Study on Business Model of the E-Sports Industry

Research Article
Open access

Study on Business Model of the E-Sports Industry

Xuhan Dong 1*
  • 1 The university of Manchester    
  • *corresponding author xuhandong2002@gmail.com
Published on 10 November 2023 | https://doi.org/10.54254/2754-1169/27/20231262
AEMPS Vol.27
ISSN (Print): 2754-1177
ISSN (Online): 2754-1169
ISBN (Print): 978-1-83558-075-2
ISBN (Online): 978-1-83558-076-9

Abstract

E-sports are not simply video games, but rather a sport with electronic equipment that is intentionally structured and planned. E-sports distinguish themselves from video games and become a sport that must not only utilize the numerous platforms and resources provided by the sports industry, but also undergo standardization, scientific research, and professional self-reform. The rapid growth of e-sports has boosted the added value of the sports economy and fueled the expansion of neighboring sectors. It has garnered attention due to its enormous market potential. It is impossible to overestimate the economic significance of allied industries, which have become crucial to the sports business. The purpose of this study is to diagnose and analyze the business model of the e-sports industry and to draw conclusions about its ramifications. E-sports can be integrated with the cultural sector to encourage the development of the e-sports industry through a SWOT analysis of the potential and challenges of the e-sports business.

Keywords:

e-sports, business model, SWOT analysis

Dong,X. (2023). Study on Business Model of the E-Sports Industry. Advances in Economics, Management and Political Sciences,27,213-217.
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References

[1]. Maigoo. (2019). E-sports industry profit model. Retrieved from https://www.maigoo.com/goomai/220324.html

[2]. LGD E-sports Club. (2017). How do e-sports clubs make money? Retrieved from https://www.zhihu.com/question/20053433/answer/268208619

[3]. DUAN, N., & ZHENG, Z. (2006). Problems and countermeasures of e-sports industry in China. Journal of Beijing university of physical education, 12.

[4]. Maigoo. (2019). What are the benefits of developing e-Sports? Retrieved from https://www.maigoo.com/goomai/220316.html

[5]. Mangeloja, E. (2019). Economics of esports. Electronic Journal of Business Ethics and Organization Studies, 24(2).

[6]. Maigoo. (2019). What are the most famous e-sports events in the world? Retrieved from https://www.maigoo.com/goomai/210994.html

[7]. Newzoo. (2018) Global Esports Market Report. Retrieved from http://newzoo.com/insights/trend-reports/global-esports-market-report-2018-light/

[8]. Radman Peša, A., Čičin-Šain, D., & Blažević, T. (2017). The new business model in the growing e-sports industry. Poslovna izvrsnost, 11(2), 121-131.

[9]. Yue, Y., Rui, W., & Ling, S. C. S. (2020). Development of E-sports industry in China: Current situation, Trend and research hotspot. International Journal of Esports, 1(1).


Cite this article

Dong,X. (2023). Study on Business Model of the E-Sports Industry. Advances in Economics, Management and Political Sciences,27,213-217.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 7th International Conference on Economic Management and Green Development

ISBN:978-1-83558-075-2(Print) / 978-1-83558-076-9(Online)
Editor:Canh Thien Dang
Conference website: https://www.icemgd.org/
Conference date: 6 August 2023
Series: Advances in Economics, Management and Political Sciences
Volume number: Vol.27
ISSN:2754-1169(Print) / 2754-1177(Online)

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References

[1]. Maigoo. (2019). E-sports industry profit model. Retrieved from https://www.maigoo.com/goomai/220324.html

[2]. LGD E-sports Club. (2017). How do e-sports clubs make money? Retrieved from https://www.zhihu.com/question/20053433/answer/268208619

[3]. DUAN, N., & ZHENG, Z. (2006). Problems and countermeasures of e-sports industry in China. Journal of Beijing university of physical education, 12.

[4]. Maigoo. (2019). What are the benefits of developing e-Sports? Retrieved from https://www.maigoo.com/goomai/220316.html

[5]. Mangeloja, E. (2019). Economics of esports. Electronic Journal of Business Ethics and Organization Studies, 24(2).

[6]. Maigoo. (2019). What are the most famous e-sports events in the world? Retrieved from https://www.maigoo.com/goomai/210994.html

[7]. Newzoo. (2018) Global Esports Market Report. Retrieved from http://newzoo.com/insights/trend-reports/global-esports-market-report-2018-light/

[8]. Radman Peša, A., Čičin-Šain, D., & Blažević, T. (2017). The new business model in the growing e-sports industry. Poslovna izvrsnost, 11(2), 121-131.

[9]. Yue, Y., Rui, W., & Ling, S. C. S. (2020). Development of E-sports industry in China: Current situation, Trend and research hotspot. International Journal of Esports, 1(1).