The future of eSports. 5 key factors.

13 October 2015

ESports industry is in a stage of rapid growth. But to be on a par with traditional sports, it is necessary to pass some more maturity.

Middle eSports fan costs about $ 2.40 per month for the gaming industry revenues a year. Last year, this estimate was $ 2.22. By 2018, researchers expect to increase this figure to $ 4.63, if you continue the conservative trend of the market. For comparison, if you take a traditional sport like basketball, the cost of the fan based on the World segment was $ 14.

"Every fan eSports costs $ 2.40 / month. based on the annual calculation."

Research firm Newzoo, analyzing eSports, came to the following five main conclusions. Factors that should be pay attention to e-sports has reached a new level.

#1. A variety of genres.

One of the first things that needs to be reform of the pro-gaming - this genre of games, through which the audience is looking for the realization of their requests. The report Newzoo said: "The variety of types of e-sports is limited to the games for the PC in several major genres. If you take a genre as MOBA (Multiplayer Online Arena Battler), for example, League Of Legends, Smite, Heroes of the Storm or Dota2, - here played by the majority of the pro teams. But MOBA-games based on the complexity of the gameplay may not be clear to the fans that they do not play. "

This situation opens up the space for other games such as shooters, fighters, and even for mobile games as well as those that may appear. Tournaments biggest mobile game Clash of Clans began to gain momentum. A publisher Activision announced League Call of Duty.

# 2. Support for local tournaments.

While gaming tournaments are making significant progress on a global scale, they are becoming less popular at the regional level. For example, League of Legends is organized so that several regional leagues support global tournament. This point is vividly contrasted with the traditional sports, which is almost always associated with cities, regions, countries and national championships.

Why can it cause real problems for e-sports? Local esport event to be successful, need the support of both local sponsors and sports organizations. While the global eSports receives maximum attention from leading media on the local - many tournament organizers are struggling to find partners. Game publishers should play a greater role in connecting local games with regional and global championships.

# 3. Better regulation.

Turnover of e-sports in 2017 will amount to $ 465 million. And has all the prerequisites to the fact that the growth rate will only increase. But with the growth of the flow of money and the potential threat of growing corruption. Newzoo draws attention to the fact that "there is a great need for new rules and updated regulation eSports tournaments in order to avoid fraud in the battles and the determination of the results of games."

ESL - one of the world's largest eSports organizations - has already implemented rules testing for drugs and stimulants players before games. But today, these things have not acquired widespread and are not perfect. Regulatory rules are needed to support the explosive nature of the development of e-sports. However, the world of e-sports today - a world of non-conformism, and the adoption of such rules, as testing for performance-enhancing agents, may be difficult.

#4. Settlement of property rights in the media sphere.

Ownership of the media distribution of games of the National Football League in the United States bring billions in revenue each year. All this was possible because the main television channels Fox, CBS and ESPN pay serious money for the broadcast of these games. The eSports it is not so.

Until now, the content right was not the focus of game publishers. Content that generated the players and fans, was free advertising games. But due to the dynamic growth of incomes in the e-sports that can change. In the traditional sports media space and the right to sell the media spread from country to country. The fact that companies like Riot Games possess all rights as the game itself, and the spread in the media, making eSports unnecessarily complex system, which requires reforms.

#5. Traditional media resources.

The last factor, which should pay attention, there is a need for alignment of digital and traditional media dissemination strategies. Yes, it is remarkable that the League of Legends, Dota 2 and Counter-Strike: Global Offensive has huge deck on Twitch and other video hosting sites. But they have a micro representation in potentially more lucrative resources such as TV. And it should change.

Yuri Donchenko