Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space

Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space

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Esports: The Complete Guide 17/18: A guide for gamers, teams, organisations and other entities in, or looking to get into the space

This book provides a comprehensive guide on the complex, vast and exciting world of esports, or competitive gaming. According to NewZoo, the gaming industry is expected to generate $108.9 billion by the end of 2017, just on games revenue alone. Therefore it is only natural that we see a competitive element arise from the flames of the global phenomenon.

Although esports has technically been about for over 20 years, it is only in the last 5 that the industry has began to make real waves. Esports is expected to reach a global revenue of over $700 million this year. By 2020, the global revenue is projected to exceed $1.5 billion, particularly as brand investment increases significantly.

The demographics of the esports audience and participants is something that brands simply cannot ignore. Even traditional sports organisations have got into the space, recognising it’s potential. The Philadelphia 76ers and large football clubs, such as Manchester City & PSG, for example, have invested into teams and players. Brands can also invest in events.

Additionally, the variety of key revenue sources that could be tapped into is also huge attraction for investors. Revenue can primarily be generated through sponsorship, advertising, media rights, merchandise and tickets. As esports converges various established industries as it matures, more opportunities within esports will arise.

Understanding this industry is fundamental for anyone wishing to enter the space. This book considers the esports market, the industry, opportunities, challenges, and what the future of esports may look like.

CONTENTS:

CHAPTER 1: BACKGROUND
1.1 Introduction
1.2 What are Esports?
1.3 History of Esports
1.4 Driving Factors

CHAPTER 2: ESPORTS MARKET ECONOMICS
2.1 Overview of the Market
2.2 Market Size & Growth Rate
2.3 Audience Profile
2.4 Market Segmentation
2.5 Revenue Streams
2.6 Regional Analysis
2.7 Direct Advertising & Sponsorship

CHAPTER 3: THE ESPORTS INDUSTRY
3.1 Esports Genres
3.2 Esports Titles
3.3 Game Publishers
3.4 Esports Event Producers
3.5 Esports Teams
3.6 Esports Players
3.7 Esports Viewers
3.8 Esports Competitions
3.9 Brands in Esports: Case Studies & Tips
3.10 Esports Associations
3.11 Esports Media Broadcasters
3.12 Comparison with Traditional Sports
3.13 Esports Betting

CHAPTER 4: REPORTS ON ESPORTS
4.1 The Nielsen Report
4.2 NewZoo Report
4.3 Business Insiders Report

CHAPTER 5: OPPORTUNITIES & CHALLENGES IN ESPORTS
5.1 Opportunities in Esports
5.2 Careers in Esports
5.3 Challenges in Esports

CHAPTER 6: THE FUTURE OF ESPORTS
6.1 Esports – The Next Olympic Sport?
6.2 What Needs to Happen in the Esports Industry
6.3 The Future of Esports

CHAPTER 7: CONCLUSION

CHAPTER 8: INTERGALACTIC GAMING


Technical Specifications

Country
USA
Author
Naeem Shabir
Binding
Kindle Edition
Format
Kindle eBook
IsAdultProduct
NumberOfPages
229
PublicationDate
2017-12-10
ReleaseDate
2017-12-10