The place of esports in the market and in life

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The place of esports in the market and in life

The place of esports in the market and in life

“Sitting all day at the computer playing games,” says mothers and grandmothers. “Cool tournaments and wonderful participants” — children and grandchildren answer them, showing highlights of their favorite games and entire tables of results and statistics on specialized sites like www.profilerr.net — a site with a lot of information regarding cybersport, written by Volodymyr Huda. Both sides have their position, but how to understand where the truth is? To do this, you need to objectively consider the phenomenon of the popularity of esports and understand why they are willing to pay for it.

Attracts the same as in conventional sports

Esports is a sport in the usual sense of the word. Because it fits all definitions of sport, in particular:

  1. Comparison of the physical and intellectual abilities of a player or team with those of opponents. No one argues about intelligence; discussions are being held regarding the physical capabilities of cyber sportsmen. But the speed of decision-making and the severity of the reaction are precisely a person’s physical abilities, and in esports, these characteristics play a decisive role.
  2. Sports require regular and persistent training. With this, e-sportsmen are also all right — the best train up to 10 hours a day to improve their skills and before important competitions — to maintain them high. Not to mention, many players keep in good general physical shape because it helps them feel better in moments of special focus.
  3. Cybersport has an entertainment component — offline competitions, huge halls, and online tournaments — a multi-million audience. Interest in sports rests on determining the best by counting objective results according to the rules approved by all participants. This is enough in esports; there are entire platforms for tracking data, for example, in one of the most popular games Counter-Strike: Global Offensive.
  4. As in any kind of human activity, the measure of popularity in sports is its popularity. Esports is very popular and attractive for investors who are ready to develop the material, raise prize funds and support individual players and entire teams. Plus, just like any other sport, there are amateurs, semi-professionals, and top pros, depending on talent and time spent perfecting.
  5. Formally, cybersport is a sport, as it is recognized at the state level in many leading countries, including the US. There are international and regional federations and teams representing themselves and states. The popularity of esports has made the International Olympic Committee consider including it in the program.

Since esports is a sport in full measure, it also occupies a part of this niche in the big entertainment industry. Players earn on contracts, streaming platforms — on broadcasts, sponsors — on specialized merchandise. These are not T-shirts, rackets, and gloves but computer mice, keyboards, and monitors.

Higher interest — more conversion options

The short path of development and the rigidity of the thinking of the older generation somewhat hinder the development of esports. But it is already clear that the opponents of professional computer games will be defeated. Esports has created its own commercial bubble, and its radius is growing. Below are the benefits that you can’t argue against.

Collaboration with software and hardware manufacturers

Since the leading equipment of an e-sportsman is a computer, all its components are a professional necessity for a player. The question is in the level: the better you play, the better support you need. And the more it costs.

Software and hardware manufacturers use esports like car factories using Formula 1. Only there, under extreme conditions, the operation of the engine, gearbox, and tires is checked, and here — the signal response speed, the capabilities of working and video memory, and the monitor’s color reproduction.

But without skillful human influence, the car will not go, and the rivals will not shoot each other themselves. Add the number of mobile game users and developers, get a large audience and significant working capital.

Interest of bookmakers

Since we are convinced that computer games are a sport, you can’t escape bookmakers. You play, they win on margin, this is also a kind of competition. True, those who bet also enjoy, sometimes supported by a significant cash prize.

So far, the esports market is only being mastered by bookmakers, but the trends are positive. The only problem is the higher costs for analysts. In esports, you can bet on an event in the traditional line (team win, draw, total, handicap, score). But different games involve various additional options you can bet on, and calculating such odds requires unique specialists.

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Benefits for state and local budgets

The development of esports can help fill the budgets of various levels. Organizing and holding offline tournaments, forming interest clubs (coaches and young players), and developing infrastructure — can attract investment and positively influence the image of a country or city to attract tourists in other industries.

The work of IT companies is often associated with the development of gaming software, and revenues from this business area have recently been growing worldwide.

Journalists and analysts note the constant growth of interest in esports, which is also reflected in the economic stability of all participants in developing this activity.

Prospects for the development of the esports market

No reproaches against esports that it is not a sport no longer work. Physical skills are also needed, as in football; a penchant for analytical thinking, as in chess; and some brutality, like in boxing, taekwondo, or wrestling. This is what “nerds” can adequately oppose to the real world.

Experts agree on the following trends, tracked since 2019:

  • significant growth in the total audience of esports — one and a half times
  • slight growth in the audience of consumers of gaming video content
  • a slight drop in those who changed the type of esports activity

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The information on the cost of esports brands also speaks about the high order of prices:

  • TSM – Value: $540 million
  • 100 Thieves – Value: $460 million
  • Team Liquid – Value: $440 million
  • FaZe Clan – Value: $400 million

And what, after that, computer games are not serious? Are you serious?