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Phenomenon of eSports

Pissarev, Deniss (2023)

 
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Pissarev, Deniss
2023
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023051210451
Tiivistelmä
This research explores the world of eSports, a rapidly growing industry that has emerged at the intersection of video games, sports, and entertainment. The eSports industry is something that people often do not recognize or think about it the wrong way. The purpose of the research is to look through the main parts of the industry, define what eSports is, and find the reasons for the constant growth of eSports.

The paper provides a historical overview of eSports development, including its definition and the key figures who have shaped the industry over time. Spacewars developed in 1962 became the starting point for competitive gaming, introducing to the world the first possibility for individuals to compete against each other, not against computers. Since then, eSports became the world's phenomenon conquering the entertainment market and growing in every single aspect.

The research found that strengths and opportunities of the industry outnumber weaknesses and threats. With the successful cooperation of eSports’ stakeholders, industry was able significant increase its audience, revenue, awareness, and potential. The paper highlights the importance of stakeholders and their interactions in creating a successful business model network. The monetization of the audience is a driving force, and the interconnection of stakeholders increases profitability throughout the system. Moreover, the paper discusses the exponential growth of the eSports industry and how it is expanding into new markets. The factors that could accelerate the growth of the eSports market are listed in the paper, including attracting more young audiences, growing sponsorship, and the creation of new disciplines and franchises.
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