements can include rights to use the league’s name, logos, and other assets in promotional materials.
    • Media Coverage: The ESCCL can work with media outlets to secure coverage of its matches and events, such as through live streaming, broadcast coverage, or articles in esports news outlets.
    • Influencer Partnerships: The ESCCL can partner with influential content creators in the esports and gaming communities to promote the league and its events. These partnerships can include sponsored content, social media posts, and other promotional efforts.

10. Digital Rights

    • Livestreaming: The right to livestream ESCCL games and events on a digital platform, such as a website or app, providing fans with the ability to watch live matches online.
    • Video-on-Demand (VOD): The right to distribute on-demand content related to the ESCCL, such as replays of games, highlights, interviews, and other exclusive content. VOD allows fans to watch ESCCL content at any time, and could be a valuable tool for building engagement and loyalty.
    • Social Media: The right to create and distribute ESCCL content on various social media platforms, including Facebook, Twitter, Instagram, and TikTok. This could include sharing highlights, interviews, and behind-the-scenes footage, as well as posting updates and news about the league.
    • Customized Content: The right to create customized content related to the ESCCL, such as behind-the-scenes access, player interviews, highlights, and other feature content that could be shared across multiple platforms, including social media.
    • Mobile Applications: The right to create and distribute a mobile application related to the ESCCL, which could be used to stream live matches, provide VOD content, and offer other features such as real-time stats and scores, player profiles, and more.
    • Digital Advertising and Sponsorship Opportunities: The right to offer digital advertising and sponsorship opportunities for ESCCL games and events, including on-screen graphics, pre-roll and mid-roll advertising, branded content, and other sponsorship opportunities that could be tailored to the needs of specific advertisers.
    • Website: The right to create and manage the official website for the ESCCL, which could be used to share news and updates, provide information about the league, offer VOD content, and sell merchandise.

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