Economic Sources behind the Esports Industry
- DOI
- 10.2991/aebmr.k.220307.103How to use a DOI?
- Keywords
- Esports; Sponsorship fees; media fees; purchasing power of fans; number of viewers
- Abstract
In recent years, with the development of computers, internet, media and live streaming. The industry of eSports had merged. This article will discuss the reasons for this and analyse eSports from an economic point of view, looking at different time periods or different sources of economic activity such as sponsorship. Using data from the internet, it will be combined and summarised to find the logical relationships between the different figures. In previous decades, the main sources of income for eSports were private investment and subsidies from game organisers. However, in 21st century, after building up over the previous decades, audience numbers, industry interest, and fans purchasing power all rose to a certain level, thus attracting many big name or private sponsors for sponsorship and, due to the growth of media, media rights fees also increased rapidly. The main source of income for the eSports industry then becomes sponsorship fees and media rights fees. Therefore, under these factors, e-sports successfully developed into one of the most important industries in the current industry.
- Copyright
- © 2022 The Authors. Published by Atlantis Press International B.V.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Yinuo Zhang AU - Runzhen Liu PY - 2022 DA - 2022/03/26 TI - Economic Sources behind the Esports Industry BT - Proceedings of the 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) PB - Atlantis Press SP - 643 EP - 648 SN - 2352-5428 UR - https://doi.org/10.2991/aebmr.k.220307.103 DO - 10.2991/aebmr.k.220307.103 ID - Zhang2022 ER -