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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Esports Sponsoring: The Double-Edged Sword Effect of Having a Global Audience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bruno Du</string-name>
          <email>brunoduarte.abreu@uvic.cat</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ruth S. Contr</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>s-Espinos</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ro Álv</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidade da Madeira</institution>
          ,
          <addr-line>Caminho da Achada 10, 9000-208 Funchal</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universitat de Vic - Universitat Central de Catalunya</institution>
          ,
          <addr-line>Sagrada Família, 7. 08500 Vic</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <fpage>37</fpage>
      <lpage>46</lpage>
      <abstract>
        <p>In less than a decade, esports became an international phenomenon with a massive worldwide audience that already rivals the size of those in several established sports. This is attracting numerous sponsors interested in capitalizing on this high number of fans. However, it seems that the globality of this audience can also be a risk for some sponsors. Ergo, this research aimed to determine if the esports fans' globality is a benefit and/or a risk for these brands. For this, an exploratory qualitative method was employed to interview three experts in esports sponsoring. One was responsible for managing the esports sponsorships of an endemic brand and the other two were esports marketing specialists at marketing agencies that assisted brands with esports sponsoring. These individuals were sampled through a nonprobability purposive heterogeneous method and approached via their companies' contact channels. Data were analyzed with NVivo 10. The results revealed that the esports fans' globality is a benefit to brands that operate globally and a risk to those that operate only within certain countries. Hence, it was considered that the fans' globality is a double-edged sword. The importance of this research is highlighted by the great lack of scientific studies in esports marketing and esports sponsoring. Moreover, from a managerial standpoint, the findings are highly valuable for both existing and potential esports sponsors looking to better navigate this largely unknown industry.</p>
      </abstract>
      <kwd-group>
        <kwd>Esports</kwd>
        <kwd>Sponsoring</kwd>
        <kwd>Global audience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Competitive gaming, also known as esports or electronic sports, consists of
videogame competitions professionally organized to attract skilled gamers, also known as
pro-gamers, to compete
        <xref ref-type="bibr" rid="ref28">(Shabir, 2017)</xref>
        with the aim of acquiring fame, money, and
other prizes
        <xref ref-type="bibr" rid="ref21">(Mooney, 2018)</xref>
        . Similarly to sports, esports is a collective term, meaning
that they encompass a multitude of constructs (i.e. videogames) and tournaments can
feature more than one videogame
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        . There are several levels of
professionalism
        <xref ref-type="bibr" rid="ref38">(Winnan, 2016)</xref>
        , like grassroots
        <xref ref-type="bibr" rid="ref13">(Hamari &amp; Sjöblom, 2017)</xref>
        , advanced, and
professional
        <xref ref-type="bibr" rid="ref33">(SuperData, 2017)</xref>
        . On the one hand, amateur competitions happen
mostCopyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
ly over the internet, with each gamer competing from his house
        <xref ref-type="bibr" rid="ref31">(Stein &amp; Scholz,
2016)</xref>
        . On the other, professional tournaments occur in large popular arenas filled by
an enthusiastic crowd and are also live-streamed.
      </p>
      <p>
        Esports started gaining relevant popularity at the start of the 2010s
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        and, in less than a decade, they evolved on a worldwide scale
        <xref ref-type="bibr" rid="ref28">(Shabir, 2017)</xref>
        and
became an international powerhouse
        <xref ref-type="bibr" rid="ref14">(Hiltscher &amp; Scholz, 2017)</xref>
        . This was only now
possible because only now the information and communication technologies have
reached a point where the average consumer has access to fast-speed internet, as well
as streaming and social networking platforms
        <xref ref-type="bibr" rid="ref4">(Carter &amp; Gibbs, 2013)</xref>
        . Because of
this, esports are now both the fastest-growing sport ever
        <xref ref-type="bibr" rid="ref34">(Sylvester &amp; Rennie, 2017)</xref>
        and one of the fastest-growing markets in general
        <xref ref-type="bibr" rid="ref38">(Winnan, 2016)</xref>
        . The significant
economic benefits
        <xref ref-type="bibr" rid="ref28">(Shabir, 2017)</xref>
        , worldwide reach
        <xref ref-type="bibr" rid="ref2">(BI Intelligence &amp; Elder, 2017)</xref>
        ,
and high popularity is attracting the attention of increasingly more brands interested
in capitalizing on it
        <xref ref-type="bibr" rid="ref5">(CGC Europe, 2015)</xref>
        . For instance, in 2016, more than 600
contracts were signed between consumer brands acting as sponsors and esports entities
        <xref ref-type="bibr" rid="ref28">(Shabir, 2017)</xref>
        . Some include Samsung, Red Bull, Microsoft
        <xref ref-type="bibr" rid="ref11">(Funk, Pizzo, &amp; Baker,
2018)</xref>
        , Google, Sony, Audi, Manchester City, Nissan, Paris Saint-German
        <xref ref-type="bibr" rid="ref28">(Shabir,
2017)</xref>
        , and Coca-Cola
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        .
      </p>
      <p>
        Among the several benefits of sponsoring esports, increased brand awareness is
one of the most sought out ones
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        . This audience has been increasing
roughly 10.4% to 12.3% every year
        <xref ref-type="bibr" rid="ref23">(Newzoo, 2020)</xref>
        . It is estimated that there were
485 million esports fans in 2020, and this figure is expected to catapult to 646 million
in 2023
        <xref ref-type="bibr" rid="ref23 ref30">(Newzoo, 2020; Statista, 2020)</xref>
        . This will put esports ahead of the entire NFL
audience and place esports in line with the popularity of other internationally popular
sports
        <xref ref-type="bibr" rid="ref28">(Shabir, 2017)</xref>
        . Even as they are right now, esports are already selling out entire
football stadiums
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        and famous arenas, like the Staples Centre and the
Madison Square Garden
        <xref ref-type="bibr" rid="ref11">(Funk et al., 2018)</xref>
        , and enjoying more viewership than
several of the most popular sporting events. For example, although the 2014 Football
World Championship match between Germany and the United States was watched by
1.7 million people on WatchESPN
        <xref ref-type="bibr" rid="ref5">(CGC Europe, 2015)</xref>
        , the esports tournament of
the Intel Extreme Masters in Katowice was watched by 46 million fans on YouTube
and Twitch
        <xref ref-type="bibr" rid="ref29 ref30">(Statista, 2018)</xref>
        . As is evident, the popularity of competitive gaming is
matching, and sometimes even surpassing, the popularity of several established sports
        <xref ref-type="bibr" rid="ref10">(Franke, 2015)</xref>
        . This has led multiple analysts to report that esports may be the next
entertainment phenomenon
        <xref ref-type="bibr" rid="ref31">(Stein &amp; Scholz, 2016)</xref>
        .
      </p>
      <p>
        Sponsors find the global reach of competitive gaming very captivating
        <xref ref-type="bibr" rid="ref2">(BI
Intelligence &amp; Elder, 2017)</xref>
        . They receive intense media coverage even from TV channels,
like ESPN and Turner Sports. Because of this, esports investments are now a
worldwide sensation
        <xref ref-type="bibr" rid="ref11">(Funk et al., 2018)</xref>
        . When sponsoring esports, companies can connect
their brands with a global market
        <xref ref-type="bibr" rid="ref31">(Stein &amp; Scholz, 2016)</xref>
        and promote their products
        <xref ref-type="bibr" rid="ref36">(Taylor, 2012)</xref>
        . This is possible because competitive gaming possesses a worldwide
audience
        <xref ref-type="bibr" rid="ref31">(Stein &amp; Scholz, 2016)</xref>
        with hundreds of millions watching these matches
online and on TV
        <xref ref-type="bibr" rid="ref21">(Mooney, 2018)</xref>
        . The numerous live streaming systems and services
have also reached such high levels of popularity that these technologies are now
perceived as competitors of TV
        <xref ref-type="bibr" rid="ref25">(Pires &amp; Simon, 2015)</xref>
        .
      </p>
      <p>
        In essence, esports are a globally spread media sport watched by millions of people
        <xref ref-type="bibr" rid="ref32">(Ströh, 2017)</xref>
        . It became highly evident that the esports’ fan base is extremely global
when the League of Legends World Championship 2014 was streamed in 19
languages
        <xref ref-type="bibr" rid="ref6">(Chalmet, 2015)</xref>
        . This globality is attracting even more companies interested
in connecting with esports fans
        <xref ref-type="bibr" rid="ref27">(Seo &amp; Jung, 2016)</xref>
        . For instance, the 6th Olympic
Summit of 28th October 2017 announced that competitive gaming may be used to
catapult the Olympic movement’s engagement with the worldwide youth
        <xref ref-type="bibr" rid="ref28">(Shabir,
2017)</xref>
        . The real-world McLaren Formula One team orchestrated an esports racing
tournament, which drew a high amount of global attention and interest to their brand.
      </p>
      <p>
        Because of this, now they perceive esports as a lucrative asset
        <xref ref-type="bibr" rid="ref24">(Nielsen Esports,
2017)</xref>
        . The Manchester City football club sponsored a FIFA pro-gamer to increase
their brand awareness during international esports tournaments
        <xref ref-type="bibr" rid="ref19">(Lopez-Gonzalez &amp;
Griffiths, 2016)</xref>
        . Similarly, Paris Saint-Germain is investing in competitive gaming to
gain the attention of the international esports fan base
        <xref ref-type="bibr" rid="ref7">(Chanavat, 2017)</xref>
        . Also, there is
a large number of brands that want to sponsor international esports competitions to
gain worldwide attention
        <xref ref-type="bibr" rid="ref26">(Seo, 2013)</xref>
        .
      </p>
      <p>As is evident, there is a wide literature stressing the benefits of sponsoring esports
and of exposing brands to its massive worldwide audience. However, it was deduced
that this globality may also present a risk to brands and very little literature was found
on this subject. Some of the very few literary data on this comes from Winnan (2016)
and Mooney (2018), who state that gambling companies that sponsor competitive
gaming could face some issues because sponsoring to the worldwide esports audience
means promoting gambling in countries and regions where wagering is illegal.
However, in this research, another potential risk was hypothesized.</p>
      <p>According to Ströh (2017), 44% of the esports audience resides in the Asia-Pacific,
19% in the United States, 25% in Europe, and 12% in the rest of the world. This data
led to the inferences that, while global brands may benefit from sponsoring esports,
brands that operate within specific geographical markets may be wasting their esports
sponsoring investments since they are paying to reach individuals who are not their
target consumer. For instance, when sponsoring an international esports tournament, a
bank that solely operates in the United States will have a higher cost per target
consumer reached than an electrics brand that operates at a global level. Also, the
elevated percentage of fans residing in the Asia-Pacific may mean that brands that
operate at a global level, but are not popular in the Asia-Pacific area, will also have a
higher cost per target consumer reached than brands that operate at a global level and
are relatively equally popular across the entire world.</p>
      <p>Due to the issues of this ambivalent dichotomy, this study had the objective of
determining if the esports fans’ globality is a benefit and/or risk to esports sponsors.</p>
      <p>That is, this research aimed to answer the research question: How does the esports
fans’ globality affect esports sponsors? Hence, the following two hypotheses were
developed:</p>
      <p>H1a: The globality of esports fans is a benefit for esports sponsors.</p>
      <p>H1b: The globality of esports fans is a risk for esports sponsors.</p>
      <p>
        This research’s relevancy is justified by the scant scientific research on esports
        <xref ref-type="bibr" rid="ref10 ref18 ref37 ref9">(Faust, Meyer, &amp; Griffiths, 2013; Franke, 2015; Lokhman, Karashchuk, &amp; Kornilova,
2018; Weiss &amp; Schiele, 2013)</xref>
        and by the even fewer studies in the specific field of
esports marketing
        <xref ref-type="bibr" rid="ref10 ref26 ref3">(Burton, 2017; Franke, 2015; Seo, 2013)</xref>
        , and especially in esports
sponsoring
        <xref ref-type="bibr" rid="ref12 ref17 ref32 ref8">(Cunningham et al., 2018; Hallmann &amp; Giel, 2018; Korpimies, 2017;
Ströh, 2017)</xref>
        .
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>To accomplish the aim of this study, a qualitative exploratory design was adopted.
The researchers’ stance was overt, the study setting was non-contrived, and the time
horizon was cross-sectional. The sample was comprised of three experts in esports
sponsoring who worked at different companies. Particularly, one endemic esports
sponsor (EES) and two marketing agencies (MAs) that assisted brands in esports
sponsoring. The sampling method was nonprobability purposive expert
heterogeneous, meaning that there was an intentional selection of a heterogeneous group of
people with significant levels of experience and knowledge in esports sponsoring. To
ensure that the acquired empirical data was relevant, the sampling was limited to
companies and individuals that had at least two years of experience in esports
sponsoring. The members of the sample were contacted through the publicly available
contact details and contact channels of the companies. The unit of observation and
unit of analysis was the organization.</p>
      <p>The empirical data collection happened through an online interview with each
expert via video or voice call (in Skype or Zoom), depending on their preferences. Here,
the interviewees were asked about their company’s characteristics and to answer the
open-ended question “How beneficial and/or harmful do you believe the esports fans’
globality is for esports sponsors?” Before the data collection, the questionnaire was
pretested from April 14th 2019 to May 21st 2019 on a total of nine people with
experience in scientific research, marketing, and management. Subsequently, the data
collection occurred from August 15th 2019 to December 12th 2019. The empirical
qualitative data were analyzed via the NVivo 10 computer software. To ensure that all the
ethical norms of confidentiality were met, all data that could lead to the identification
of the interviewees or their companies (e.g. person or company name, exact year of
company foundation, etc.) were either deleted or modified.</p>
      <p>In terms of the specificities of the sample, EES1 was founded in the 2010s and
operates at an international level within the gaming chairs industry. This company has
been sponsoring competitive gaming for roughly nine years, has sponsored around 44
esports entities, and has been associated with around 41 esports videogames. The
interviewee who represented this endemic esports sponsor is the brand’s country
general manager in Brazil, the United Kingdom, Portugal, and Spain.</p>
      <p>MA1 was also founded in the 2010s and operates at an international level by
assisting brands in sponsoring esports. This company has been connected to esports for
around four years, has assisted around 40 esports sponsors, and been associated with
roughly 39 esports videogames. The interviewee who represented this marketing
agency is the company’s founder and director.</p>
      <p>MA2 was founded in the 2000s and operates at an international level by assisting
brands in sponsoring esports. This company has been connected to esports for around
eight years, has assisted around 50 esports sponsors, and has been associated with
roughly 43 esports videogames. The interviewee who represented this marketing
agency was the company’s senior market analyst and esports specialist.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Results and Discussion</title>
      <p>All experts agreed that the globality of the esports audience can be both a risk and a
benefit to esports sponsors. While there were few comments on the benefits, a lot of
empirical data was gathered regarding the risks. Despite there being more data on the
risks, there is already an extensive literature supporting the benefit hypothesis. Ergo,
it was considered that both hypothesis H1a and H1b were validated, which means that
the globality of the esports audience is a double-edged sword for esports sponsors.</p>
      <p>Regarding the benefits of having a worldwide audience, all experts, especially
EES1, stressed that this is a massive benefit for the brands that have a global
consumer target. However, in terms of risks, EES1 pointed out that brands with a
geographically very precise target consumer base (e.g. the United States) will have unsatisfying
exposure levels. EES1 explained that this is because the known massive number of
esports fans refers to the worldwide fan base. Moreover, it is very difficult to
determine how many esports fans exist within specific countries. EES1 noted that, for
example, while it is estimated that there are 250 million competitive gaming enthusiasts
(i.e. highly engaged esports fans), this is on a global level. The United States, for
instance, only have between 30 and 40 million esports enthusiasts.</p>
      <p>MA1 also provided very insightful data about the downsides of having a global
audience. Particularly, it was stressed that, contrary to sports, where a sponsor can
promote its brand and products to a very precisely-targeted geographical region simply
through the sponsorship of athletes affiliated with that locale (e.g. the USA’s state of
Texas is represented by all athletes from the American football team, the Dallas
Cowboys), in competitive gaming, a sponsor is unable to target a precise geographical
region because almost every esports team does not represent nor is associated with a
particular country or region. MA1 noted that, for a company that only operates in the
United States, for instance, despite it being much more expensive to sponsor a sports
team like the Dallas Cowboys than an esports team like Team Liquid, almost the
entire fan base of the Dallas Cowboys resides in the United States whereas just roughly
20% of Team Liquid’s fan base resides there. MA1 stressed that this implies that, for
a company that only operates in a specific geographical region like the United States,
the cost of sponsoring Team Liquid would be much higher than what the sponsor
initially assumes it is paying because the cost per consumer reached in the United
States would be five times higher than what the sponsor initially expected. This
means that it could actually end up costing the same, or more, than sponsoring the
Dallas Cowboys sports team. MA1 mentioned that the majority of sponsors are not
brands that can operate at a global level or simply do not have a worldwide target
audience, so the sponsoring of a sector whose fan base is all over the world is
unproductive. Furthermore, MA1 defended that even large international brands usually
have their marketing budgets divided per geographical regions, so they prefer to have
their sponsorships separately activated within particular geographical territories so
they can adapt their messaging to different cultures. Ergo, MA1 points out that
sponsors are more worried about effectively and efficiently activating their sponsorships in
the correct way and only within the desired regions rather than sponsoring to a global
market, like competitive gaming, where it is extremely difficult to control and know
which countries will be more exposed to their promotional messages.</p>
      <p>Similarly, MA2 noted the importance of knowing from which countries the
viewership is coming from as well as how difficult it is to determine the viewership
numbers within particular countries or regions. For instance, MA2 pointed out that, in the
case of some European esports tournaments, sometimes roughly 90% of the
viewership comes from China, which may not be the desired target market of some sponsors.</p>
      <p>The empirical data from the experts were mostly in line with the literature. EES1,
MA1, and MA2 were in sync with several authors, like AEVI (2018), Hiltscher and
Scholz (2017), Jenny, Manning, Keiper, and Olrich (2017), Keiper, Manning, Jenny,
Olrich, and Croft (2017), Mooney (2018), Newzoo (2018), Seo and Jung (2016), Stein
and Scholz (2016), and Taylor (2016), who describe the esports fan base as highly
global. In terms of the benefits of having a global audience, EES1 was in line with
Nielsen Esports (2017), who reports that sponsoring competitive gaming benefits
brands by giving them massive exposure.</p>
      <p>Although there is scant literature on the risks of sponsoring an industry with a
global fan base, some connections were found after conducting the interviews. For
example, MA2 was in sync with both Ströh (2017) and Shabir (2017), who mention
that the majority of competitive gaming’s viewership originates from Asia. Likewise,
MA1 was in line with Ströh (2017), who notes that esports viewership is spread
across the world. MA1 was also in accordance with Ströh (2017) and McTee (2014),
who report that competitive gaming teams are not connected to, or are affiliated with,
specific cities or countries. As stated by Ströh (2017), this is because the majority of
these teams were created in the online world. Also, MA2 was somewhat in sync with
Winnan (2016), who mentions the difficulties of developing sponsorship
communications that are equally effective and well-received by all types of cultures and
countries, while at the same time not disrespecting anyone and being captivating for
everyone. Similarly, Nielsen Esports (2017) notes that esports fans are not homogenous
and have varied dislikes and likes.
3.1</p>
      <p>Managerial Implications
The results bring implications that are highly significant and relevant for companies
interested in sponsoring competitive gaming and looking to improve their
understanding of how the esports fan base’s globality may benefit or harm their companies. It
was concluded that the main element that will dictate if the esports fans’ globality is a
risk or a benefit is the sponsors’ consumer target. On the one hand, companies with a
worldwide target audience are prone to benefit greatly from competitive gaming since
it is a cost-effective method to easily reach a global audience who may even spread
the news about the company’s sponsorship if it is correctly activated. On the other
hand, companies that just target consumers from a very precise country or region are
prone to not get the most out of their sponsoring investments. For example, if a
competitive gaming tournament is seen by four million fans across the world and cost
40,000$ to sponsor, it does not mean that the cost per consumer reached was 0.01$. If
the sponsor’s target consumer only resides in the United States and only one million
fans from that country watched the tournament, then that implies that, for this
particular sponsor, the cost per consumer reached was 0.04$. That is to say, in this example,
it would actually cost four times as much for a company, whose target audience only
resides in the United States, to sponsor this hypothetical tournament when compared
to a company that has a worldwide target consumer. Companies that operate only
within certain regions should become aware of this problem and carefully consider if
their sponsoring investments can still reap positive ROIs before venturing into
esports. Like MA2 noted, it is crucial that companies understand what they are doing
with their esports sponsorships.</p>
      <p>It is important that companies with geographically specific target consumers
comprehend that the competitive gaming’s viewership figures reported by the media and
in most research are not representative of the number of target consumers who will
see the sponsor’s communications. The viewership numbers and exposure to target
consumers that these sponsors will get will tend to always be lower than sponsors that
have a global target consumer. Furthermore, sponsors will have a hard time
determining the actual number of people who viewed their promotional messages within
particular countries. This difficulty in determining viewership of particular countries is
even more pronounced in esports since esports teams with regional affiliations are
extremely rare. This problem is connected with the issue of the cost per target
consumer reached. Although competitive gaming is considered to be cheaper to sponsor
than sports, esports may become more expensive to sponsor for companies with
geographically specific target consumers because their investments will go into reaching
the global esports audience. Ergo, most of these brands’ investments will be wasted in
reaching individuals that it is unable to sell to. Hence, it could be better for companies
with geographically specific target consumers to sponsor sports or other markets
where they can much more effectively reach and engage with particular regions. This
will ensure that the sponsor maximizes the effectiveness of its investments.</p>
      <p>Lastly, when sponsoring to a worldwide audience, companies have to meticulously
and very carefully create a promotional message that is in sync with all the different
cultures of the world. According to CGC Europe (2015), brands must have different
approaches for different markets, but sponsors need to comprehend that esports events
are streamed to the entire world. Ergo, all of the sponsor’s promotional material and
messages must abide by the wide spectrum of different social norms so that no one is
offended and the ads can be equally appealing for everyone.</p>
    </sec>
    <sec id="sec-4">
      <title>Limitations and Future Research</title>
      <p>This study was severely limited by the scant research and reliable literature on the
particular field of esports sponsoring, esports marketing, and on the effects of
regionspecific brands sponsoring a global market. Equally limiting was the difficulty to
reach and interview a considerably large number of experts in esports sponsoring,
which resulted in a dissimilar number of EESs (i.e. one) and MAs (i.e. two). This may
have biased the empirical data to place more emphasis on the views of marketing
agencies – which composed two-thirds of the sample – and less on the opinions of
endemic esports sponsors.</p>
      <p>Future research should use the findings of this study to analyze if there are any
strategies that sponsors with region-specific target consumers can use to minimize the
risks identified in this investigation or strategies that brands that operate globally can
use, within esports, to better engage with all the world’s different cultures. It would be
equally interesting to analyze if there are more competitive gaming sponsors being
benefited or damaged by the existence of this global audience and to interview more
sponsors and marketing agencies to analyze how the data compares to this study.</p>
    </sec>
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  <back>
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