eSports are a reality that can generate numerous benefits for companies

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najmulislam
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Joined: Tue Jan 07, 2025 4:27 am

eSports are a reality that can generate numerous benefits for companies

Post by najmulislam »

E-sports is a sector that has burst onto the scene with great force at all levels of society. It has moved away from many myths and has begun to gain the recognition that all professionals dedicated to this sector desired. That is why we want to reflect the importance it can have for small, medium and large companies.

To simplify all references to this term, they could be referred to as professional video game competitions , both in person and online. According to the consultancy firm Deloitte , last year they generated around 460 million euros worldwide. This impact is explained if we look at the 386 million viewers who faithfully follow all broadcasts related to video games. For 2020 , Newzoo , a leading consultancy firm in the gaming sector , estimates that this figure will rise to 590 million , which will represent a growth of 20.1% compared to 2015.

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Main agents involved
Video game development companies
Traditionally, companies had a very clear kuwait number data business model, that is, they made a video game of a certain duration and budget, and they had to bear the costs that advertising and marketing actions entailed. It is understood that their main source of income was the sale of video games . But it was outdated. Over time, the vein or incentive to acquire it ended up losing steam and companies had to embark on the creation of a completely new one with which to win over users again.

All this changed with the arrival of the Internet , since thanks to it the competitive part has been gaining importance, not against the computer, but against other players online.

In this way, companies have been able to continue creating content for existing video games with the aim of creating a solid fan base, as in the case of League of Legends and Overwatch . In addition, betting on the 'free to play' model can attract all those undecided people who do not know whether or not to enter that new video game. The clearest example we have today is the video game ' Fortnite' (free), very similar to PUBG (paid), in which the former has managed to take away a good part of the audience. If all this is combined with micropayments (small payments within the game itself) to be able to get advantages or accessories such as weapons and clothing, this user base will remain very attentive to all the news.

The promoters
Video game companies dictate the rules under which they compete, but it is the promoters who are in charge of organizing all types of tournaments, the logistics and the advertising.

Events such as Intel Extreme Masters (IEM) or Gamergy feature video games from different developers, so there is no conflict between them, and income comes mainly from ticket sales, registration fees, advertising and broadcasting rights.

Players and spectators
If we look at the profile of the eSports user, they range in age from 14 to 28 years old . These people are very used to consuming digital content in all kinds of formats and use it practically every day.

A distinction can be made between professional, semi-professional or amateur players , and hobbyists . Professionals are those who receive income from their clubs, from prizes obtained by winning tournaments and from broadcasting their games on various platforms (subscriptions on Twitch, donations on Patreon or income from the number of views on YouTube).

As you can understand, their careers are short but, as is said in some video games, many choose to "reroll", that is, change the type of role they play in the game. Thus, they end up being commentators, coaches, analysts or managers of the games they have participated in, or they decide to form their own clubs.
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