esports

Sport and Gamification

This report showcases some of the most impactful recent examples of gamified activations employed both in the in-stadium fan experience, and via digital products. It also analyses the world of esports – an industry born out of gamification – and spotlights some of the new work being done to take traditional sports into the virtual world. This report has been produced by Leaders with the support of LFP. The report is free to download and requires a basic set of details. We will not share these details with any third party, but if you’re happy for us to share them with LFP – and LFP alone – then please tick the box where prompted.

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2020 Sports Industry Outlook

Will the sports industry be filled with golden opportunities during an Olympic year? Deloitte’s US sports leader Pete Giorgio gives his play-by-play of the biggest trends shaping up for 2020.n our annual outlook, we’re predicting the trends that we believe will dominate and disrupt the sports industry over the next 12 months. As we look toward 2020, we believe that five trends will have the biggest impact on athletes, team and league executives, and players across the sports ecosystem: ownload the full report or listen to the podcast and see why 2020 promises to be another fast-paced year of thrills, controversies, and surprises throughout the sports industry

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The Esports Ecosystem

Esports and gaming have burst into the mainstream in recent years, transforming from a vibrant niche to a central form of entertainment around the world.While esports may have once stood for a subset of sports culture, it has grown into a full industry in its own right.That shift has been powered by championing from mainstream celebrities like Michael Jordan, Drake, and DJ Marshmello, an increasing amount of coverage from traditional outlets like ESPN, and, at least in part, the breakneck rise of Fortnite.

As competitive gaming cements itself in the popular culture, global investors, brands, media outlets, and consumers are all paying attention. Total esports viewership is expected to grow at a 9% compound annual growth rate (CAGR) between 2019 and 2023, up from 454 million in 2019 to 646 million in 2023, per Business Insider Intelligence estimates. That puts the audience on pace to nearly double over a six-year period, as the 2017 audience stood at 335 million.

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How the eSports Industry Fares Against Traditional Sports

How the eSports Industry Fares Against Traditional Sports

In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today.

The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

It’s no surprise that eSports is often compared to its predecessor, traditional sports. However, eSports certainly has none of the typical confines of a traditional sport—so how does it compare in terms of audience size, market potential, and revenue?

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Electronic Sports Games Sector in Turkey

Electronic Sports, eSports (eSports, Electronic Sports, Competitive Game, Professional Acting, etc.) is called as a new form of sports and it is defined as a new field that is played individually and/or in teams with various game modes by competing over Computer/Console/Mobile platforms.
Electronic Sports have both physical and mental characteristics and are performed in digital/virtual environments. Compared with traditional sports, it doesn’t require huge financial resource in terms of facilities and equipment. It has the opportunity to be played in every part of the world and it is competitive both individually and in teams. Because of all these reasons it is seen as a new generation sports preferred especially by young mass.

Digital games are a primary information product and service developed by cultural workers and aimed at final consumers.

According to the Global Gaming Market Report of 2016; global game industry revenue is 99.6 billion dollars. Mobile game market share is 36.9 billion dollars. Asia-Pacific dominates 47% of the markets. All of China’s global gaming industry is seen to have a one in four. It is estimated that with 6.6 percent annual growth rate Global game market will be 106.5 in 2017; 112.5 in 2018 and $ 118.6 billion in 2019 and the mobile gaming market will reach 52.5 billion dollars. The leader of the $ 3.2 billion global games industry in the Middle East-Africa regional markets is stated to be Turkey.

According to the Turkish Game Sector Report, there are more than 20 thousand Internet/console cafes in Turkey in 2016 and these cafes are visited by more than 7.5 million players every month. There are approximately 29.3 million active players in Turkey and these players devote seventy percent of the time they spend at the PC to the games. When we look at the total time spent on the games, Turkey is the third following Poland and Russia.

In Turkey the total revenue from games is 755 million dollars. This amount appears to be 464 million dollars in 2015. 332,5 million of the total revenue was derived from mobile games and the rest was from pc/console games.

The eSports industry, one of the most important parts of the gaming industry in Turkey, continued to grow in 2016. Big clubs like Galatasaray, Beşiktaş and Fenerbahçe joined to the existing eSports teams as well. Increasingly, even development companies are locating in cities where other advantages are outweighing the locational costs.

In this study with the aim of describing electronic sport games in Turkey: The appearance of the Turkish electronic gaming industry from the global industry has been evaluated by using “Documentation method” and using the economic statistics and reports. Presentation: XVII IASE GENERAL ASSEMBLY & INTERNATIONAL CONFERENCEIN SPORT ECONOMICS, November 7-9, 2017 Shanghai, China

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SPORTS INDUSTRY ‘UNDERGOING MORE DISRUPTION THAN EVER’, SAYS PWC.

The global sports industry is ‘undergoing more disruption than ever’ as a result of ongoing shifts in media consumption, the emergence of new technologies and a rapidly evolving sponsorship market, according to the 2017 edition of PwC’s annual Sports Survey.

The recent report published by the professional services firm, shines a spotlight on many of the trends and innovations permeating sport globally, with a particular focus on the latest developments in technology, media consumption and distribution.

According to the report, which is based on an online survey of 189 sports industry stakeholders and which was conducted between May and June of this year, the industry’s growth rate will slow down by over 32 per cent in the coming three to five years – although it is predicted that the industry will grow by an average of 6.4 per cent over the same period.

This trend perhaps reflects the ongoing rise of over-the-top (OTT) streaming solutions ‘across a variety of private platforms, in particular social media, and media consumption trending towards mobile, bite-sized and on-demand content’, the report says.

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