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Whitepaper e-sports
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ESports

  1. 1. ESports TRANZENECA -Kanishka Singh & Shivansh Shrivastava
  2. 2. What is E-sports? Esports – or Electronic sports – is the umbrella term for organized, competitive computer gaming, usually between professionals. The most common video game genres associated with electronic sports are real-time strategy, fighting, first-person shooter, and multiplayer online battle arena. And this competitive gaming is finding itself in the lime light as events throughout the gaming industry have increasingly been spread into the public domain with coverage from popular local news and radio stations. Geographically, eSports competitions have their roots in developed countries. South Korea has been at the forefront of building an organised, regulated ecosystem for professional gaming, and began licensing gamers since 2000.. Some the images here best explains the spirits and emotion involved in esports industries. THE ARENA
  3. 3. THE PLAYERS THE FANS T H E G L O R Y
  4. 4. Esports Growth in Recent year and its future. In the past ten years, how consumers “consume” content has drastically changed. The explosive growth of esports and the success of sharing game video content illustrate this more than anything else. In 2005, only 1% of consumers were considered creators, ten years later, everyone creates and shares experiences and can earn serious money doing so. There are 205 million people globally that watch esports. In the coming years, a rise in the awareness of esports will fuel growth in the number of viewers. To add to the potential audience size of esports is the fact that a large share of the current viewers does not actively play the franchises (anymore). It seems that esports video streams are entertaining many lapsed game enthusiasts that have grown older but still have passion for games. Of all esports viewers 40% do not play any of the top esports franchises. Another sign that gaming is becoming a spectator “sport”.
  5. 5. Growth in the revenue and audience in Esports Esports has been popular in Asia, Korea in particular, for over ten years. Thanks to the uptake of esports in the West, growth is now accelerating: both in terms of audience and revenues. A relatively conservative scenario for revenues also points out, by a comparison with traditional sports, that revenues could surpass $1 billion within just a couple of years. Top esports players are feted all over the globe, and can earn upwards of £1m a year. But they are like traditional sportspeople in lots of other ways. They compete as part of slickly-operated teams
  6. 6. There are 2.2 billion people globally who consider themselves to be interested or very interested in sports. Of these, 1.6 billion actively participate in at least one sport – comparable to the number of people who play games (1.7 billion). The total amount of frequent esports viewers will total 89 million globally this year and is anticipated grow to 145 million over the next three years. On a global scale, the number of esports enthusiasts compares well to mid-tier traditional sports. Currently, the popularity of esports is on par with sports such as swimming and ice hockey. By 2017, the number of esports fans will come close to that of American football.
  7. 7. brands in Esports and Basic structure The esports enthusiast is extremely valuable for big brands, digital media providers & headset manufacturers alike.
  8. 8. Factors affecting esports in india ESports may become a viable career in India in about three to five years if all goes as planned. One major step towards that has been achieved with the Sports Authority of India (SAI) giving in principle approval for the recognition of eSports. The SAI condition for this to happen is that at least 12 states must first recognize eSports. Major reasons which cause hindrance in gaming industry are:-  ESports professionals in South Korea or the US take home an annual steady salary that begins at around $50,000 and goes as high as $2, 00,000. To add to that is the prize money in tournaments that runs into thousands of dollars. In India, teams rely on prize money that range from a few thousand rupees and some ‘goodies ‘ from sponsors, which is meagre as compared to other parts of the world  There is no integration of PR, media, events and gaming and till it doesn’t happen it doesn’t make sense for us to invest big money into sponsoring gamers  In recently gaming has boomed in Metro cities, but the gamers in smaller cities like Raipur, Bhopal, Kanpur, Ranchi etc., lack basic competitive gaming infrastructure and facilities. Gaming in those cities are mere source of casual entertainment and people don’t look it as a profession.  Gaming tournament happen in almost every college festival in India but they are limited only to that which reduces its scope around to limited people  Current gaming condition is limited to Social Games on Facebook, Google+ and Mobile games. These games are mostly freemium. Even though this has definitely set the momentum, it is not enough to say that we have gaming culture. But until and unless we keep pace with the gaming world outside India we will be behind. The idea is to make the sport famous and make it look good. It’s what WWE did to wrestling, IPL did to local cricket, EPL did to Football and in recent times, Pro-Kabbadi did to Kabbadi.

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