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E-SPORTS GLOBAL MARKET: CONTEMPORARY TRENDS
Author(s) -
А Б Ильин,
Yu. S. Sizova,
Yu. D. Ponomareva,
S. D. Sizov
Publication year - 2021
Publication title -
meždunarodnaâ torgovlâ i torgovaâ politika
Language(s) - English
Resource type - Journals
eISSN - 2414-4649
pISSN - 2410-7395
DOI - 10.21686/2410-7395-2021-2-47-61
Subject(s) - commercialization , monetization , sports marketing , core (optical fiber) , marketing , sport management , publicity , sociology , public relations , advertising , business , political science , engineering , economics , telecommunications , relationship marketing , macroeconomics , marketing management
The purpose of this study is to identify aspects of the e-sports commercialization and analyze its entrepreneurial core. Based on the of the economic science initial models, e-sports genesis, data from the author's sociological survey and secondary sources of information, elements of commercialization of the entrepreneurial core of e-sports are systematized. The main milestones of e-sports  development  in  the  world  in  general  and  in  Russia  in  particular  are  monitored; examples of the e-sports development in the period of COVID-19 pandemic are given; market participants of the industry are identified. Comparative analysis of multilevel ecosystems of sports competitions in the field of traditional sports and e-sports is carried out; statistics of the global e-sports market from 2016 to 2019 and a description of the resource base of e-sports are given.  The  authors  methodize  the  elements  of  commercialization  and  monetization  of  the entrepreneurial core of e-sports. Based on the results of the author's sociological survey, and the analysis conducted in the paper, it is concluded that the basis of the entrepreneurial core of e-sports  is  the  intellectual  and  physical  activity  of  people  based  on  electronic  games.  Thus, e-sports can be considered to be a fundamentally new intellectual discipline, forming around itself stakeholders that contribute to its monetization. It is concluded that the e-sports business core is bottomed on the physical and intellectual activity of people based on electronic games. The results of the study can be used by various entrepreneurial structures working in the sports industry.

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