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Outline

NEW BUSINESS MODEL IN THE GROWING E-SPORTS INDUSTRY

2017, Poslovna Izvrsnost

https://doi.org/10.22598/PI-BE/2017.11.2.121

Abstract

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

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What are the key success factors for the e-sports industry?add

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?add

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?add

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?add

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?add

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.

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