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The Emergence of Esports
The Emergence of Esports
DION ACHMAD
1806160466
FAKULTAS EKONOMI
PROGRAM PASCA SARJANA
DEPOK
JANUARI 2019
Playing video games has become one of the most popular recreational activities, not just
among children and adolescents, but also among adults too (Entertainment Software Association
2017). More recently, video game playing has become professionalized and for a small minority
of players has become a career option in the world of competitive gaming (Faust et al. 2013;
Griffiths 2017). This new professional type of video gaming activity has been termed esports
(electronic sports). Esport is a new area in the gaming culture and is starting to become one of
the most essential and popular part of video game communities, especially among adolescents
and emerging adults (Bányai, Griffiths, Király, & Demetrovics, 2018).
Esports has always provided an engaging viewing experience to an audience no longer
tied to traditional media. This has propelled the massive growth in esports viewership and
audience numbers. Now that many leagues and tournaments have established a sizable audience,
companies are shifting their focus towards monetizing this audience directly. This transition
started in 2018, but this year, the industry will take its early learnings and expand upon them. As
a result, 2019 will be esports’ first billion-dollar year, and its vigor has attracted brands and
companies across every industry (Newzoo, 2019). The world of esports is fast becoming a
mainstream form of competition and entertainment (Holden, Rodenberg, & Kaburakis, 2016).
eSport is a relatively new phenomenon, but core management concerns are not. eSport
faces many of the same challenges present throughout the sport industry and that sport
management is already equipped to address and research. eSport represents a sport entertainment
product with substantial growth potential, requiring management expertise related to events,
merchandise, sponsorship, endorsements, marketing, technology, human resources, social media,
governance, legal issues, celebrity culture, and athlete well-being. A useful managerial
perspective to highlight the need for practitioners and academics to devote attention to eSport
would be to examine how consumers and existing organizations are using eSport (Funk, Pizzo, &
Baker, 2018).
In addition, sport management has a need to distinguish itself from it peers in associated
disciplines such as leisure management, recreation management, and hospitality and tourism
eSport has grown from a fringe activity to a popular sport entertainment product.
Organized eSport events started in 1980, with Atari’s Space Invaders Championship, the first
major video game competition, drawing over 10,000 competitors (Li, 2016). eSport events have
grown in size with The League of Legends World Final 2016 conducted in front of a sold-out
crowd of 20,000 at the Staples Center in Los Angeles with 43 million more viewers watching
online (Kennedy & Rozelle, 2016). The prize pools of eSport events are also growing with The
International 2016 (DOTA2) offering the largest prize pool in eSport history, splitting
$20,770,460 USD amongst 16 teams (Valve, 2016). Despite eSport’s emergent popularity,
whether it meets the criteria of sport should be addressed, and conceptualizations of sport are
reviewed next (Funk et al., 2018).
There are various interpretations of what the esports industry encompasses. In addition to
differing opinions about the market’s boundaries, there are disagreements about the term esports
itself. We define esports as follows: professional-level competitive gaming in an organized
format (tournament or league) with a specific goal/prize, such as winning a championship title or
prize money (Newzoo, 2019). others define esports as “a form of sports where the primary
aspects of the sport are facilitated by electronic systems; the input of players and teams as well as
the output of the esports system are mediated by human-computer interfaces” (Hamari, Sjöblom,
& Hassan, 2019). Therefore, our esports market sizing includes revenues and viewership from
professional competitive gaming content only. We do not include amateur competitions and live
streaming around non-organized competitive gaming. eSport presents the Sport Management
academy with a series of problems and questions that, while not certainly of a sporting nature,
have direct relevance for the management of sport in the future (Cunningham et al., 2018).
The research aims to provide the best possible assessment of the size of the overall
esports market and its future potential. By synthesizing many data points, we provide estimates
on a regional and individual country/market level, also look special sizing at Indonesia Country
market. We focus on three key metrics for every market: Esports Enthusiasts, Occasional
Viewers, and revenues. We define a market as a country, region, or other geographic territory.
This year marks a major milestone for the global esports market, which will for the first
time exceed the billion-dollar revenue mark. In fact, revenues will hit $1.1 billion in 2019, a
year-on-year growth of +26.7%. Around 82% of the total market ($897.2 million), will come
from endemic and non-endemic brand investments (media rights, advertising, and sponsorship).
Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The Psychology of Esports: A
Systematic Literature Review. Journal of Gambling Studies, 35(2), 351–365.
https://doi.org/10.1007/s10899-018-9763-1
Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P.
(2018). eSport: Construct specifications and implications for sport management. Sport
Management Review, 21(1), 1–6. https://doi.org/10.1016/j.smr.2017.11.002
Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport
education and research opportunities. Sport Management Review, 21(1), 7–13.
https://doi.org/10.1016/j.smr.2017.07.008
Hamari, J., Sjöblom, M., & Hassan, L. (2019). Esports (J. Hamari, M. Sjöblom, & L. Hassan,
eds.). Copyright Gamification Group 2019. Faculty of Information Technology and
Communication Sciences, Tampere University.
Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a
polymorphic view on sport. Sport Management Review, 21(1), 21–24.
https://doi.org/10.1016/j.smr.2017.07.002
Holden, J., Rodenberg, R. M., & Kaburakis, A. (2016). Esports Corruption: Gambling, Doping,
and Global Governance. Ssrn, 32(1). https://doi.org/10.2139/ssrn.2831718
Lokhman, N., Karashchuk, O., & Kornilova, O. (2019). Analysis of eSports as a commercial
activity. (2018). https://doi.org/10.21511/ppm.16(1).2018.20
Martonc, M. (2015). Computers in Human Behavior e-Sports : Playing just for fun or playing to
satisfy life goals ? ˇ ik. 48, 208–211. https://doi.org/10.1016/j.chb.2015.01.056
Newzoo. (2019). Key trends Market sizing & forecasts Industry players &
developments Rankings. Retrieved from
https://resources.newzoo.com/hubfs/Reports/2019_Free_Global_Esports_Market_Report.pd
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