Zusammenfassung
In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.
Abstract
In the last decades, the market for digital games has grown to nearly $100 billion. During this growth, a special gaming segment and community formed surrounding the direct competitive aspect of games: eSports. The core of eSports is similar to traditional types of sport. Players train to become better, clubs are established, tournaments are organized and fans enjoy watching their game being played on the highest level of performance. With viewers and prize money in the millions, eSports have grown into an economically significant media sport ecosystem and a marketing landscape that started to attract non-endemic companies as advertisers and sponsors. This book analyzes the components of the eSports ecosystem as well as their interactions with each other. Furthermore, the attitude of eSports fans towards engagements of non-endemic companies is researched by using a real case study including the Electronic Sports League and German home loan bank Wüstenrot.
- Kapitel Ausklappen | EinklappenSeiten
- 13–15 1 Introduction 13–15
- 90–93 4 Conclusion 90–93
- 94–123 Bibliography 94–123
- 124–184 Appendixes 124–184
5 Treffer gefunden
- „... today."2 In South-Korea this transition has already put eSports on a level of maturity and social ...”
- „... gaming alongside with major developments, that shaped eSports towards its form it has today: 1) The ...” „... eurogamer.net.37 2000-Today: Steady Growth and Financial Crisis As in the previous period, decreasing costs ...” „... famous genre today in 2016 (s. Appendix 1). Yet, a certain longevity and per ...”
- „... South-Korea today. From an industry and media perspective, the author expects an improvement of the interplay ...”
- „... Gaming Tournament, in: kotaku.com, available at: http://kotaku.com/5953371/today-is-the-40 ...” „... [Accessed 30 May 2015] Good, O. (2012): Today is the 40th Anniversary of the World's First Known Video ...” „... : http://esports-marketing-blog.com/rise-of-esports/#.V0eIIuRDmiz [Accessed 30 May 2015] Keller, C. (2015b): 8 Ways to Reach the eSports Consumer Today ...”
- „... ) play today? Malph Minns: Endemic sponsors still dominate the landscape in terms of volume of brands ...” „... considerably from where they are today, new titles and technologies will be part of the core of eSports (e.g ...” „... /4th degree) play today? Alex Fletcher: The sponsor landscape in eSports has grown from an ...”