answering a question regarding the contents of eSports ecosystems – who the actors are and how do they interact with each other. To fill the gap confirmed in the literature review, the research aimed at. Despite the business potential, though, the eSports industry remains relatively unexplored in the literature of the management discipline, especially from the network perspective.
© 2017 Sport Management Association of Australia and New Zealand.Įlectronic sports, widely known as eSports, are presumably the most profound evolutionary movement of the sports industry in the modern history. Finally, the authors conclude that eSport scholarship can advance through the study of its governance, marketing, and management as well as by theorizing about eSport. Such a position is consistent with the broad view of sport adopted by Sport Management Review, the perspective that eSport represents a form of sportification, and the association among eSport and various outcomes, including physical and psychological health, social well-being, sport consumption outcomes, and diversity and inclusion. Irrespective of one's notion of eSport as formal sport, the authors suggest the topic has a place in sport management scholarship and discourse. The authors suggest that debates surround the degree to which eSport represents formal sport, and disagreements likely stem from conceptualizations of sport and context. The purpose of this article is to add to the conceptual discussion on eSport, analyze the role of eSport within sport management, and suggest avenues for future eSport research. Key words: e-sports industry, e-sports market, market segmentation, business model. Furthermore, the paper determines the segmentation of the e-sports target market and compares it to the traditional sports markets, since these two concepts, according to various authors, should be viewed separately. By observing the concept of e-sports through several components, it is possible to analyze their profi tability and the possibility of profi ting primarily from the entrepreneurship perspective. Th e main goals of this paper include determining the key components of the success of e-sports in the growing video game industry and presenting some innovative ways of using them in the form of new business opportunities. Th e purpose of this analysis is to design a new, innovative business model in the e-sports industry, which it will be possible to apply in the form of a signifi cant business opportunity. Despite the difficulties, esport will continue to be a major player in the digital world and in the world of sports.Į-sports - competition based playing of video games is becoming a growing industry and an increasingly frequent subject of various international research. This article identifies such opportunities. The results show that esport and simracing need to become more economically sustainable, and changes are required in all related markets. Our research methodology involved in-depth interviews with industry professionals from different backgrounds.
The aims of the article are: (1) to identify the changes in the esport and simracing world and markets caused by the pandemic, (2) to examine the difficulties and challenges that the industry is facing, and (3) to explore the opportunities for the further development of the business. The focus of this paper, besides esport, is simracing: due to the limitations on physical events, motorsports have had to convert their races to the digital world. The pandemic has had a significant impact on esport and its markets and has affected the whole ecosystem. The esport industry is emerging and constantly changing.