Esports and the Dangers of Serving at the Pleasure…
Informative post on the economics and drivers behind the eSports industry. In summary, looking at it through the lens of IRL sports leagues (e.g. NFL, MLB, NBA, FIFA) is wrong. First, game publishers control everything through their game copyrights so you have to get their blessing to broadcast anything. Second, game publishers view eSports leagues and tournaments as marketing vs. revenue. Their ultimate goal is to expose the game to as many casual gamers as possible so they buy. In addition, income from merch and digital goods is mostly pocket change. However, they need to support this channel and there’s constant gamesmanship (sorry, had to) and jockeying for power. The title is apropos.
Still, excessive expectations aren’t sufficient to explain the struggles in the ecosystem. “If you looked into it, [the number of money-losing teams] is probably closer to 89 percent than 50 percent”, one esports executive told Kotaku. That has nothing to do with valuations or, in a direct sense, money raised. A number of teams have shut down, sold their rights to individual leagues, or otherwise scaled down. This isn’t necessarily bad. The industry is still finding its footing. But it also isn’t how leagues with capped competition and guaranteed revenues are supposed to work. And overall, the operating environment for any esports-based company remains shaky at best and boasts few success stories and myriad failures. To understand why, it’s helpful to start with what an “esports league” is. Most of the problems start from the fact that when you hear “esports league”, you think in terms of physical “sports leagues”.
https://www.matthewball.vc/all/esportsrisks