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Open AccessJournal ArticleDOI

Analysis of eSports as a commercial activity

Natalia Lokhman, +2 more
- 05 Mar 2018 - 
- Vol. 16, Iss: 1, pp 207-213
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TLDR
Lokhman et al. as mentioned in this paper evaluated the commercial activity development in eSports and to determine the perspectives for its further growth in Ukraine, which showed a large unrealized potential for increasing revenues from the sale of tickets to competitions, the realization of broadcasting rights and merchandising.
Abstract
The article deals with eSports as a perspective kind of commercial activity. The research urgency is determined by the fact that, given the active increase of eSports market with growth rates of more than 30% per year, the types of commercial activities in this field and in scientific papers are not studied in an adequate degree. The purpose of the article is to evaluate the commercial activity development in eSports and to determine the perspectives for its further growth in Ukraine. In order to determine the key types of commercial activity in eSports, the main sources of revenue in this area compared to sports were investigated, which showed a large unrealized potential for increasing revenues from the sale of tickets to competitions, the realization of broadcasting rights and merchandising. The study also showed that the largest number of income sources in eSports is at the stage of cyber-tournaments, which can be explained by a large consumer audience at this stage. However, unlike the world practice, computer game producers and well-known manufacturers of consumer goods in Ukraine do not finance domestic competitions, and, therefore, this stage of commercial activity remains at a low level. In modern conditions, among the types of eSports activities in Ukraine, only the computer games production and the cyber-racers game are properly developed. According to authors, to improve the eSports development in Ukraine, creating the national system of regular eSports competitions is needed, which will form the basis for the development of most types of commercial activities that are part of the cybertournaments. To do this, one needs to create appropriate platforms, as well as improve communications with fans in social networks and at amateur competitions. All this will make eSports a highly profitable business in Ukraine. Natalia Lokhman (Ukraine), Oksana Karashchuk (Russia), Olena Kornilova (Ukraine) BUSINESS PERSPECTIVES LLC “СPС “Business Perspectives” Hryhorii Skovoroda lane, 10, Sumy, 40022, Ukraine www.businessperspectives.org Analysis of eSports as a commercial activity Received on: 10th of April, 2017 Accepted on: 17th of January, 2018

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References
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Journal ArticleDOI

eSports – Competitive sports or recreational activity?

TL;DR: In this paper, the authors reflect on whether eSports can be considered as sport based on evaluating five characteristics of sport and assessing them for eSports, and different opportunities how marketers and managers can attend to eSports are outlined.
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TL;DR: In this paper, the authors argue for the inclusion of organized e-sports events and competitions within sport management vis-a-vis e-games meeting certain defining criteria of sport in general.
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TL;DR: In this article, the authors explore the social world and self-concept dynamics underlying this form of consumer behavior and highlight that professionalized pursuits can be conceived as distinct fields of cultural production.
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TL;DR: In this paper, sportification is defined as "the view, organize, or regulate a non-sport activity in such a way that it resembles a sport and allows a fair, pleasurable, and safe environment for individuals to compete and cooperate, and compare their performances to each other, and future and past performances".
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