Professional Documents
Culture Documents
UNDERGRADUATE THESIS
UNUVERSITAS BRAWIJAYA
MALANG
2021
MOTTO
“We have nothing to lose, once again. We came here; we should already be so proud
of what we’re doing, you know. So don’t think about anything. At the end of the story,
it’s been written already; it’s us winning.”
- Sebastian Debs
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TANDA PERSETUJUAN SKRIPSI
NIM : 165030207141020
Konsentrasi/Minat : Pemasaran
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ABSTRACT
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ABSTRAK
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TABLE OF CONTENT
Contents
MOTTO............................................................................................................... ii
ABSTRACT ....................................................................................................... iv
ABSTRAK .......................................................................................................... v
TABLE OF CONTENT ...................................................................................... vi
LIST OF TABLES ............................................................................................... 9
LIST OF PICTURES ........................................................................................... 9
CHAPTER I ...................................................................................................... 11
INTRODUCTION ............................................................................................. 11
1.1. Background ........................................................................................ 11
1.2. Research problem ............................................................................... 14
1.3. Research Objective ............................................................................. 14
1.4. Research Contributions ....................................................................... 14
1.5. The Outline of the Thesis .................................................................... 15
CHAPTER II ..................................................................................................... 17
LITERATURE REVIEW................................................................................... 17
2.1. Empirical Review ............................................................................... 17
2.2. Theoretical Review ............................................................................. 19
2.2.1. Game Introduction .......................................................................... 19
2.2.2. Game Definition .............................................................................. 20
2.2.3. General Definition of eSport............................................................ 22
2.2.3.1. Fighting ........................................................................... 23
2.2.3.2. First Person Shooter ........................................................ 23
2.2.3.3. Battle Royale ................................................................... 23
2.2.3.4. MOBA (Multiplayer Online Battle Arena)....................... 24
2.2.3.5. Sports .............................................................................. 24
2.2.3.6. Racing ............................................................................. 24
2.2.4. The development of eSport.............................................................. 24
2.2.5. eSport Arena ................................................................................... 26
2.2.6. Types of eSport ............................................................................... 27
2.2.6.1. Physical eSport game ...................................................... 27
2.2.6.2. Not Physical eSport game ................................................ 28
2.2.7. Esport Ecosystem ............................................................................ 28
2.2.7.1. Player .............................................................................. 30
2.2.7.2. Teams ............................................................................. 30
2.2.7.3. Competition .................................................................... 30
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2.2.7.4. Sponsor ........................................................................... 30
2.2.7.5. Game Publisher ............................................................... 30
2.2.7.6. Tournament and League Organiser .................................. 31
2.2.8. Marketing Management................................................................... 31
2.2.9. Promotion ....................................................................................... 32
2.2.10. Promotion Mix ................................................................................ 33
2.2.11. Marketing Mix ................................................................................ 36
2.2.11.1. Product .......................................................................... 36
2.2.11.2. Price .............................................................................. 37
2.2.11.3. Place ............................................................................. 37
2.2.11.4. Promotion...................................................................... 37
2.2.11.5. Marketing Strategy ........................................................ 38
2.2.11.6. Target market selection ................................................. 38
2.2.11.7. Establish the competitive position.................................. 38
2.2.11.8. Development of the marketing mix ................................ 39
2.3. Research Framework .......................................................................... 39
CHAPTER III .................................................................................................... 41
RESEARCH METHODOLOGY ....................................................................... 41
3.1. Types of Research............................................................................... 41
3.2. Research location ................................................................................ 41
3.3. Research Focus ................................................................................... 41
3.4. Data source ......................................................................................... 42
3.4.1. Primary Data ................................................................................... 43
3.4.2. Secondary Data ............................................................................... 43
3.5. Method of Data Collecting .................................................................. 43
3.5.1. Interview / Interview ....................................................................... 43
3.5.2. Sampling Technique ........................................................................ 45
3.5.3. Documentation Method ................................................................... 46
3.6. Research Instrument ........................................................................... 46
3.7. Research Subject................................................................................. 47
3.8. Data Analysis Technique .................................................................... 49
3.8.1. Data Gathering ................................................................................ 49
3.8.2. Data Reduction................................................................................ 50
3.8.3. Data Presentation ............................................................................ 50
3.8.4. Conclusion Drawing ........................................................................ 50
CHAPTER IV.................................................................................................... 52
RESEARCH RESULTS AND DISCUSSION .................................................... 52
4.1. Research Findings ............................................................................... 52
4.1.1. eSport as Means of Marketing and Branding Games ........................ 52
4.1.2. eSports strategy ............................................................................... 52
4.1.2.1. Segmenting ..................................................................... 53
4.1.2.2. Targeting ......................................................................... 53
4.1.2.3. Positioning ...................................................................... 53
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4.1.3. Setting a Target Market ................................................................... 53
4.1.4. Esport Life Cycle ............................................................................ 55
4.1.5. Promotion Approach ....................................................................... 56
4.2. Analysis of Informant Profile Identity Descriptions ............................ 58
4.2.1. Respondent Profile .......................................................................... 59
4.3. Research Result .................................................................................. 59
4.3.1. Interest in Playing Games ................................................................ 59
4.3.2. Background Factors......................................................................... 60
4.3.3. The Genre and Gameplay of the Game ............................................ 62
4.3.4. Motivation to Play ........................................................................... 63
4.3.5. Paid Games and Free Games ........................................................... 64
4.3.6. Role of Players in eSports ............................................................... 66
4.3.7. Tournament Organizing Involvement .............................................. 68
4.3.8. Hobby 68
4.3.9. Prize Money .................................................................................... 69
4.3.10. Competition in Esports .................................................................... 70
4.3.11. Tournament Plans............................................................................ 72
4.3.12. The Effectiveness of Esports Tournaments in Promoting Games ..... 74
4.3.13. Pre-Tournament Training ................................................................ 76
4.3.14. Role of Stakeholders in eSport Tournaments ................................... 78
4.3.15. Average Age of eSports Players ...................................................... 80
4.3.16. Cost of Each Game .......................................................................... 82
4.3.17. Hope for Future eSports .................................................................. 84
4.3.18. Outlook on eSports .......................................................................... 86
4.3.19. Role of Players in Esports Tournaments .......................................... 88
CHAPTER V ..................................................................................................... 91
CONCLUSION ................................................................................................. 91
5.1. Conclusion.......................................................................................... 91
5.2. Implications ........................................................................................ 92
5.3. Suggestion .......................................................................................... 92
REFERENCES LIST ......................................................................................... 94
Literature ......................................................................................................... 94
ATTACHMENT .............................................................................................. 97
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LIST OF TABLES
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LIST OF PICTURES
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CHAPTER I
INTRODUCTION
1.1.Background
Games are always phenomenal because there are always developments from
time to time. According to the Liga game Indonesia, online games appeared in
Indonesia in 2001. Online games circulating in Indonesia are quite diverse, ranging
from action, sports, and RPG (role-playing games) genres, and more than 20 online
game titles are circulating in Indonesia. The game world is developing very rapi,dly.
At this time, the game is played by, children and is also played by all walks of life,
The first view of the game, just an activity to have fun to fill spare time, but
now the idea of games has been different. Games (eSport) have now become many
promising professions and business fields. An example of this is being a pro gamer
are also held in Indonesia by many Game Developers with very attractive prize
offers. Therefore, with the eSport being organized and the prizes offered, the
the keys to extending product life by creating relationships between games and their
players.
For Hamilton et al. 2012, electronic games, all the more regularly known as
eSports, serious (video) gaming, or ace gaming, is the term to depict playing and
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Robbins, 2012). Wagner zeros in addition to individuals' wellness and given
create and prepare mental and actual capacities in the utilization of data and
characterized. While in the modern age, "actual wellness" was perhaps the most
acknowledge as sports discipline will change as our worth framework changes, for
impending innovation patterns and changes, for instance utilizing PCs, consoles,
diverse eSports classes. Each requires various abilities relying upon the
competitor's down and their job inside a team (Anic, 2018). eSport was founded
back then in the 1970s. 19 October 1972 is the exact year when the first eSport was
held in Standford University for the game called Spacewar Olympic. (Priono, 2020)
Then, in about the 2000s, video games and computing gaming started to
grow and become so popular. As well as the PC game became popular, the games
competition on PC got popular as well. It sees the rise of the indispensable internet
and the world wide web. The internet did for online gaming what it had been for
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gaming was created attainable online. The net property additionally gave rise to the
The heyday of games in Indonesia occurred in the early 2000s. At that time,
Legends continued to grow rapidly. The main tournament began with a battle for
lucrative prizes. The games consist of World Cyber Games (WCG) Indonesia,
League (IESPL) which successfully held their first league, Tokopedia Battle of
Friday (TBOF), with four categories of games, namely Dota 2, Mobile Legends,
eSports was increasingly looked after by people or teams that were interested in
exhibiting games at the 2018 Asian Games. At that time, the Asian Games presented
six game titles, including Arena of Valor, Clash Royale, Hearthstone, StarCraft 2,
a year later, IESPL held another eSports Indonesia tournament, the Esports
President Cup. The 2019 Esports President Cup became a national tournament
organized in collaboration with the IESPL with the Creative Economy Agency, the
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Ministry of Youth and Sports, the Presidential Staff Office, and the Ministry of
1.2.1 Can prize money in the tournament attract many players to play the
games?
online games?
1.3.Research Objective
1.3.1 To find out can prize money in tournament attract many players to
1.3.2 To find out what motivate the players to play the game.
1.4.Research Contributions
knowledge and theories have been learned at Brawijaya University and also
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After reading the results of this study, readers are expected to
understand how eSport can raise a game's prestige in promoting and also
CHAPTER I : INTRODUCTION
discussion.
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definitions, population and samples, data collection techniques,
CHAPTER V : CONCLUSION
carried out.
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CHAPTER II
LITERATURE REVIEW
2.1.Empirical Review
Empirical studies are the results of previous studies which put forward
several concepts that are relevant and related to the research conducted. Here is a
table that contains some of the previous research that forms the basis for this
research.
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Table 1.2: Research Comparison Between Putra and researchers
Researcher’s
Year Research Title Research Result
Name
Raden 2017 Perkembangan eSport Researchers found that the eSport
Muhammad di mata Internasional industry in the world and Indonesia
Satria Putra dan pengakuan serta progresses and will become more
pengaruhnya terhadap competitive. The large number of
masyarakat di eSport enthusiasts in Indonesia,
Indonesia contributes to its development in
Indonesia.
Difference: The difference is that Raden’s research is talks about how is eSport
development on a global scale from many perspectives and influences in Indonesia.
While the researcher writes about a specific matter which is the marketing matter and
how the lifecycle of the online game.
Source: Putra Raden MS. (2017).
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Table 1.4: Research Comparison Between Seo and Researchers
Yuri Seo 2014 Electronic Sport: A The company most likely need to
New Marketing shift the focus away from the
Landscape of the aspects of computer games per se
Experience Economy and to move towards the
collaborative design and
management of eSports
experience within the value
network of multiple marketing
actors, which increasingly charts
the landscape of this newly
emerged consumption site
Difference: The difference is Yuri writing about how eSport can act as a marketing and
also can handle the economic experience of the country. While the researcher wrote
about how marketing and how to expand the game itself.
Source: Seo, Yuri. (2013).
2.2.Theoretical Review
Each of the pieces was set up for esports to move forward during the
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Web bistros fired springing up around the world, offering computer game
players the chance to play multiplayer games on powerful PCs they might
not have had the option to bear in their own homes at that point. This steadily
changed as well, as home PCs continued to turn out to be all the more
This was just one example of an esports tournament, whose prize pool
around the world. This number has increased more than 20 times by 2010.
In the wake of sitting out for a large part of the esports blast, it had
assisted with making, harking back to the 1990s, Nintendo got back to the
scene with the Wii Games Summer 2010. This competition endured north
of a month and earned more than 400,000 members. It likewise settled Super
Smash Brothers for Wii as one of the most well-known esports rounds of
Then, in early 2011, esports began to open its wings and introduced
the content of the game to more people through the professional league of
esports arenas. One of the greatest esports awards ever is hosted by Valve
Game is something that can be played with certain rules so that there
are winners and there are losers, usually in the context of not being serious
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or with the aim of refreshing. A learning method used in analyzing
strategies.
from two to several people or groups by choosing strategies that are built to
rules determine the possible actions for each player, the amount of
information each player accepts as playing progress, and the number of wins
the gaming world that are always chosen by game users, namely:
and not infrequently even has features that can make players feel
sensors, trampling sensors and steering the car (along with the
transmission console).
2.2.2.2 PC Games, which are video games that are played using Personal
Computers.
2.2.2.3 Console games, namely video games that are played using certain
Nintendo Wii.
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2.2.2.4 Handheld games, which are played on special video game consoles
PSP.
phones or PDAs.
each other, both in the form of physical and non-physical activities carried
out using tools that work electronically, within the scope of virtual games.
certainly not far from the word busy and bored. Electronic devices always
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From several game devices, from various sources quoted from the
including:
2.2.3.1. Fighting
Is a type of game where there are two or more characters who fight,
teams, between one team with another or one individual with another, with
a first-person view so that players can feel being in that atmosphere. This
game can be done via the internet or LAN so that the number of players in
standing. Battle royale game tells each player to survive and be the last
person who can live by killing or defeating other players on a large scale,
(ranging from armor, weapons, and other equipment that has been spread
throughout the map.) to help us defeat our opponents while avoiding being
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trapped from the safe zone that will shrink during the game.
character development and battles which are carried out by 10 players, 5vs5.
2.2.3.5. Sports
Is the type of games that are taken from real sports competitions like
football, car racing, Moto GP, Basketball, etc. Example games: NASCAR,
2.2.3.6. Racing
October 19, 1972, at Stanford University. Then over time, the Atari console
began to emerge and in 1980 a video game competition was held in the
United States, where participants reached 10,000 people and began a period
time that allowed players to work directly or face each other directly in
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cyberspace. Initially, only 16 players were able to participate, then
continued to develop until a truly online game appeared in 1993. After that
in 2000 until now E-Sport and its competition developed globally which
as in 2000 there were only 10 tournaments while in 2010 there were 260
The more tournaments there are, the more lucrative prize offers that
get more and more every year. features that spread the popularity of this
event include cable television channels, then there is live internet streaming
for major tournaments in 2011, and so on, which also changes how to watch
a tournament globally, not only directly but can also be online. In terms of
the culture of the ways and types of games in the world, there are two types,
which are divided first the western regions, namely in the American
continent and European continent, the types of games that emerge and
develop are mostly First Person Shooter types on PC games such as Doom
games) such as Lineage (1998), Starcraft (1998), and Warcraft (1994). The
game is very suitable for the type of game being completed, and with the
and MLG (Major League Gaming) are a few examples of competitions that
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try to combine various gaming cultures from the east and west, but both
types and ways of developing the two cultures continue to go hand in hand
Indonesia E-Sport Super League (international) with a total prize that varies
both narrowly and broadly. From the narrow perspective, sport represents a
physical context amongst humans, while the broad perspective equates sport
with general physical activity (Jonasson, 2016). Esports are video games,
yet eSport must have its specification such as structure, organization, and
permits formal competitions with all players competing under the same
conditions.
This building also facilitates E-Sport lovers to visit and play or watch
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competitions held.
makes the building also requires an activity support system that is sufficient
a display, both for the audience in the building area and for the whole world
eSport game types are divided into 2 types, namely physical eSport
This eSport uses physical movements that are needed in the real
tools such as Kinect according to the type of game, such as bowling, players
are required to move like throwing a bowling ball, and the movement is
responded by Kinect so that in the game the ball will move according to the
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2.2.6.2. Not Physical eSport game
expertise but instead uses the non-physical dexterity of the player. Physical
Source: https://medium.com/@nicolas.besombes/esports-ecosystem-and-landscape-
3dbbd653dc2c
Figure 1. Central League Model of eSport Ecosystem
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(developer). In this case, game publishers are often the organizers of
platforms.
Source: https://medium.com/@nicolas.besombes/esports-ecosystem-and-landscape-
3dbbd653dc2c
Figure 2. Decentralized Tournament Model of eSport Ecosystem
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2.2.7.1. Player
The player is the center of the ecosystem since they are the ones who
play the games. Once the player gets to know the citizen, the player can
2.2.7.2. Teams
franchises are selling millions of dollars, so they don’t get to just play
around with the team. They are not just hiring the player but also treating
the player and hiring staff to support the success of the player such as team
2.2.7.3. Competition
Tournaments and competitions can offer and deal a very big amount
of prize pool for players. The competition is whether held by the third party
2.2.7.4. Sponsor
nonplayers associated with eSport. Usually, the team that sponsored got the
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publishes the game to the public. The world tournament is held by the
publisher and not the third party and usually, the amount of the prize pool
is enormous. The largest price pool lately is Dota 2 The International that
competition, while also planning and producing coverage around them. The
rights to these broadcasts are then sold to the streaming platforms. For
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informing and communicating them to consumers effectively and
efficiently.
2.2.9. Promotion
can become familiar with the products offered by the company to them and
then they are happy and then buy the product. The tools that can be used to
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g) Reducing buyers' fears or worries
future
products
company's products
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2.2.10.2 Advertising is a form of presentation that is not with individuals,
attitudes or groups.
2.2.10.6 Advertising
goods or services with targeted buyers and the public. Advertising is one
goods or services.
salespeople can directly adjust sales offers to the needs and behavior of
find out potential buyers' reactions to sales offers so that they can make
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Sales promotion is a diverse collection of intensive tools, mostly short-
and are not carried out repeatedly and are not routinely intended to
not only have to deal with customers, and suppliers but also have to deal
carried out with scales so that it is clear which businesses are successful
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2.2.11. Marketing Mix
Using a marketing mix is a great way to get the right product in the
right place. The marketing mix is a very important tool to help companies
price, product, promotion, location (Acutt, 2016). 4P has been enhanced and
place to plan the introduction and marketing of new and existing products.
This concept was introduced by Booms and Bitter and added to Marketing
2.2.11.1. Product
products are not limited to physical products or services. People can also
create virtual products such as websites, applications, and the like. The thing
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products that are by the demands of the market. That's why the research is
necessary to find out what the market needs and the solutions that can be
2.2.11.2. Price
or service (Kareh, 2018). Someone will use the service or buy the product
that you offer if the sacrifice is incurred (ie money and time) that matches
the benefit he wants to get from the product or service offered by the
or potential buyer feel that his expenses match what he is getting (Widya,
2016).
2.2.11.3. Place
2.2.11.4. Promotion
you use, the promotion should be suitable for your product, price, and target
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2.2.12 Marketing Strategy
The market is all people who have attended, whether real or potential,
determine whether they will serve the entire market (mass marketing) or
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differentiation) in the minds of customers to form a brand image or
marketing. The elements that makeup marketing are elements that can be
controlled, that is, used by eSport to achieve their goals in the target market.
Preliminary Study
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CHAPTER III
RESEARCH METHODOLOGY
3.1.Types of Research
namely qualitative research, research that does not use calculations or termed
scientific research that emphasizes the natural character of the data source. While
or describing the phenomena that exist, both natural phenomena and human
and accurate assessment of the facts and the nature of a particular population or
region. This research is used to find out how the role of eSport in the marketing and
branding of a game. The game that will be observed will be specified to the PC
3.2.Research location
The research will be conducted in the Bekasi area where the informants live.
over the phone and not in-person to maintain social distancing safety protocols.
3.3.Research Focus
something empty but is done based on the perception of someone to a problem. The
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problem in qualitative research rests on something focused. Focusing can limit
study and meet the inclusion-exclusion criteria for a piece of information obtained
in the field, so the focus in qualitative research comes from the problem itself, and
on the focus that arises as a problem in research. Case this is caused by several
things. First, boundaries define reality plural, which then sharpens the focus.
Second, setting focus can be more closely linked by the interaction between the
research boundaries. With that, the researcher can find the research location.
3.4.Data source
Research Methodology, stated that the main data sources in qualitative research are
words and actions, the rest is in the form of additional data such as documents and
others. In this regard, in this section the data is divided into words and actions,
Whereas what is meant by data sources in research are subjects from which
data can be obtained. When using interviews to collect data, the source of the data
in writing and orally. Source of data divided by 2 data gathering methods. The
source of the data consists of the primary method and secondary method.
(Purhantara, 20110:79).
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3.4.1. Primary Data
informants both interviews and direct observation in the field. Words and
actions of people who are observed or interviewed are the main source of
data (Moleong, 2005: 157). Primary data sources are data sources which are
obtained through combined business results from activities look, listen and
ask.
qualitative research apart from form words, language, and actions of the
informant can also be obtained through library research with book media
and internet media to support analysis and discussion. Apart from that, it
will also retrieve data from the archives and photographs at the time the
study take place. So that this research can be accounted for, then data source
In this case, the researchers used the following data collection methods:
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way of establishing a way of communication with data sources through
submitted the question and the interviewee (interviewee) who provided the
In this case, the researcher will use the method of direct interviews
in this case the researcher will use the method of direct interviews with the
interviews in the form of free questions (direct questions without a list that
has been prepared previously). The reason why researchers use because the
question that the researchers are going to ask can be more flexible so the
researcher can ask other things outside the interview guide to get more
information.
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3.5.2. Sampling Technique
53).
that are more often used are purposive sampling and snowball sampling.
situations that are full of information. Choosing a sample, in this case, the
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This research uses the purposive sampling technique. Researchers
is aimed at being able to find out more deeply how can tournament that is
held massively can gain not just viewers and players which wanted to watch
the tournament or compete in the tournament but also attract new players as
well.
only verbal but can be in the form of relics such as inscriptions and symbols.
3.6.Research Instrument
Following the approach used, the instruments used are to collect data is the
mean that the researcher must express meaning and interact with local values where
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based on the grid, the researcher compiles items and the number of questions to be
Covid-19 Pandemic the research has been limited to phone call interview.
3.7.Research Subject
The research subject is the source of the data requested for information
according to the research problem. What is meant by data sources in research is the
subject from which data is obtained (Arikunto, 2002: 107). To gather the right data,
it needs to determine informants who have the competence and according to data
requirements (purposive). The purpose of this research is to find out the form of
research problem the researcher is discussing, namely determining the subject based
on the researcher's objective in uncovering the problem raised in the study. The
interview method that will be used by the researcher is an interview by phone. Due
to the Covid-19 pandemic, the researcher interview will be done by phone only.
Research subjects are determined based on people who are considered to know the
most information needed in research so that it will be easier for researchers to trace
the situation under study. The subject of the research will be:
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Table 2: Interviewee Short Profile
1. Daniel Irvine (Owner of B-Zone eSport Arena also DOTA 2 and CS:GO
Player)
2. Hansel Chandra (Competitive Online Gamer at the game: DOTA 2 and DOTA
2 Tournament Committee)
3. Aldo Andika Djanwar (DOTA 2 player who have been not playing a quite
while then come back to the game)
4. Cliff Natanael (Newcomer at the competitive online game: DOTA 2)
5. Bintang Sadila (DOTA 2 and CS:GO Player)
Source: Interviewee
informants is because these informants are capable of giving the information that
the researcher needs and also because they are living under the circumstances of the
eSport itself.
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3.8.Data Analysis Technique
organizing data, sorting it into manageable units, synthesizing it, searching for, and
finding patterns, finding what is most important and what is learned, and deciding
Qualitative data analysis is carried out before entering the field, while in the
field, and after completion in the field. In this case, Nasution stated that the analysis
had begun since formulating and explaining the problem, before plunging into the
field and continuing until writing the results (Sugiyono, 2009: 336).
that the activities in qualitative data analysis were carried out interactively and
continued continuously until they were completed so that the data was already
saturated. The following interactive data analysis techniques according to Miles and
photos, and so on. In this study data collection was carried out with three
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3.8.2. Data Reduction
focusing on the important things, looking for themes and patterns, and
removing unnecessary. Thus the data that has been reduced will provide a
informants and grouping them based on the main points of the problem
revealed.
After the data has been reduced, the next step is to present the data.
the like. Milles and Hubberman stated that the most often used to present
verification. The initial conclusions put forward are still temporary and
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returned to the field of data collection, then the conclusions put forward are
credible conclusions.
be a new finding that has never before existed. The findings can be a
and data analysis that has been obtained from the field about can eSport
tournament prize money attract interest of the players. Conclusions from the
results of data analysis that has been obtained, rechecked with the suitability
of the data obtained in the field. Re-checking of the data obtained is done
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CHAPTER IV
4.1.Research Findings
developers to give back what players have given to the game community
itself and become a connector for the growth of the game industry (Nugroho,
2018) because the development of its products cannot be separated from the
more loyal and keep up with the matches in various types of tournaments
being held.
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description of the strategy:
4.1.2.1.Segmenting
4.1.2.2.Targeting
How to select a market is very much determined by how the company sees
the market itself. Thus the market is seen by two different people, who are
4.1.2.3.Positioning
important as long as there are not so many goods available in a society, and
competition has not become an important thing. The new positioning will
set a target market. This process begins with market segmentation. Market
user needs, purchasing motives, behaviors and habits, how to use the
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product, and the purpose of purchasing the product. In conjunction with
products that can meet market demand, and can also direct it to the largest
and most profitable market potential. After that, it can determine more
presentation.
The potential of esports has also covered a fairly wide area. According
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Source: https://newzoo.com/news/introducing-newzoos-gamer-
segmentation-the-key-to-understanding-quantifying-and-reaching-
game-enthusiasts-across-the-world/
The eSport lifecycle is pretty much the same as the business life
2. Phase 2: Growth
3. Phase 3: Shake-out
4. Phase 4: Maturity
5. Phase 5: Decline.
for examining the data that researchers have obtained from informants and
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the field. This data analysis was also carried out together with data
also useful for checking the correctness of any data that has been obtained.
This data analysis has been carried out since the beginning of the study and
together with data collection. This researcher will explain some of the
invite more people to play eSports games and detain players who have
ESport life cycle is needed because in the end, like the product, the
game will also experience a decline stage. Examples that exist in the field.
Gunbound games. Gunbound games are online games where players meet
and will fight other players like other eSport games. Game Gounbound has
been around since 2003 and closed in 2012 because there were only a few
people who were interested in this game. This research will describe the
the professional eSports players who have been successful, it's no wonder
that many entrepreneurs are also tempted to see the prospects in the eSport
industry even without the knowledge and experience in making the games
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industries, the eSport industry is still very new and the world of eSports is
very dynamic. The regulations and strategies in the eSports industry are
esports is also very unique. They have their own interests in playing certain
game genres.
Every time there will be a new game title or a special update from a
game developer and it always promises game products that are more
now many games are contested, there are still many games that fail. There
are still many people who still don't understand how the eSports gaming
industry works. Usually, most games can choose the wrong target audience.
So that the capital to make the game disappear without success. It can even
happen that the marketing strategy that is carried out has a negative impact.
of consumers.
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eSport game players is. Since if only at a glance, eSports connoisseurs and
eSports players are wider and more diverse, they can also come from any
group.
Each genre has its own charm, so eSport game developers should
not be quick to judge that an eSport community has the same type of
audience as one game genre. We recommend that game developer pay more
take the risk of conducting in-depth interviews with informants to minimize the risk
where researchers could freely ask questions and collect related information more
safely. Researchers have conducted telephone interviews with respondents who are
interviewed: Players (new and old), Pro Players, Tournament Organizers, Media
the previous chapter, namely Chapter III, the researcher will only examine one type
of eSport game device, namely the PC (Personal Computer) game. Therefore, the
respondents who will be interviewed also include people who are related and have
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4.2.1. Respondent Profile
partners.
Authors can contact Bintang, Hansel, Daniel, Aldo, and Cliff who
Each respondent has his own interest in playing the eSport game as
The focus of this research is how the eSport tournament can attract
players to play the eSport game, even so, the eSport tournament is not the
only reason they started playing eSport games. There are also additional
released, invited by friends to try to play the game, and so on. As said by a
"At first I didn't know about online games, I usually only played
light offline games for refreshing, but then my friends invited me to try
to online games and eSports. True, tournaments are not the only means or
online games. This is also corroborated by the argument from Aldo who
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said this:
that I played as well. Therefore, because the DOTA2 finally launched his
Warcraft and had a "mini-game" called DOTA. Since the launch of DOTA
has become popular, many people are looking forward to seeing DOTA
become a game in itself and not a “mini-game” from Warcraft. Due to its
popularity, DOTA has attracted a lot of players and the players have been
waiting for it. Since its first launch, DOTA immediately held its first
tournament and attracted a large number of enthusiasts from all over the
world because of the huge prize pool for the eSports tournament for that
time, which was USD 1,000,000. After the success of the tournament, a
year. Since then, the prizes have also continued to grow and made players
from all over the world want to take part in the tournament. Daniel stated
age from young to old, all can play this competitive game.
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view in the form of quotations for answers, one of which was revealed by
Daniel, as follows:
"I think with the tournament being held it could increase the number
of players who come. The problem is just like any other sport, people like
to play because they usually see the team and also their favorite players or
athletes and these players motivate them to invite people to play like them.
"I agree that if you say it (the tournament) will raise the prestige or
tournament, not only the tournament organizer and the team or the players.
through game streamers, sponsors, media partners, and others. So many will
certain parties, people must be curious about the tournament that will be
can increase the number of players and as a marketing tool for the game
competitive online game player. In addition, there are external factors such
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as support from friends and getting inspiration from other people's
“It can be from anywhere and from every background, game players
can come from any background, there is even the youngest pro player at the
age of 16.”
Not everyone likes one game or the same game genre. Some factors
can influence the choice of games on the market and how players choose to
play the game. As explained in Chapter III, there are various game genres
with different gameplay that you can choose to play. According to one of
the sources named Bintang, various factors make the player finally decide
genre that is made for example from people's hobbies, for example, soccer
Bintang argues that the types of games we will play are also related
informants were not too close to Bintang. Cliff, one of the informants has
“In my opinion, people can like or choose a game genre, not just a
hobby. It could also be because the game is already busy talking about by
people and there are also many people playing, so people are curious about
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According to Cliff, someone can choose a game because the game
already has a big name and makes potential players curious about playing
the game. Aldo, one of the informants who was interviewed also has his
own opinion.
"For myself, the reason I choose to play a certain game genre is that
game genres, he wants to become better / adept at playing games that require
special skills and prove that he can be better than others. While Daniel
researcher also asked the respondents what their motivations were for
playing eSport games. One of the respondents, namely Bintang, said thus:
“I think everyone has their motivation to play. For example, like me,
that the game I played had its own tournament, from there I was curious and
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Cliff argues as follows:
playing.”
to play varies depending on what made them play for the first time. Hansel
get better and better so that I can go move forward and become the best.”
factors such as the hobby of playing games in general, which raises the
external factors such as support from friends and getting inspiration from
There are many paid games and free games circulating in the game
market such as Steam, Epic Games, Rockstar, EA, Riot games. Some of
these gaming platforms provide games from paid to free ones and are always
updated at any given time. The platform also often provides special
discounts at certain events such as Christmas, summer, New Year, and other
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conducted by the author, free and paid games can be just as interesting
"Sometimes it is true that a paid game feels more like the sensation
of playing the game because the game is made with more effort but there
are also lots of free games that are as exciting as most MOBA games."
From what Daniel said, it can be seen that paid games might be more
fun to play because they use a high budget to make the games themselves,
while free games are mostly not too concerned with graphics and are usually
who states that free games are not all low graphics and have fewer
“Lots of free games are played by many people and no less exciting
than paid games, and lots of people play them. But usually, the game is in
the form of an arena so there is no story. For example DOTA, CS: GO,
According to what Hansel said, free games also have a lot of interest.
Although the genres offered by free games are limited, because the
gameplay is mostly competitive, free games are interesting to play and are
Free games are also more desirable for people who want to try
playing games because they don't use any capital to play them. Usually,
people will be more interested in trying free games first before finally
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However, to even try to play a video game certain things must be
"if you want to try playing PC games, you must have a PC or at least
From what was said by one of the speakers named Aldo, if you want
to play video games there must be an initial capital that is met, namely a
Cliff also added that if you want to play games, it is not just the
“There are many types of PCs or laptops on the market with different
functions. There are those whose functions are for work, so just typing or
opening light applications, some for gaming and editing and it's quite
expensive. Apart from that, the current games are quite priced, ranging from
every 1 round of play requires a lot of players, unlike video games that are
an arena where they will finally compete for their skills in playing the video
game. Players in eSports are also divided. There are those who play because
of their hobbies, some play games to become a gaming designer, and there
are those who play competitively in teams for game tournaments. Therefore,
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many players are needed in the eSport game. As Daniel put it:
there should be lots of people playing in the game because the game can't
opponent who plays the game as well. If there isn't, then you can't play. "
"Players are very important, apart from players who play because of
their hobbies or new players, players who become streamers can become
very important role models because they indirectly promote the games they
play."
play seriously in the game, professional players can also promote the game
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4.3.7. Tournament Organizing Involvement
tournament can run. The people involved also have important roles to play
opinion.
sponsors, media partners, it could be game streamers who play the game
4.3.8. Hobby
developers must know their target market and must not be wrong in
determining the target market. Therefore, the people who should be their
target market are first, people who have had a hobby of playing games for a
of the game tournament promotion and the promotion of the game itself.
Since there are also people with who he doesn't really like to spend time
playing games with, so the game has to be specific to the game genre. Not
everyone also likes all game genres. Therefore, if possible, the target market
Tournaments usually compete for prize money. If the prize money is large
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enough as well, it can allow players to take part in the tournament, and
viewers of the tournament are attracted by the prize money provided to the
opinion:
“Hobby sure are an important factor too if you want to play games
because there are people that don’t like to play games too and considering
“I think you have tried it first to feel that you actually like it or not,
then you can decide you want to take that as your hobby or not.”
Bintang stated his thoughts about this to the researcher and said this:
like to play soccer or maybe fighting, there are video games that include
those sports you can play so you can enjoy playing it because you already
understand it.”
this matter.
“To me, hobby is what makes us want to play games over and over
as we can.”
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can attract players who want to compete in the game. Cliff as a new eSport
player said:
"At first I played because I was curious about the game, then I just
found out that there was a tournament too and it could produce results, so I
According to what Cliff said, the existence of prize money from the
have been playing eSports for a long time and said this:
only because they want to show their abilities but also naturally eyeing the
prize money. Therefore, besides their popularity they also get income.”
the researcher can illustrate that prize money is very important in the
motivation of players or people who want to try is bigger and it can increase
curiosity for people who don't know and want to. try to play and even enter
the game and also their skills in playing the game so they can be superior to
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other players. Players with high skill levels play with other high skill players
and are usually set in "rank". Rank regulates matchmaking in each game, so
players can meet players who have equal skills. Playing an eSport game
means that players compete with other players and pit their skills and
strategies to win the game. The following are the results of an interview with
tournaments.
tournaments, but can also make parties and compete against your friends.
Aldo's response is also supported by the opinion of Daniel who has this
opinion.
"I think every game from eSport is a match because we are fighting
players are competing to fight for additional points that can be used to
increase their rank in the game. Bintang also expressed his opinion in the
following quotation.
"If we play a competitive game we will compete, and that's not only
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competitive game are very important because they can increase a higher
rank level and become a better player in the game. Cliff, one of the
we usually have many communities or groups that we can play with and
community by creating our own 'room' in the game and competing with
Tournaments are very important events for people who are very
serious about playing the game and are very deep in it. eSport tournament
events have also been held a lot by various parties, from the game
value. In this case, the informants revealed how serious they are in exploring
eSports and plans to take part in existing eSport tournaments. The results of
tournament are expressed in the following excerpt. The answer from Hansel
is as follows.
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tournament for The International."
DOTA. He has played in tournaments with the team he has formed and has
“I can say I'm deep in the eSport game because I play the game every
CS: GO and also DOTA almost every day and actually I want to try to
participate in tournaments but I don't feel confident that I don't have a team.”
starting from small tournaments, but Daniel did not have the confidence to
take part in tournaments because he had a not-so-high rank, and Daniel also
still didn't have his own team so he couldn't participate in the tournament.
Cliff, as an informant who just entered eSport, also has an opinion on this
and not very good at playing the game, but when my skills develop and I
take part in future tournaments when his skills and rank have improved and
he also has his own team. Aldo also answered questions about this in the
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following quotation.
because he thinks it is a big opportunity for him and he also really wants to
Games
the company and its products to be willing to accept, buy, and be loyal to
eSports, tournaments have a very important role because they are related to
promotions that can spread the popularity of the game. This opinion is also
tournaments is one of the fastest ways to spread the name of the game to
people."
then people will naturally be curious about what games are being competed
in. Aldo also expressed his opinion regarding this matter in the following
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quote.
"Yes, I totally agree with that. I think it can be effective because the
greatly affect the promotion of the game itself because the tournament also
offers very attractive prize money to get if you can win the tournament.
Bintang, one of the informants also stated the same thing as Aldo, as quoted
"Yes, I agree with that opinion, eSport tournaments exist to fight for
prize money. People will learn the game and play it until they get good at
According to Aldo, the game can increase its popularity in the game
tournaments is felt so fast that it becomes very effective. Apart from that,
Cliff also answered related questions about this through the following
except.
of the best ways to spread the name of the game because tournament events
ways to promote and spread the name of the game. Tournaments are
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considered to be a means for people to show their skill in playing games
besides that it can also be an income because the tournament has prizes.
and this will be described in the excerpt from the following interview.
team.
done repeatedly and the training load increases every day so that the player
needed because players have to prepare their skills and mentally so that they
can be ready to face other players who are likely to have equal skills.
become a solid team so that the team can work together well.”
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According to Cliff, because eSport is almost the same as other
players. The pressure to want to win will definitely be more pronounced and
From what Daniel said, it can be seen that training for players is not
only about having high skills in the game but also having a strong mentality
in the game so that they don't get carried away by the opponent's game flow.
Hansel also agreed that training should be held before the eSport tournament
Hansel.
matter what the challenges. Aldo's opinion also says that he agrees that
excerpt.
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"Training is very important because in eSport, a strategy that is
eSports, the team must have a strategy, and to execute that strategy well,
you need to know how to play with your teammates. Usually bigger teams
even have their mental prepared so they have their own team psychologist
event so that the event can run well. An event can involve more than 10
because it can save a lot of things in terms of costs, time and energy, and
following quote.
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According to Daniel, stakeholders play an important role in the
also has their respective roles in the success of the tournament event. In
following quote.
"In this matter, I also strongly agree, because the event also requires
From what Aldo said, the role of stakeholders is very important for
stakeholder's role is to ensure that the plan for this tournament is widely
From what Cliff said, in addition to ensuring that the event was held
event so that many people would attend the event. Hansel as one of the
respondents who has played in the eSport tournament also gave a similar
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opinion to the previous respondents which is stated in the following quote.
only responsible for providing money or goods and services. Sponsors can
also increase influence on event visitors because the event can be more
crowded with various appearances from the sponsors and also other
stakeholders.”
making the tournament run smoothly because stakeholders do not want the
name that they carry to be bad if the event is not well organized. The Bintang
also agrees with Hansel and expresses his opinion in the following quote.
players and the game community and the audience play a big role in the
success of the tournament event. Therefore, it's not just how the tournament
spectators, and even the community also played an important role in the
trained from an early age. The reason for that was because when compared
to music or sports, games could not possibly last that long. Therefore, the
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age of eSports players usually ranges from adolescence to adulthood. In this
case, the respondents have their own answers from their own point of view.
Aldo, one of the respondents who was asked about this problem had the
following opinion.
little difficult because eSports players can come from any age group. That's
because there is nothing that regulates how old we are to how much we can
early age.”
because anyone can and is free to play the game. Cliff as one of the
the age range of 18-30 years old and above because they definitely want to
opinion the average person who plays eSports is serious about playing in
Cliff said that eSport players also have an age range for those who
want to play seriously in the tournament, which is 18-30 years and over.
Cliff thinks so because the requirement for each player to complete his
formal studies is first until at least high school and only then continue what
they want. The responses expressed by Cliff were not supported by other
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respondents. Hansel as one of the respondents has a different response from
can play. Anyone can play but if you want to compete in a professional
players are usually in their teens over 20 years. But if it's just playing the
Hansel said that anyone can play competitive eSports games without
any age restrictions, but if the player wants to be serious about playing in
of the respondents also agrees with Hansel about the age range in eSports
confusing to limit the age of people playing the game. So, the game does
not have an age limit, anyone can play even small children. Now there are
Hansel believes that eSport players can come from any age and
group. Age does not affect anyone who wants to play so there is no age limit
In eSport games, some games are paid and there are also games that
are free. Free games for example CS: GO, DOTA 2, League of Legends
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(LoL), Fortnite. Whereas paid games are like Overwatch, Rainbow Six, etc.
Most eSport games don't cost money to play, it's only possible for certain
events that players buy events in the game and that's optional. Therefore,
players are free to choose whether they want to buy it or not. Researchers
ask this question to each respondent and each respondent has his own
because the majority of eSport games are free, so they don't cost money to
play them.”
From what Aldo said, it can be concluded that to play eSport, does
not cost much for the game or even for free without fees. Aldo's opinion is
“I didn't even pay for it at all, at least the cost was for the PC. Or for
people who don't have a PC or a laptop but want to try playing, they can
Cliff said that playing an eSport game does not cost anything other
than the cost of the playing tool. The majority of eSport games are free
games and can be directly downloaded and played without having to buy
the game. One respondent, Hansel has a slightly different answer from the
"Actually, most of the games for eSport are free, but there are also
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games that require players to make in-game payments, such as LoL. The
playing system in this game is that players have to buy heroes if they want
to try other or new characters so that players inevitably have to buy these
but in the game, there are several things that players must buy so that players
can experience the entirety of the game. What was mentioned by Hansel
"Indeed, there are some games that require a fee to be played, but
not every time we played we have to pay. Some games that we really have
to buy to play like Rainbow Siege do have to pay, but after that, we are free
pay for the game once and there will only be optional fees, such as character
because working in the game industry now is not inferior to other industries.
Not only being an athlete, but also a lot of jobs offered in this industry. Such
parties also emerged not only from players but even from the government
as well. Aldo as one of the respondents also gave an opinion on this matter.
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"My hope regarding eSport in the future is that eSport will be more
advanced and not inferior to conventional sports and there are more games."
Aldo hopes that in the future eSport will be more advanced and also
have many game choices. Apart from Aldo, other respondents also
expressed their hopes for the eSports industry in the future. Hansel argues
as follows.
"I hope that eSport will become a big industry and a sport that many
Hansel's hope for eSports is that eSport will become an industry that
can be trusted by many people and parents can also believe in the potential
of games and eliminate bad views of games. Daniel also expressed his
opinion regarding his hopes for eSports in the future in the following quote.
"I really hope that eSport in the future can be more real, in terms of
graphics, so you can use Virtual Reality (VR) to be played. I think it's a very
Daniel hopes that in the future eSport will be even more advanced
in terms of technology so that players can also experience the new sensation
of competing in VR. In addition, Daniel also hopes that he will be given the
“I hope that games can be more advanced in any way, from the
gameplay to technology and graphics. Apart from that, I also hope that
eSport will be taken more seriously by the wider community and not see
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playing games as a waste of time.”
the future eSports will be considered a more serious industry and attract
many people. Finally, Aldo also shared his hopes for eSports in the future
"I really hope for eSport in the future there will be more prestigious
Previously, games had a slightly tilted view in the eyes of the wider
community. Many negative views on society that come from society such
as games will only waste time, besides that games can cause prolonged
been selected to ask their respective views on eSport. Aldo was the first to
express his opinion about eSports. Aldo expresses his opinion in the
following quotation.
"In my opinion, the game has changed a lot, from what many said
before playing games was useless, now it has become a large industry and
Aldo thinks that the game and eSports industry has undergone many
changes and has become better known and in demand by the public. Daniel
"Now the eSport industry is very advanced, it can even help build
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the country's economy. The eSport industry can be said to be quite new in
Daniel argues that the eSport industry has grown rapidly to the point
where it can support the country's economy by providing new jobs for the
community. Hansel also shows his views on eSport through the following
quote.
for people to be in this industry. I am sure that this industry will continue to
grow and there will be many new games that will open up the eSports
Hansel said that this industry will continue to develop in the future
and will open more new jobs which will help the country's economy and
society. Besides Hansel, Bintang also expressed his views on the eSport
development can be said to be very fast and its spread throughout the
widely heard by many people so that they are only small tournaments that
cannot be taken too seriously. Cliff too, sharing his outlook about eSport
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“Well, games indeed have a bad view in the older generation, but for
the young generation, that kind of view must be changed because games are
now have developed into large industry that can even help the country
economy and also opening job opportunities in many ways for society. I
mean it’s like you don’t have to apply to that game development company
to get a job but you can create your own job from the game itself like the
tournament because players are not only tasked with participating in and
really play because they like the game and have become subscribers to the
game. These players also have an important role in making the tournament
a success. They have a role to support and promote the tournament until it
an insight into the role of players in the success of the eSport tournament in
games require other players to be able to play the game. Therefore, the game
requires a lot of players. In addition, players are also needed to promote the
tournament by word of mouth so that the tournament can spread from one
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community to another as well.”
Hansel in the quote said that players have a role to play in the game
to fill the role in eSport. In addition, players also have a role to promote the
one of the respondents, also gave the answer that is stated in the following
quote.
“In the game, players are really needed because they make the game
run. Moreover, athletic players can make players who play certain eSports
According to what Aldo said, players are needed for the continuity
of the game. In addition, Aldo also said that professional eSport players or
eSport athletes can make eSport game players stay long in the game because
they idolize these athletes and want to see these athletes continue to play
and also want to be able to play like the athletes they idolize. Cliff also
supports Aldo's statement and has the same answer which is conveyed in
"Yes, it's important, players are not just ordinary players but also
professional players (eSports athletes). The eSport athlete will tie other
(DOTA 2 athlete), I love seeing him play in tournaments and that's what
Cliff said that a professional player can bind a player if the player is
already a fan. If the game player is already a fan, then the player will support
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the athlete and continue to play the game that his idol plays.
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CHAPTER V
CONCLUSION
5.1 Conclusion
conducted via telephone, considering the government's appeal for social distancing,
the influence of eSport tournaments for promotion and game branding can be drawn
can attract people to play the game. In video games, with money involved,
it can make people curious about it, and finally, they want to try to play it.
It is not just ordinarily playing games, but eSport means competing at the
game's highest level. The preparation to make a player good at the game
need a lot of work and practice. So, time must be committed over the player
5.1.2 Many things motivate players to play games, but when it comes to
competitive online games where the player can play against another player,
and the game is already considered an eSport, the motivation becomes not
just playing for fun anymore. The motivation changes to become better and
better so the player can win against another player and eventually win the
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joining the tournament at some point.
5.1.3 Players got curious about the game because of the esports
considered joining the tournament when they had the chance. According to
more involved in the game, but not all the players' goals are to join the
tournament.
5.2 Implications
From the research results, it can be seen that the implementation of esports
tournaments in games has a very big impact on promoting the game. In the games
that are contested, there must be many influencers involved so that indirectly the
influencer promotes the game to viewers and makes the marketing even more
effective.
5.3 Suggestion
Based on the results of the research and the conclusions that have been
presented, the researchers then conveyed suggestions that would benefit the parties
related to the results of this study. The suggestions that can be conveyed are:
tests on the factors that can market the game other than
market is right. Get to know more about the target market and
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so that player motivation doesn't decrease.
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ATTACHMENT
Interview Transcript
Awalnya saya tidak tahu tentang game online, biasanya saya hanya bermain
mengajak saya untuk mencoba game online dan terus mencoba game
lainnya juga.
2. Menurut anda, orang dengan latar belakang yang seperti apa yang akhirnya
Menurut saya, orang bisa menyukai atau memilih genre game, bukan
sekedar hobi. Bisa juga karena game tersebut sudah ramai dibicarakan orang
dan juga banyak yang bermain, sehingga orang penasaran untuk memainkan
game tersebut.
Saya awalnya tertarik untuk bermain karena saya baru tahu kalau bermain
bermain.
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Sebenarnya bisa, cuma untuk bermain game kan tidak hanya gamenya aja,
harus punya devce untuk memainkannya juga kaya PC atau laptop. Ada
banyak sekali jenis PC atau laptop di pasaran dengan fungsi yang berbeda-
beda. Ada yang fungsinya untuk kerja, jadi tinggal mengetik atau membuka
aplikasi ringan, ada yang untuk gaming dan editing dan itu cukup mahal.
Selain itu, game-game saat ini juga sudah bisa dibeli mulai dari Rp. 300.000
Peran pemain ya sangat penting, selain pemain yang bermain karena hobi
atau pemain baru, pemain yang menjadi streamer bisa menjadi panutan yang
dimainkannya.
Saya pikir Anda telah mencobanya terlebih dahulu untuk merasa bahwa
memutuskan apakah Anda ingin menjadikan itu sebagai hobi Anda atau
tidak.
Awalnya saya main karena penasaran sama gamenya, lalu baru tahu ada
turnamen juga dan bisa membuahkan hasil, jadi saya lebih tertarik untuk
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Bertanding di eSport juga bisa dalam bentuk sparring. Di eSport, kami
biasanya memiliki banyak komunitas atau grup yang dapat kami ajak
explore DOTA dan tidak terlalu mahir dalam bermain game, tetapi ketika
skill saya berkembang dan saya memiliki rank yang tinggi saya ingin
event yang dapat menarik penonton dan juga pemain potensial. Turnamen
menurut saya adalah salah satu cara terbaik untuk menyebarkan nama
permainan, karena acara turnamen dengan hadiah yang menarik pasti akan
biasanya kita bermain secara tim. Dibutuhkan koordinasi dalam tim untuk
menjadi tim yang solid agar tim dapat bekerja sama dengan baik.
Ya, saya sangat setuju bahwa pemangku kepentingan itu penting dalam
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kepentingan adalah untuk memastikan bahwa rencana turnamen ini tersebar
berada pada rentang usia 18-30 tahun ke atas karena mereka pasti ingin
menurut saya rata-rata orang yang bermain eSports adalah serius bermain di
Saya bahkan tidak membayar sama sekali, setidaknya biaya untuk PC. Atau
bagi orang yang tidak memiliki PC atau laptop tetapi ingin mencoba
warnet, Anda pasti akan membutuhkan biaya setiap kali Anda bermain.
Saya berharap game bisa lebih maju dalam hal apapun, dari gameplay
hingga teknologi dan grafis. Selain itu, saya juga berharap agar eSport lebih
ditanggapi dengan lebih serius oleh masyarakat luas dan tidak menganggap
Memang benar bahwa game memiliki pandangan yang buruk pada generasi
tua, tetapi bagi generasi muda pandangan seperti itu harus diubah karena
game sekarang telah berkembang menjadi industri besar yang bahkan dapat
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banyak hal. untuk masyarakat. Maksud saya seperti Anda tidak harus
pekerjaan, tetapi Anda dapat membuat pekerjaan sendiri dari game itu
Ya, penting, pemain bukan hanya pemain biasa tetapi juga pemain
profesional (atlet eSports). Atlet eSport akan mengikat pemain lain untuk
terus bermain. Seperti saya misalnya, saya suka Matumbaman (atlet DOTA
2), saya suka melihatnya bermain di turnamen dan itulah yang membuat
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Hasil Wawancara dengan Informan
Saya bermain DOTA 2, awalnya adalah game arcade dari Warcraft yang
2. Menurut anda, orang dengan latar belakang yang seperti apa yang akhirnya
Bisa dari mana saja, kalua pemain game bisa datang dari latar belakang
Bagi saya sendiri, alasan saya memilih untuk memainkan genre game
tertentu adalah karena saya ingin dapat membuktikan diri saya dalam
sebuah game yang sedang saya kerjakan, maka saya memilih game yang
kompetitif.
4. Apakah dengan memebuat game gratis bisa menarik minat pemain baru?
Tentu saja bisa, karena pemain baru biasanya gamau bayar kalua untuk
mencoba permainan, tapi biaya tidak tentang har gamenya saja. Jika anda
ingin mencoba bermain game pc, anda harus memiliki pc atau minimal
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Banyak yang akan terlibat seperti pemain itu sendiri, penyelenggara,
sponsor, media partner, bisa jadi streamer game yang memainkan game
Bagi saya, hobi itulah yang membuat kita ingin bermain game berulang-
ulang, karena bagi kita sebagai gamer itu menyenangkan, jadi kita hanya
Saya pikir setiap game dari eSport adalah pertandingan, karena kami
Ya, saya ingin mengikuti turnamen CS: GO jika ada kesempatan. Saya pikir
bisa berpartisipasi dalam sebuah turnamen adalah hal yang besar, terutama
Ya, saya sangat setuju dengan itu. Menurut saya bisa efektif karena
dianggap bisa mengalahkan lawan, dan latihan diperlukan jika ingin strategi
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Dalam hal ini saya juga sangat setuju, karena event tersebut juga menuntut
merupakan turnamen besar. Salah satu contohnya ya, seperti yang sudah
karena pemain eSports bisa berasal dari berbagai usia. Itu karena tidak ada
yang mengatur berapa usia kita hingga seberapa banyak kita bisa bermain
game serta bermain musik atau memulai olahraga kompetitif sejak usia dini.
menurut saya, game eSport tidak menghabiskan banyak uang. Itu karena
sebagian besar game eSport gratis, jadi tidak perlu mengeluarkan biaya
untuk memainkannya.
Harapan saya mengenai eSport ke depan adalah eSport lebih maju dan tidak
Game menurut saya sudah banyak berubah, dari yang dulu banyak yang
bilang game itu percuma, sekarang sudah menjadi industri besar dan sangat
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16. Apakah Peran Pemain Profesional dalam Turnamen eSports
berjalan. Selain itu, pemain atletik dapat membuat pemain yang memainkan
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Informan : Daniel Irvine
1. Menurut anda, orang dengan latar belakang yang seperti apa yang akhirnya
Saya rasa dengan diadakannya turnamen ini bisa menambah jumlah pemain
bermain karena mereka biasanya melihat tim dan juga pemain atau atlet
favorit mereka dan para pemain ini memotivasi mereka untuk mengajak
orang bermain seperti mereka. Jadi mereka bsia datang dari latar belakang
apa saja
game yang sebenarnya tidak memiliki gameplay yang bagus jadi saya
3. Apakah dengan membuat game gratis dapat menarik minat permain baru?
Kalau menurut saya benar. Terkadang memang benar bahwa game berbayar
lebih terasa seperti sensasi bermain game karena game dibuat dengan lebih
banyak usaha tetapi ada juga banyak game gratis yang tidak kalah serunya
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Pemain dalam permainan kompetitif sangat penting sehingga jika
karena permainan tidak dapat dimainkan jika tidak ada pemain lain.
Ya tentu bisa aja. Hobi juga merupakan faktor penting jika Anda ingin
bermain game, karena ada orang yang tidak suka bermain game juga dan
Saya pikir setiap game dari eSport adalah pertandingan, karena kami
kedepannya?
Saya mendalami game eSport karena saya bermain game setiap hari, saya
juga menonton turnamen eSport yang mendukung tim favorit saya. Saya
bermain CS:GO dan juga DOTA hampir setiap hari dan sebenarnya saya
ingin mencoba untuk mengikuti turnamen tetapi saya tidak merasa yakin
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Sangat penting untuk berlatih sebelum turnamen, karena dalam kompetisi,
eSport sangat berbeda dari bermain normal melawan pemain lain. Tekanan
ingin menang pasti akan lebih terasa dan harus dipersiapkan dengan baik
pada fungsinya,
bahkan anak kecil. Sekarang ada juga banyak masalah dengan anak kecil
Saya sangat berharap eSport kedepannya bisa lebih real dari segi grafis,
Menurut saya inovasi yang sangat menarik jika kedepannya bisa dibuat.
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Hasil Wawancara dengan Informan Pertama
1. Menurut anda, orang dengan latar belakang yang seperti apa yang akhirnya
gengsi atau nama permainan dalam pemasaran. Karena banyak orang yang
pihak tertentu, orang pasti penasaran dengan turnamen yang akan diadakan
Misalnya dari kesukaan kita sendiri maka ada genre game yang dibuat
misalnya dari hobi orang misalnya game sepak bola atau game balap mobil
atau motor
Saya pikir setiap orang memiliki motivasi mereka sendiri untuk bermain.
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yang saya mainkan memiliki turnamen sendiri, dari situ saya penasaran dan
Ya, sangat penting, karena saat kita memainkan game ini, kita
membutuhkan lawan yang juga memainkan game tersebut. Jika tidak ada,
Bermain game sebagai hobi sebenarnya bisa berasal dari hobi lain. Jika
Anda suka bermain sepak bola atau mungkin berkelahi, ada video game
yang mencakup olahraga yang dapat Anda mainkan sehingga Anda dapat
Jika kita memainkan game yang kompetitif pasti kita akan bertanding, dan
itu tidak hanya di turnamen karena ada sesuatu yang diperjuangkan pemain
acara tersebut.
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Memang ada beberapa permainan yang membutuhkan biaya untuk
dimainkan, namun tidak setiap kali kita bermain kita harus membayar.
Beberapa game yang memang harus kita beli untuk bermain seperti
Rainbow Siege memang harus membayar, namun setelah itu kita bebas
International, dll.
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Hasil Wawancara dengan Informan Pertama
Saya bermain untuk turnamen, jadi ya motivasi saya untuk menjadi lebih
baik kalau bisa yang terbaik suapaya saya dan tim saya bisa terus maju
Menurut saya, banyak sekali game gratis yang dimainkan oleh banyak orang
dan tidak kalah serunya dengan game berbayar, dan banyak juga yang
kompetitif juga sangat penting, karena turnamen itu sendiri bisa menjadi
Hobi menurut saya juga menjadi faktor penting dalam keberhasilan promosi
turnamen game dan promosi game itu sendiri. Karena ada juga orang yang
dia tidak suka menghabiskan waktu bermain game, jadi gamenya harus
spesifik untuk genre gamenya. Tidak semua orang juga menyukai semua
genre game. Karena itu, jika memungkinkan, target pasar yang ingin Anda
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5. Apakah dengan mengadakan turnamen yang berhadiah uang dapat menarik
minat pemain?
Menurut saya, hadiah uang adalah komponen yang sangat penting dalam
mengincar hadiah uang. Oleh karena itu, selain popularitas mereka juga
mendapatkan penghasilan.
Saya sendiri sangat serius dalam mengeksplor game yang sedang saya
DOTA dengan tim yang saya buat. Selain itu, saya juga pernah mengikuti
Game
Ya, sangat efektif menurut saya, karena mengadakan turnamen adalah salah
Ya sangat perlu, karena setiap turnamen pasti memiliki suasana dan tingkat
kesulitan yang berbeda-beda, jadi kita harus selalu siap untuk medan apa
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turnamen, tidak hanya bertanggung jawab untuk menyediakan uang atau
Sebenarnya, tidak ada batasan usia siapa yang bisa bermain game kompetitif
atau siapa yang bisa bermain. Siapapun bisa bermain tapi jika ingin berlaga
pendidikan. Oleh karena itu, pemain pro biasanya berusia remaja di atas 20
Sebenarnya kebanyakan game untuk eSport ini gratis, tapi ada juga game
LoL. Sistem bermain dalam game ini adalah pemain harus membeli hero
jika ingin mencoba karakter lain atau baru, sehingga pemain mau tidak mau
Saya berharap eSport akan menjadi industri besar dan olahraga yang dapat
Menurut saya, eSport belakangan ini bisa membuka peluang lebih luas bagi
orang-orang untuk terjun di industri ini. Saya yakin industri ini akan terus
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berkembang dan akan banyak game baru yang akan membuka industri
turnamen dari mulut ke mulut agar turnamen dapat menyebar dari satu
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