E-sports as a business

Автор: Ponomareva Yu.D., Sizov S.D.

Журнал: Экономика и бизнес: теория и практика @economyandbusiness

Статья в выпуске: 2-2 (72), 2021 года.

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With the development of the sports industry, the shift to sporting events staginess, the desire for commercialization and, simultaneously with the high growth of information technologies, a transformation of all types of sports activities is observed. Against the backdrop of events, e-Sports received an impetus to develop as a business. This paper briefly highlights the e-sports industry, its fragmentation and diversity, giving examples of the most popular games, the main parties involved in this industry: players, teams, organizations, leagues, publishers. Considering e-Sports as a business, the authors note the exceptionally accelerated life cycle of the product, the possibility of working on a franchise, the variety of potential business partners, as well as the prospects for investing in this industry. It is concluded that e-Sports as a business will develop at a rapid pace.

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Esports, economics, business, industry, investment, tournaments, games, modern industry

Короткий адрес: https://sciup.org/170190129

IDR: 170190129   |   DOI: 10.24412/2411-0450-2021-2-2-49-57

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