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The Growth and Monetization of E-Sports: A New Era of Competitive Gaming, Esercizi di Lingua Inglese

The development of e-sports, from a niche pastime to a billion-dollar industry. It discusses the transformation of public perception, the rise of major events and live streaming platforms, and the various revenue streams in e-sports. The document also touches upon the role of universities in supporting e-sports athletes and the impact of sponsorship on the industry.

Tipologia: Esercizi

2018/2019

Caricato il 21/12/2019

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Scarica The Growth and Monetization of E-Sports: A New Era of Competitive Gaming e più Esercizi in PDF di Lingua Inglese solo su Docsity! Withthedevelopmentofmoderngames,gradualyderivede-sports, manypeopleequatevideogameswithe-sports.Butthisopinionisactualy wrong.Withthedevelopmentofthegameindustryandthecontinuous replacementofe-sportsprojects,itisnotasinglegamelimitedtoIP or LANanymore.However,mostpeopleinthepastdidnotregarde-sportsas asport,andmostoftheprofessionale-sportplayerswereinastateof separationfromthefamilyandsociety.Atthistime,videogamesarestil the"electronicheroin"intheeyesoftheoldergeneration. Becauseofthedevelopmentofthee-sportsindustry,andthe transformationofpeople'sentertainmentconceptsexpandedthee-sport market.Atthesametime,thedevelopmentofmajoronlineesportsgames, e-sportsevents,andnewtechnologieshasalsogreatlygiventheriseof e-sports.Firstofal,earlythird-partye-sportseventshavealreadybuilta strongaudiencefoundation.Secondly,anumberofhigh-quality competitivegamingwereborn,whichmadegamemakershoste-sport eventsinordertopromotetheirowngames.Subsequently,theriseofthe livestreamingplatformsolvedtheproblemofdistresse-sportsformany years,notonlyraisedtheinfluenceofthee-sportscompetitionbutalso greatlyimprovedtheincomelevelofprofessionalplayers,streamers,and others.Finaly,thestate'satitudeofe-sportstowardchangedfrom restrictionstoencouragement,whichnotonlyincreasedthepositive reportsbutalsohostedseveralnational-levelandevenworld-class e-sportsevents. Infact,e-sportsisoneofthefastestgrowingindustriesinrecentyears. AccordingtotheannualreportreleasedbyNewzooofinternational e-sportsmarketanalysis,globale-sportsrevenueisexpectedtogrowto $1.1bilion,anincreaseof26.7%in2019,andbecomeamilestoneinthe globale-sportsmarket.Besides,NorthAmericaisoneofthemajor e-sportsmarketsintheworld,therevenuein2018isexpectedtoreach 257milionUSdolars.By2020,thisnumberwilincreaseto606milionUS dolars,whichsponsorsarethemainforcethatcontributingrevenue.Thisis mainlyduetothematuresportsindustryhasestablishedasolid commercialbasisfore-sports.Internationaly,theaudienceofLeagueof LegendsWorldChampionshipSeriescanreachhundredsofthousandsof people,exceedingthescaleofsportseventssuchasNBAandFIFAWorld Cup.Ande-sportshasgradualyearnedrecognitionfromauthoritative sportsorganizationsathomeandabroadandhasbecomeanofficial sportscompetition. Thenameofe-sportsimpliestwoproperties:oneistheelectronic (internet)properties,whichcorrespondstothein-gamepayment,andthe relativelynewlivestreamingplatformpaymentmode;thesecondisthe competitiveproperties,correspondingtothetraditionalSportscompetition, revenuemodeintheeventandcluboperations.E-sportsbusinessmainly includese-sportsgameincome,e-sportsderivativeincome,ande-sport eventsrevenue:e-sportsgameincomereferstototale-sportsgame consumptionwhichisthetotalamountofuserspaidinthegame;e-sports derivativeincomeincludingtheincomefromtheticketoftheevents, peripheralproducts,andsponsoredadvertising.E-sportsclubsandplayers, liveplatformsandstreamers. Particularlyfortheincomeofesportplayer,someuniversitieswould offerabonustothem,suchasRobertMorrisUniversity,Universityof California,andother40universitiesoffermorethan$4milionin scholarshipstoe-sportsathletes.Moreover,theprizesofeventsalsoare thebiggestincomesforthem.InAugust2014,theLondonCopperBox ArenahostedtheG3,thelargeste-sportseventeverheldintheUK- winningplayersinthefolowingvideogamesfor$140,000.Andthelargest eSportstournamentprizeisTheInternational(ValveCorporation,2016), whichliststhecurrentprizepoolat$20.7milion. Inthefieldofsports,licensecontentisatthetopofthepyramid,which isaprofitablemethod.Previouscontentlicensinginthefieldofe-sports wasnotsomuchvalued,butfornow,theindustryisprogressingwel,so contentlicensingisimmediatelyapparent.Intheimportantannual copyrightrevenuesofthetwomajoreventslikeLeagueofLegendsLPL andKing,GloryKPLexceeded$12.5milion.Whatismore,thepopularity ofe-sportslivesstreamingdirectlyleadtotheeconomiceffectsofthelive streamingindustry.Usershaveastrongdependenceonthestreamersand haveastrongwilingnesstopayfortheirfavoritestreamers.Inthe meantime,thesourceofincomefore-sportsstreamersisalsoverydiverse, includingplatformsigningbonus,virtualitemssharing,foradvertising promotion,ande-commercesales.Aftertheplatformdeductssomeofthe user'spaidincome,thestreamerandtheguildwilsharetheremaining income,andthestreamerwouldoftenbeabletoalocatetheremaining 75%oftheincome. Intraditionalsportsclubs,alargepartoftheclub'sincomecomesfrom sponsorship.Thesamefore-sportsclubs,mainlyistheexternaldeviceof computermanufacturers,includingmice,keyboards,monitors, headphones,etc.,becauseofthehighrelevanceofe-sportsgames,isthe mostpopularsponsorofthee-sportsclub.Inadditiontosomecars,FMCG ande-commerceInternetcompaniescouldalsobecomesponsors.With therapidgrowthofthemarketandtheinformationflowofcapitaldirectly contributedtotherisingincomeofe-sportspractitioners.Sponsorssuch asHyundai,Gilete,Delhavealreadynoticedandhavebeguninvesting milionsofdolarsinsponsoringe-sportsteam,eventsandtournaments thataretypicalyheldinnon-e-sports-specificvenuestotakeaplaceinthe e-sportindustry.Furthermore,itatractsmorethan$500milionin sponsorshipeachyear.Atpresent,wecanalsoseethatthewel-known domesticesportsclubsbasicalyhavetheirownsponsors.Atthesame time,theprizesoftheevent,theplayer'sendorsementshare,andthesales
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