NEW BUSINESS MODEL IN THE GROWING E-SPORTS INDUSTRY
2017, Poslovna Izvrsnost
https://doi.org/10.22598/PI-BE/2017.11.2.121Abstract
With eSports' ever evolving market presence, an understanding of needs of every stakeholder in the industry is required. With that in mind, segmentantion of the target audience is performed and compared with that of traditional sports audience. The purpose of this research is to come up with new, innovative business models for cultivating and reaping the benefits of this highly competitive and versatile industry.
FAQs
AI
What are the key success factors for the e-sports industry?
The study identifies gaming teams, sponsorships, and viewership on platforms like Twitch as crucial success factors for e-sports. For instance, Twitch reported 9.7 million daily viewers, indicating massive audience engagement.
How does market segmentation impact the e-sports consumer profile?
E-sports consumers are primarily driven by social interaction and the competitive spirit, with 77% prioritizing fun over winning. This aligns with Maslow's hierarchy of needs, highlighting social belonging as essential.
What motivations drive engagement among e-sports viewers?
Research shows that tension release is a leading motivational factor for e-sports viewers, influencing their viewing hours. Specifically, viewers reported increased engagement due to stress relief gained from watching streams.
How do e-sports and traditional sports compare in consumer engagement?
Both e-sports and traditional sports exhibit symbiotic relationships between spectators and participants, with 27 million e-sports fans surpassing the viewership of major sports finals. This suggests a cross-interest in competition and entertainment between both fields.
What implications arise from the growth of the e-sports industry?
As e-sports revenue reached an estimated $67 billion in 2012, there is significant potential for investment and development in related markets. Strategies for growth include increasing awareness and integrating e-sports within traditional entertainment sectors.
References (20)
- Appelbaum, L.G., et al. (2011) What is the identity of a sports spectator? Personality and Individual Diff erences 52 p.422-427
- Apstein, S. (2015) E-sports nation: How competitive gaming became a fl our- ishing sport. Sports Illustrated. Accessed: 13.3.2017. http://www.si.com/more- sports/2015/10/29/esports-competitive-video-gaming
- Borowy, M. (2008) Public Gaming: eSport and Event Marketing in the Experience Economy. University of British Columbia.
- Eklund, L. (2014) Bridging the online/offl ine divide: Th e example of digital gaming. Computers in Human Behavior xx p.xxx-xxx
- Entertainment Soft ware Associaton (2015) Essential facts about the computer and video games industry. Accessed 13.3.2017. http://www.theesa.com/wp-content/up- loads/2015/04/ESA-Essential-Facts-2015.pdf
- Erzberger, T. (2016) Th e 2016 top 10 esports draft . Accessed 13.3.2017. http://www. espn.com/esports/story/_/id/16454680/the-2016-top-10-esports-draft
- Esportsearnings (2017) Nikola "Niko" Kovač. Accessed: 13.3.2017. http://www.es- portsearnings.com/players/5783-niko-nikola-kovac
- Hamari,J. & Sjöblom, M. (2016) Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior. xxx p. 1-12
- Hamari,J. & Sjöblom, M. (2017) What Is eSports and Why Do People Watch It? Internet research, 27(2). DOI: 10.1108/IntR-04-2016-0085, Forthcoming. Available at SSRN: https://ssrn.com/abstract=2686182
- Jonasson, K. & Th iborg, J. (2010) Electronic sport and its impact on future sport. Sport in Society Vol. 13, No. 2. p.287-299
- Kim, E. (2014) Amazon buys Twitch for $970 million in cash. Accessed 13.3.2017. http://www.businessinsider.com/amazon-buys-twitch-2014-8
- Lang, D.J. (2016) In video games, spectating is the new advertising. Los Angeles. Accessed 13.3.2017. https://phys.org/news/2016-07-video-games-spectating-adver- tising.html
- Marchand, A., Hennig-Th urau, T. (2013) Value Creation in the Video Game Indus- try: Industry Economics, Consumer Benefi ts, and Research Opportunities. Journal of Interactive Marketing 27 p.141-157
- Martončik, M. (2015) e-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior 48. p.208-211
- Parkin, S. (2014) Boot camps build winners. New Scientist.
- TwitchTv (2017) About. Accessed 13.3.2017. https://www.twitch.tv/p/about
- Večernji (2016) Zagreb Gaming Arena -veliki gaming događaj stiže u Zagreb. Accessed: 13.3.2017. http://www.vecernji.hr/croatia-winter-music-festival/za- greb-gaming-arena-veliki-gaming-dogadaj-stize-u-zagreb-1127788
- Wagner, M.G. (2006) On the Scientifi c Relevance of eSports. Department for Inter- active Media and Educational Technology, Krems, Austria.
- Yee, N. (2006) Motivations for Play in Online Games. CYBERPSYCHOLOGY & BE- HAVIOR. Volume 9, Number 6. p.772-774
- Zackariasson,P., Wilson T.L. (2010) Paradigm shift s in the video game industry. Competitiveness Review: An International Business Journal, Vol. 20 Iss: 2, p.139 -151