eSports Entrepreneurship Quiz
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Questions and Answers

What is the approximate number of viewers who watched the ESL Pro League's season 12 finals in 2020?

  • 568,000 (correct)
  • 700,000
  • 450,000
  • 900,000
  • What is the projected value of the esports market by 2030?

  • US$3.74 billion
  • US$7.74 billion
  • US$5.74 billion (correct)
  • US$9.74 billion
  • What percentage increase in revenue did Guild Esports experience in 2022?

  • 100 per cent
  • 137 per cent (correct)
  • 120 per cent
  • 130 per cent
  • What is the primary source of revenue for the esports industry?

    <p>Sponsorship</p> Signup and view all the answers

    What was the outcome of the post-Covid correction on esports viewership?

    <p>It remained steady</p> Signup and view all the answers

    What is the reason for the pressure on esports organizations to get partners in?

    <p>Relying heavily on sponsorship</p> Signup and view all the answers

    What led to the wider world getting a taste of competitive gaming in 2020?

    <p>The decimation of the sporting calendar</p> Signup and view all the answers

    What was the general consensus from those working in the industry at the height of lockdown?

    <p>Covid-19 would be a watershed moment for esports</p> Signup and view all the answers

    What has been a pressing concern in the esports industry lately?

    <p>Seeing that appetite reflected in a sustainable business model</p> Signup and view all the answers

    What has been the outcome for some franchise leagues in the esports industry?

    <p>They have stagnated and incurred major losses</p> Signup and view all the answers

    What has been the result of the partnership between esports and non-endemic global brands?

    <p>The growth of the esports industry</p> Signup and view all the answers

    What has been the trend in the esports industry, despite the pandemic?

    <p>Interest in competitive gaming remains high</p> Signup and view all the answers

    Study Notes

    Pandemic's Impact on Esports

    • The pandemic introduced many people to esports, with virtual events like Formula One races and Premier League stars competing on FIFA.
    • The exposure raised questions about esports' potential to become a regular part of the global sports conversation and attract a younger fanbase.

    Industry Growth and Challenges

    • Non-endemic global brands have partnered with esports competitions and teams, and an esports organization has listed on the Nasdaq stock exchange.
    • However, some franchise leagues have stagnated, and major losses have been incurred, reflecting the industry's peaks and troughs.

    Viewership and Audience

    • The ESL Pro League, a CS:GO professional esports competition, saw 568,000 viewers watch its season 12 finals in 2020, and has maintained steady audience numbers since.
    • The competition's audience numbers have not returned to pre-pandemic levels, but have retained viewership and attracted new fans.

    Esports Market Value

    • The esports market is projected to reach US$5.74 billion by 2030, but its precise value can be difficult to quantify.

    Mainstream Recognition and Revenue

    • The pandemic brought esports to the forefront, with acknowledgement on main broadcasters like the BBC and Sky.
    • The industry relies heavily on sponsorship, with Guild Esports, co-owned by David Beckham, generating UK£3.2 million (US$3.9 million) from sponsorship in 2022.
    • Brands are becoming more wary of investing in esports, seeking a more sustainable business model.

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