eSports Entrepreneurship Quiz

UnforgettableSun avatar
UnforgettableSun
·
·
Download

Start Quiz

Study Flashcards

12 Questions

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

568,000

What is the projected value of the esports market by 2030?

US$5.74 billion

What percentage increase in revenue did Guild Esports experience in 2022?

137 per cent

What is the primary source of revenue for the esports industry?

Sponsorship

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

It remained steady

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

Relying heavily on sponsorship

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

The decimation of the sporting calendar

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

Covid-19 would be a watershed moment for esports

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

Seeing that appetite reflected in a sustainable business model

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

They have stagnated and incurred major losses

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

The growth of the esports industry

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

Interest in competitive gaming remains high

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.

Make Your Own Quizzes and Flashcards

Convert your notes into interactive study material.

Get started for free

More Quizzes Like This

Use Quizgecko on...
Browser
Browser