Professional Documents
Culture Documents
Entertainment comes in all shapes and forms to fit everyone's interests, whether or not you enjoy
playing a sport, cook food, play video games, or watch television, there is always something to
occupy your time. When you decide to consume entertainment it is most likely in your favor to
consume entertainment that best suits your needs at that time, E-sports is a shallow puddle in the
river of choices.
Although the first sought video game to be produced was in 1958, I was born tens of
years later in 2005, peaking my interests as the popularity rose over the years. When I was a kid I
lived in a house with two families residing, one relative played video games in his room, and my
dad played video games in the living room both playing two vastly different games. One of my
first memories is seeing my dad playing a game I still play to this day, Call of Duty Black Ops 1
on the Xbox 360, whilst my relative played The Dead Rising series in his small room across the
house. While this was the first time I played video games, this would not be my last. During the
following years I start to play more and more video games ranging from all consoles, the Xbox
360, Playstation 2, 3 and Vita, Nintendo 64, and later down the road, the newer generation of
consoles; Xbox One, Xbox Series S/X, and the PS4 were the consoles I picked up as time passed.
With the development of any form of new entertainment, the opportunities to become a
professional kick in and give playing a new form previously not imagined. Under those
circumstances the professional scene rises under the name “E-sports” defined as a multiplayer
video game in which is played under professional circumstances for spectators, played by
professional gamers. Accompanied by professionalism, comes the price to pay for the production
and concatenation of professional events. The cost to run professional events cost an exorbitant
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amount of money, and must take into account (like any sport), who is playing, where they are
playing, and what they are playing. As much as I enjoy watching E-sports content, I often watch
clips of it and do not actually attend events due to inconveniences. The prices of tickets to attend
are 2,500 yen to 8,000. Knowing this, to drag attention to events that are not as prestigious as
EVO, how will they profit? Do they need prestigious or well known players? Do the games
being played need to be in trend? Does a good facility for attending matter? Which is why it
Many people, particularly the older generation, may not know what an eSport is, let’s
understand what an eSport is. ESports is the competitive market for video games, also short for
electronic sports. Where viewers can watch high level professional video game exhibitions for a
prize pool of large sums of money. According to Urbanaik, “E-sport is a lifestyle for computer
gamers. It becomes a real career path from which you can start, develop, and build your future…
The aim of e-sports is defeating other players. It could be done by neutralizing them, or just like
in sports games, by racing as fast as possible to cross the finish line before your opponents. In
addition, the win may be achieved by scoring the most points.” The process of ranking eSports
players also revolves around similar methods of active sports that most people know, but for
certain games the ranking criteria is more complex and in-depth than normal. In layman’s terms
for specifically one of the most popular eSports games, the ranking criteria for eSports players
under a system called “COMET”, the players are ranked on their individual inputs to the match.
Factors such as: Effectiveness per round, Frag Gaining Assessment (Fragging, meaning to
eliminate an enemy player), and the player's Failures per Round (Urbanaik). Each one of these
assessment systems analyzes the players ability in smaller subsections such as the average
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damage per round and average kills per round. This criteria of ranking is one of many that eSport
games use to rank players and leaderboards across the board of the eSports scene.
The rise of widespread activity of playing video games is rampant, holding a population
of players interested in eSports. All over the world people compete online in video games to see
which players' skills are greater than the majority. Esports brings this to the masses and has the
best of the best players perform in front of large crowds, as normal active sports does. According
to Jun, “in Korea, games are the barometer of the generation gap” (qtd.in Mozur). Korea has had
huge impacts and career changing opportunities due to eSports and idle time for fun and pleasure
to indulge in. Not only are Korean citizens impacted, but the younger generation across the
globe. College students who wish for scholarships, are competing across the board for eSport
activities to gain money to compensate for the price of college. The start-up of eSports was
rough but the popularity grew fast and interests propelled through the roofs. Companies who
wanted to invest money into eSports as an opportunity to branch out and gain attention and
money from viewership of eSports start to hand out scholarships for those who compete with
them, support in things such as organization, banners, support (financially) and breeding a new
generation of superfans and players to adore – people who not only play games but also consider
To understand the success, we must first look at the history of eSports. ESports dates
back to a time where competition in the industry was never thought of. According to Mozur,
“though gamers and industry insiders have different theories about how e-sports became so
popular in South Korea, nearly all versions started in the late 1990s.” The start of the eSports
craze in the 1990’s eventually led to where we land today. Computer games now play a major
role in all countries in the world, and the gaming industry could never be any more popular than
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before with all the technology that surrounds us. To a couple thousands of dollars to gain,
billion in revenue this year alone, according to research firm Newzoo, an increase of 9.6 cent
versus 2018. Newzoo also forecasts consumers will spend about US$196-billion by 2022, with
China driving the growth after recently surpassing the U.s as e-gamin’s largest market.” The
success mark has shown to propel substantially over the years, a factor of success that during the
history of eSports, and the improvement of technology, is that over time and more people have
had time to digest the electronic gaming products, the success has been improved rapidly. The
more common video game consoles became, the more competitive and consumer sports had
gained traction. Within most forms of media, the longer and updated the content and
advancements are, the more the popularity rises as we can see with how large online based
communities are. As history grows, the community grows. They would not work without each
other; in that aspect this factor in itself is a singular exponent to the success of any e-sport event.
ESports does not have a stable business environment like most other sports and industries
related to entertainment. The way eSports is built relies on the sole factor of having a team or
sole participant winning the grand prize for the organization that sponsors them (mainly always
referred to as “orgs”). According to Schlesinger, “Despite the rapid rise of the relatively-nascent
industry, e-sports ETFs are still small by market-capitalization and trading volume, two qualities
Mr. Straus says ‘are often associated with hot investments at risk of suddenly going cold’”. The
industry of trying to capitalize on the “hot investments at risk of suddenly going colds” is very
“relatively-nascent” (uprisinging and new), and being able to take the risk and actually gain from
the system is largely a gamble. ESports providers often face tough decisions as the smaller sided
companies and lesser-known teams are often put up to a dilemma in which the org either stays
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open and risks losing money, (as ESports is not very profitable for money in pure-competition)
or shut down the org and stop losing money on a lost investment. According to Schlesinger,
“Mr. Straus cautions e-sports investors are likely to experience a ‘boom-bust’ ride toward
profitability. For example, many ETFs are highly concentrated among a few big game-makers
and a lot of small, fledgling firms, which can make them volatile.”. Going off what Mr. Straus is
getting at, during one second you could be completely booming in the eSports scene, but after
some time can go completely bust and lose all profits. Although this factor is a major down-side,
ESports isn’t a stable way of income for most organizations. A couple of monetization
tactics that are used to help keep eSport events alive are things such as Sponsorships,
merchandise, investments, and league pays. The way professional gamers are hired is just
enough for them to get by and practice while living under roofs already paid for, so how would
they get money? The professional gamers also do live-streaming on the side to get individual
income; although orgs tend to take money from their streaming profits as well. The streamers
also include paid-sponsorships to help broaden the spectrum of income and pull in more cash.
investors both help give indirect exposure to the eSports scene that gain profit to everyone
involved. “Investors can get indirect exposure to e-sports through broad-based EFTs that hold
companies such as Facebook, Apple. Amazon, Google and Microsoft. Those seeking pure
exposure may want to consider EFTs such as HERO, ESPO, GAMR or the ROundhill bitkraft
eSports & Digital Entertainment ETF (NERD)” (Schlesinger). EFTs can automatically move
money from bank accounts without interaction between the two parties. The want between the
two parties is how the success initially starts, according to Mozur, “About a decade ago,
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companies began to see the promise in sponsoring e-sports starts. Before long the companies,
like Samsung, the giant technology company, and CJ Games, one of Korea’s most successful
game developers, were sponsoring teams that lived in communal houses and trained 12 hours a
day.” The relationship between the companies and orgs with sponsors help promote and
industrialize the success of the eSports scene, fluctuating numbers around the world as soccer is
Such as real sports, certain sports are more popular with the viewers than others. Sports
such as Soccer or Basketball are more popular than sports such as hockey and volleyball. In the
eSports scene the most popular video games are according to Mr. Lala, “the two most popular
games on the market today, Fortnite (partly owned by Chinese video game maker Tencent
Holdings Ltd.) and Minecraft (Owned by Microsoft Corp.), are driving revenues.” (qtd.in
Schlesinger). Also to mention the highest gross-earning eSport being Dota 2 and Fortnite
$154,102,642.13, both having over 1,000+ tournaments held in total. These eSports tournaments
hold very high regard and in-trend games that the industry, both sponsors and gamers enjoy
playing games that are in demand. Doing so, not only do more sponsorships and promotions
become more frequent and bold, but hold higher audience watch rates to pull more revenue from
the advertising, ad-revenue, and sponsorship deals followed by the viewers. Sponsoring also
business relationship, a sponsee can for example explain that they do not want to post one of the
social media contents in December because otherwise their social media feed would only consist
of ads due to the lack of tournaments. This creates the interesting problem of how flexible
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companies need and should be. According to Interviewee A, flexibility is the most important
factor to maintaining a working relationship”. Providing helpful information to when and how a
sponsor can be at its most effective to branching to the widest audience. With this piece of
information, we can deduce that a few factors of eSports sponsorships working is mainly with
the contract and when to advertise. To intertwine this information, one very apparent factor of
success here, is that when the game being produced is liked among the vast majority of gamers
around the world, sponsoring here would make success skyrocket and more profit and production
cost is put into the events. Although Dota 2 and Fortnite hold 1,000 tournaments, these are
smaller numbers than games such as Counter Strike: Global Offensive (CS:GO) and League of
Legends (LOL), attaining up to 6,000+ tournaments held with a total prize pool expense margin
of $99,000,000-$140,000,000, with triple the amounts of tournaments than the two bigger tiles
being DOTA and Fortnite (esportsearnings.com). Merchandising and appealing is a big portion
of success to the profit of not only the tournaments but to the eSports scene as a whole.
Appealing to the younger audiences and building the connections between the players, the game,
the audience, and the industry boost affiliation between profit which is not only held at the very
top of the eSports barometer, but between all eSports games’s comunnities.
The research that has been conducted helps evaluate the reasons why and why not the
eSports scene can become profitable, and what factors contribute to a successful eSports event.
Although this research has deduced that the main factors of success are: Popularity,
break down the main factors that contribute to success. The main factor that contributes to the
success of eSports tournaments and eSports as an industry is sponsorships and investments. The
biggest annual income in the eSports industry is Sponsorships. Sponsorships besides help give
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funds to run eSports events, but keeps the community engaged and recycling profits back into the
industry. Sponsorships are not only vibrant logos and marketing advertisements, but come in
forms such as coupons, and even brands that do not relate to video games, expanding the growth
of the eSports scene. Sponsorships help provide not only income to the people who are playing
and entertaining the viewers, but help the viewers in saving money and spending more with
coupons or products that are sold under the Sponsored players and or teams. ESports is not only
important to me, but everyone in the gaming community because of how much the entertainment
industry has developed. In addition to this, does this have to matter to those who partake in this
rising scene of people who are interested in game just as people who enjoy sports enjoy watching
it, as to people who know what sports are and not particularly interested but support it. To
conclude, eSports events would not be able to run as wide and popular as it is currently to this
day without the investors putting money into this form of entertainments, and sponsors
sponsoring eSports players and or teams to help keep the orgs and players in business to help
Work Cited
Korpimies, Samuel. "Sponsorships in eSports." (2017).
Leon, M., Hinojosa-Ramos, M., León-Lopez, A., Belli, S., López-Raventós, C., & Florez, H.
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Mozur, P. (2014, Oct 20). E-sports serve as korean pastime: Computer games play major role in
society, but danger signs emerge. International New York Times Retrieved from
https://www.proquest.com/newspapers/e-sports-serve-as-korean-pastime/docview/
1613815374/se-2
Sazali, A. A. (2019, Dec 17). International body to galvanise e-sports launched in singapore:
Global E-sports federation to instil olympic values in fast-growing sport. The Straits
galvanise-e-sports-launched/docview/2327312765/se-2
Schlesinger, J. (2019). E-sports revenues are soaring, but should investors play along?: Instead of
betting on one e-gaming company, ETFs can provide diversification among e-sports
providers.
Urbaniak, K., Wątróbski, J., & Sałabun, W. (2020). Identification of players ranking in E-sport.
Wingfield, N. (2014, Dec 10). E-sports become a big-time college team event: E-sports craze
attracts thousands of students with scholarship prizes. International New York Times
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college-team-event/docview/1634499977/se-2
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