E-sports industry: the new phenomenon of economy and its growth

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School of Business | Bachelor's thesis
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Date

2017

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Mcode

Degree programme

Business Technology

Language

en

Pages

33

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Abstract

‘’E-sports industry: the new phenomenon of economy and its growth’’ deals with a new niche market of gaming industry branded as e-sports that has experienced a massive growth and visibility over the past five years. Specifically, the thesis explores an emerging phenomenon of a competitive and organized approach to video gaming. The purpose of the thesis is to enlighten the reader with a wide conceptual understanding to e-sports while discovering its factors that have affected the growth of the industry. The subject is chosen since it is relevant and current as e-sports is growing exponentially as an independent industry and business which lures several established industries and media giants to the scene. Furthermore, revenue goals of individual companies in this space are underlined and investment promises are high as the market has rapidly become a very competitive space to look after with huge growth expectations The findings suggest that the industry revolves around different interacting actors that have their unique roles in the structure of e-sports. Involvement by media and non-endemic brands, live streaming and effort by the publishers and competition organizers are found to be the most relevant factors regarding the growth of the industry.

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Thesis advisor

Wallenius, Jyrki

Keywords

e-sports, competitive video gaming, professional gaming, gaming business, electronic sports, growth expectations, exponential growth

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