Development of the Esports Entertainment Industry

Esports became an increasingly global entertainment sphere that brings millions of users online. It is expected that 500 million people will become involved in esports in 2020 (SevenVentures, 2017). Based on revenue sources, the primary target market for esports is sponsorship & advertising, which unites game publishers and sponsors who want to promote different products in esports events or games. The secondary target market is tournaments & events that include prize pools, ticket sales, meetings of gamers that boost user base and collaboration with companies.

I believe that my profile would be the best fit for the marketing executive position in esports. My skill set includes extensive communication with different stakeholders, which is necessary for a marketing executive, who must promote events with players and connect representatives of different companies with influencers. I have analytical skills that would help me as a marketing manager to create relevant campaigns and analyze user behavior to generate engaging content online.

Esports could still be monetized further in my local entertainment community by holding events and nurturing local players that would participate in global competitions. Furthermore, local brands and companies with their production facilities can be offered sponsorship of tournaments and the creation of local teams from employees that can represent their organizations on a local and national level (Takahashi, 2018).

From my perspective, the esports industry may develop further and reach an even more increasing presence worldwide. It is possible for events and tournaments to partner with the most prominent companies and expand user base due to the rising speed of internet utilization rate. What is more, it might be suggested that esports will move to the mobile gaming field because of the trend to use smartphones for several hours a day.

References

SevenVentures. (2017). eSports: How a booming sport trend hit a new target group. The Restless CMO. Web.

Takahashi, D. (2018). Drilling deep on how to monetize esports. Venture Beat. Web.

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StudyCorgi. 2022. "Development of the Esports Entertainment Industry." January 11, 2022. https://studycorgi.com/esports-entertainment-industry/.

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