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Market Research on Esports Market 2016 and Analysis to 2026

  • Date Submitted: 10/21/2016 04:01 AM
  • Flesch-Kincaid Score: 36.5 
  • Words: 691
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eSports (commonly refer as electronic sport) is a type of sport facilitated by electronic system in which all the functions of the sport are performed through human-computer interface. eSports is allowing the users to experience different type of game aspects including ladder, tournament and league through single system. eSports is played by professional gamers who are usually part of sporting organisations, or they are sponsored by business organisations. eSports provides several competitive advantages such as selection of teams, players, and organisations which are not bound with location and ability to integrate with non-traditional media.

Developers, publishers and organisers are the major components of eSports market. Developers are responsible for coming up with an idea and develop the game, whereas publishers are responsible for overall marketing and distribution activities.

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eSports Market: Drivers and Restraint

eSports are facilitated though electronic system that can be streamed on different platforms including social media, where as traditional sports are still struggling to go beyond the traditional mediums such as print, radio & TV. Ability to stream on non-traditional platforms, advancements in gaming technologies, increase in awareness about eSports due to attention given by worldwide publishers, investors & broadcasters and increase in number of eSports enthusiast are the major drivers responsible for growth of eSports market.

eSports are comprised of different communities and games. Performance of the eSport system 2heavily depends on size, structure and idea behind the development of game. Operator do not have full control over the tournaments and leagues, as the goals of publisher differ from those of operator. Fraudulent betting is another challenge that can negatively affect the growth of eSports market.

eSports market: Segmentation...

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