Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space
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Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space
This book provides a comprehensive guide on the complex, vast and exciting world of esports, or competitive gaming. According to NewZoo, the gaming industry is expected to generate $108.9 billion by the end of 2017, just on games revenue alone. Therefore it is only natural that we see a competitive element arise from the flames of the global phenomenon.
Although esports has technically been about for over 20 years, it is only in the last 5 that the industry has began to make real waves. Esports is expected to reach a global revenue of over $700 million this year. By 2020, the global revenue is projected to exceed $1.5 billion, particularly as brand investment increases significantly.
The demographics of the esports audience and participants is something that brands simply cannot ignore. Even traditional sports organisations have got into the space, recognising it’s potential. The Philadelphia 76ers and large football clubs, such as Manchester City & PSG, for example, have invested into teams and players. Brands can also invest in events.
Additionally, the variety of key revenue sources that could be tapped into is also huge attraction for investors. Revenue can primarily be generated through sponsorship, advertising, media rights, merchandise and tickets. As esports converges various established industries as it matures, more opportunities within esports will arise.
Understanding this industry is fundamental for anyone wishing to enter the space. This book considers the esports market, the industry, opportunities, challenges, and what the future of esports may look like.
CONTENTS:
CHAPTER 1: BACKGROUND 1.1 Introduction 1.2 What are Esports? 1.3 History of Esports 1.4 Driving Factors