Sport Marketing's Esports Shift in Germany
Sport Marketing's Esports Shift in Germany
from Germany
Kramer, K., Wagner, D., & Scheck, B. (2021). Reaping the digital dividend? Sport marketing’s
move into esports: insights from Germany. European Journal of International Management,
Reaping the digital dividend? Sport marketing’s move into esports: insights from
Germany
Abstract: This article analyses the role of esports for sponsors and sport clubs in the context of
their marketing activities. We start by positioning esports in the domain of sport technology,
innovation, and entrepreneurship. Then, we examine foundations of the esports industry, including
an analysis of the most relevant stakeholders in the ecosystem, and outline potential links to digital
marketing. We interviewed nine experts, representing distinct sport clubs, sponsors and consulting
agencies from Germany, with the aim of generating specific knowledge about characteristics of
sponsoring and marketing operations in the gaming industry, including reasons for entry, choosing
of success, prevailing risks as well as future perspectives of the industry. In writing this paper, we
contribute to a better understanding of the nascent field of esports, specifically from a digital
marketing perspective. A central contribution of the study is the illustration of esports’ value for
sport marketers, while shedding light on how digital marketing potential can be leveraged on an
operational level. Based on our findings, we present several recommendations for sport marketing
managers to jump-start their esports engagement and provide an agenda for future research at the
Keywords: esports industry; digital sports; sport marketing; content marketing; digital marketing;
sport sponsoring; competitive gaming; sport clubs; marketing activation; esports ecosystem;
Introduction
innovation are major drivers of transformation processes. As a result, many companies are working
to establish digital strategies that lead them into a more digital future (Bharadwaj et al., 2013).
Marketing’s prominent role in this endeavour is no coincidence, since customer experience is often
The abundance of digital customer data generates fundamentally novel opportunities to reach out
to and interact with consumers, particularly with help of customised or user-generated content
(Rogers, 2016).
The sport business is no exception (Ratten, 2011, 2019; Ströbel et al., forthcoming).
Nielsen, a market research company, conducted a study with executives to identify global sport
trends in 2018, emphasising the overall impact of digitalisation on the sport industry (Lovett, 2018).
The study’s results point to a prevailing transformation of sponsorship and the disruption of
distributors as well as an increasing focus on digital media exposure for sport organisations in
order to stay relevant. Content is king, the study concludes, since organisations are forced to
implement new ways to reach target audiences through digital services and technologies. The
study’s final trend – and the most visible synthesis of digitalisation and sport – is the evolution of
esports or, in simple terms, the industry of playing video games professionally (Lovett, 2018).
Esports has become a global phenomenon, having evolved into a spectator sport of
international scope and garnering recognition as an official part of the sport and entertainment
business. The sector attracts a rising number of renowned investors, sport clubs, and companies
that enrich the industry with capital and business expertise, accelerating the growth of awareness,
revenue and professionalisation (Adams et al., 2019; Scholz, 2019). To illustrate this point: In
REAPING THE DIGITAL DIVIDEND? 4
2019, the global fan base of esports is estimated to encompass 454 million people (Pannekeet,
2019), the League of Legends World Championships were streamed online for almost 140 million
hours (Esports Charts, 2019), and the Intel Extreme Masters in Katowice drew over 174,000 live
In a recent review, Funk et al. (2018, p. 12) encourage sport practitioners and sport
management academics to “devote increased attention to esports and embrace its commercial,
educational, and research potential”. Esports’ digital origin inherently implies the utilisation of
digital tools, which provides potential synergy effects for the digital marketing efforts of sport
organisations (Cunningham et al., 2018). According to Michael Heina, Nielsen’s head of esports
in Germany, “the interest in esports among most decision-makers is now certainly over 90%. But
when it comes to important details, the level of knowledge is often still very superficial” (Eberhardt,
2018). Thus, while it is clear that esports “should be attended (to) by marketers … the question
arises how” this should be done (Hallmann & Giel, 2018, p. 18).
Addressing this gap, our paper deals with the questions of why organisations should engage
in esports and how they should design their esports strategy to reach marketing objectives. This is
important because many sport marketers are currently unsure about how to respond to the
development in esports, i.e. whether to enter the field or not and, if so, how they may do so. In
order to answer these questions, we collected interview data from nine experts in the esports
industry. Our paper is the first to provide a multi-stakeholder view of digital marketing in the
domain of esports. A central contribution of the study is the illustration of esports’ value for sport
marketers, while shedding light on how digital marketing can be leveraged on an operational level.
Germany “is the largest European esports market and [furthermore] considered one of the
most significant markets worldwide” (Arkenberg et al., 2018, p. 7). A considerable number of
REAPING THE DIGITAL DIVIDEND? 5
globally recognised esports entities are based in Germany, including the world’s largest event
organiser, ESL, the renowned team SK Gaming, the worlds’ largest gaming convention,
GamesCom, and the headquarters of Riot Games’ European top League of Legends Championship,
LEC. Against this background, the country surely provides an interesting setting for the study of
The paper is positioned in the domain of sport technology, innovation and entrepreneurship.
status quo, and an overview of the basic characteristics of the industry, the foundations of digital
marketing are depicted with a focus on the critical aspects regarding esports. The empirical
investigation is described in Section 3 and the studies’ results are presented in Section 4. Section
5 discusses the findings of the interviews, followed by Section 6 on theoretical and managerial
implications as well as limitations and implications for further research. Section 7 concludes the
Theoretical Background
In order to initiate technological innovations, sport organisations need some degree of creativity
and dedication. Innovations can occur in a variety of ways, from incremental to radical shifts. In a
rapidly changing global business environment, innovation and change are fundamental foci of
sport. As competition increases, it is through innovation and entrepreneurial spirit that sport
organisations will evolve to gain competitive advantage. Optimised scouting analysis, improved
injury prevention or tailor-made targeting of new audiences are just some benefits of implementing
REAPING THE DIGITAL DIVIDEND? 6
new technologies, but “despite the practical usage of technological innovation in sport, the
There is great potential for both research and practice to better understand various attributes
of innovation in sports. Innovation is changing the way sport is practiced and how people connect
with sport. Therefore, sport may be considered an entrepreneurial process in which innovation and
change are key elements. The rapidly growing and developing sport marketing discipline is an
activities. Thus, the ability to innovate is a core requirement in sport, as it enables renewal and
change by optimising the status quo and encouraging new sports to develop (Ratten, 2011).
“Like anything that we currently use, all artefacts used in sports (and even sports
themselves) needed to be invented and implemented at some point in time” (Bogers, 2018, p. VIII).
In this paper, we will focus on the invention and implementation of a new type of sport, i.e. the
Esports
The origin of esports can be traced back to the year 1972 and the game Space Wars!, when Stanford
University held a tournament and distributed prizes to the winners (Baker, 2016). The emergence
of broadband internet and the founding of the first associations and teams during the 1990s were
critical milestones for the development of the esports industry. The entry of the streaming platform
Twitch in 2011 set the basis for the evolution as a spectator sport (Billings & Hou, 2019; Scholz,
2019). First studies show that spectator motives for esports and traditional sport seem to be
consistent (Pizzo et al., 2018; Shaw et al., 2019). The preliminary peak of interest was reached in
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2019, when the League of Legends World Championships were streamed online for almost 140
Wagner (2006, p. 3), in one of the oldest accounts of the term, defines esports as “activities
in which people develop and train mental or physical abilities in the use of information and
communication technologies”. The main difference to traditional definitions of sport is the shift
from physical to mental activities. Going forward, we should expect that “the activities we will
accept as sport disciplines will change as our value system changes … due to technological
progress … The emergence of esports can thus be interpreted as a logical and irreversible
consequence of the transition from an industrial society to the information and communication-
based society of today” (Wagner, 2006, p. 2). According to the future scenarios of esports
described by Jonasson & Thiborg (2010), this statement reflects scenario two, where esport is part
of the hegemony of sport. However, the previous definition misses the competitive character of
esports and its differentiation from casual gaming. The demarcation between these terms is
sometimes blurred due to a lack of official association structures and reliable definitions, but it is
absolutely essential to consider. In simple terms, gaming is about the hobby of playing video games
and esports is the professional part with official tournaments, an advanced infrastructure, and cash
prizes (Adams et al., 2019; Reitman et al., 2019). Nevertheless, the gaming community and the
professional esports community interact with and feed each other, which has important
repercussions for the (digital) marketing of esports. Owing to similar characteristics, i.e. teams,
leagues, tactics, among other things, a comparison with the term sport appears obvious, although
discussions whether esports may be considered a sport are still ongoing (for some detailed
discussions, see Bowman & Cranmer, 2019; Hallmann & Giel, 2018; Heere, 2018). While this
discussion is important, Heere (2018, p. 21) highlights that “regardless of whether esports qualify
REAPING THE DIGITAL DIVIDEND? 8
as sports, the activity of professional gaming should be examined in sport management because
they are a manifestation of sportification. Scholars should embrace esports and examine their
phenomenon, but in reality, there are two unequal gaming cultures, distinguished by the Eastern
and Western value systems (Wagner, 2006). The Eastern gaming culture represents the main driver
of the industry, since online multiplayer gaming first spread out pervasively especially in South
Korea and China in the course of the 90s. Furthermore, Asia will be the first continent to integrate
esports as an official medal sport in the Continental Games in 2022 (Graham, 2017). Just before
the next Olympic Games in Tokyo will start, the International Olympic Committee is planning to
hold an esports tournament in the disciplines Rocket League and Streetfighter V in collaboration
Esports in Western culture is not as well accepted by society, but it is receiving more and
more attention, which can be seen in rising viewership and revenue figures as well as the founding
established, as stated in the “Berlin Declaration” (ESBD, 2019). Esports has also been included in
the German government’s most recent coalition agreement, paving the way for it to become an
official sport (ESBD, 2018). A rising number of global events have attempted to bring the Eastern
and Western cultures closer together, but different consumer needs impede true unity; thus, the
gaming cultures “remain largely separated and seem to develop almost independently. his,
however, is not unlike the situation in traditional sports, where different cultures prefer different
Esports genres and disciplines differ in many respects, as they are characterised by individual
subject matter, gameplay, tone, publishers and communities. Esports genres may be considered
classes of games, such as shooters, strategy and sport simulations, and disciplines (=games), such
as Formula 1 or Need for Speed within racing. Each genre again has a number of sub-genres, such
According to Taylor (2012, p. 165), the categorisation of “esports is not based on a single sport.
There are games that come and go, you can base it on genres of games”, while each genre is
governed by different rules and communities. Fans in Western core markets followed between two
and three genres and around five individual games in Pike & Master (2017). The main genres and
The key figures for the individual games are not stable for long, since rapid evolution,
destruction and up-and-down development for games exists due to fast technological development.
Game titles influence each other, especially if they have similar gameplay. In other words, the
publication of a new game title in an existing genre may have adverse effects on incumbent titles
in the same genre. The most popular disciplines, or game titles, are measured in terms of
participation, prize pool, and spectator interaction and can be classified into so-called tiers. The
three dominant titles, League of Legends, Defense of the Ancient II, and Counter Strike: Global
Offensive, all belong to tier 1, which is characterised by more than 8 million monthly active users,
an annual prize pool exceeding 5 million US Dollars and more than 20 million monthly hours
watched (Hana, 2017). Generally speaking, sport-themed games represent only a small fraction of
the overall esports industry in terms of players and viewership, but they are more compatible with
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the broader society, as their similarity with physical sports simplifies an understanding of the
gameplay.
Figure 1 Major esports genres, sub-genres and disciplines (adapted from Hilgers, 2020)
While genre-specific publications are urgently needed to advance the field of esports,
Rogers (2019), for example, has dedicated an entire section in his book to this topic, shedding light
on sports video games, the Formula 1 esports series and Counter Strike. The sport-themed genre
seems an intuitive fit for many sport organisations, particularly when they consider getting into
esports. Strategically and theoretically speaking, however, it may be worthwhile observing how
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traditional sporting organisations are diversifying and venturing into more distanced genres and
markets, a good example of which is the move of Schalke 04, a traditional German soccer club,
into the esports discipline League of Legends, which belongs to a sub-genre of strategy games
called Multiplayer Online Battle Arena, or MOBA (Schmidt & Holzmayer, 2018). Such moves
constitute initiatives of incremental and radical change, to retain Ratten’s (2019) notion of sports
To sum up, the esports industry is made up of distinct genres, sub-genres and disciplines,
with different degrees of institutionalisation and acceptance in society (Abanazir, 2019). However,
the full esports ecosystem is even more complex and requires a separate discussion of the central
stakeholders.
Esports infrastructure lacks transparency and simplicity because the variety of distinct
competitions within each discipline and the overlapping activities of organisations involved in the
gaming industry impede a comprehensible and logical tournament structure (Funk et al., 2018).
The publishers represent a core stakeholder of the industry; through developing, designing,
distributing and marketing video games, they are the origin of all esports-related content. Some
game developers (e.g. Riot Games or Valve) even organise their own esports competitions,
produce coverage, and commercialise rights. Furthermore, they license their products and sell
these rights to external tournaments, leagues, and event organisers, like the Electronic Sports
League, which run competitions and therefore act as cornerstones of the tournament system. These
companies are fundamentally involved in the competition environment through fostering regulated
tournament structures and delivering esports content for broadcasters and media platforms. The
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broadcasters (e.g. Twitch, Mixer, ESPN or YouTube Gaming) buy media rights, stream live
coverage, and display esports events or additional gaming related content, often without requiring
a subscription fee.
Teams and players provide the major reasons why people follow esports – especially for
their emotional core, star appeal, and gaming skills. Typical teams consist of multiple squads
competing under a unified brand in diverse disciplines from distinct genres. For example, the
German team SK Gaming has around 30 players in the disciplines League of Legends, FIFA,
Hearthstone & Smite, to name a few (SK Gaming, 2019). The key personnel for each team are the
players, since they are pivotal for competitive success and the generation of viewership in
streaming sessions. A special form of gamers are influencers, who own a big fan base on their
social channels due to their talents at entertaining, in addition to their gaming skill. Sponsors and
advertisers are the central drivers of monetisation and hence professionalisation of the scene, since
they provide 82 % of the industry’s revenue (Pannekeet, 2019). Advertising companies are often
distinguished by their status as endemic or non-endemic nature (Fullerton & Merz, 2008).
Technology companies (e.g. Intel) were considered non-endemic for traditional sport, yet are
considered endemic for esports, as they are contributing to the performance of esports athletes,
thus presenting an opportunity for technology firms to become naturally associated with gaming
and esports, something that was not possible in the past. Fans follow individual players, teams,
events or games via broadcasters and are exposed to advertisements for merchandise, online
subscriptions, tickets etc. The followers are highly engaged in online settings and take part in
dialogues with other stakeholders due to esports’ interactive character. Agencies and start-ups
provide specific expertise in various dimensions, such as content creation or data tracking, and
therefore fill knowledge gaps in organisations. For a deeper comprehension and a more
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sophisticated overview, we recommend the Catalyst stakeholder analysis (Catalyst Sport, 2017).
Although it may be costly in terms of time and effort to fully comprehend the complex and growing
esports ecosystem, prior research in the sport domain has shown that identifying more relevant
stakeholders – both nationally and internationally – increases firm performance (Yu et al., 2015).
It is telling that in a recent special issue on contemporary issues in sport marketing, the editorial
starts with a reference to the “blooming esport industry” (Manoli, 2018, p. 1), yet the special issue
does not include a single paper on it. Even digital marketing is represented by just one article on
digital fan engagement via social media (Vale & Fernandes, 2018). Strikingly, there is a natural
connection between esports and digital marketing. The digital nature of esports implies that many
athletes are accustomed to the use of online tools – and so is the audience. On the other hand, the
way esports content is created and consumed – also by a non-professional gaming community –
can fruitfully be leveraged by digital marketers and complements many of today’s online
younger audiences, which esports manages to do well. Overall, there is significant potential for
sport marketers and researchers to dive into and connect to the growing esports industry. As the
future of marketing is digital (Busca & Bertrandias, 2020; Kannan & Li, 2017), so is the future of
sport marketing.
The evolution of new media on the internet has reduced the effectiveness of traditional
marketing, since nowadays the “outreach to marketers and other sources of information is much
more likely to shape [consumers’] ensuing choices than marketers’ push to persuade them”
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(Edelman, 2010, S. 62). Thus, marketers need to set more focus on driving advocacy by investing
in sales enablement and creation as well as management of content in new touchpoints, rather than
spending capital mainly on paid media. In this context, the term digital inbound marketing plays a
critical role, as it “represents the process of reaching and converting qualified consumers by
creating and pursuing organic tactics in online settings” (Opreana & Vinerean, 2015, p. 30), based
on practices such as social media marketing or search engine marketing. The method overcomes
valuable relationships with consumers. In the sport management literature, a number of studies
have used the relationship marketing paradigm to investigate online interactions to enhance the
relationships between clubs and fans (e.g. Abeza et al., 2013, 2017a, 2017b, 2017c). Most of this
relationship-building happens through the distribution of tailored content to fans and personal
exchanges with them, thus through content marketing. A key objective of sport marketers is to
increase fan engagement on social media (Agrawal et al., 2018; Vale & Fernandes, 2018) and the
create high-quality customised content tailored to the desired audience. Unfiltered user sentiments
creation relative to user interests and, in the best case, transform users into online brand advocates
who naturally create and share content, and connect to the brand (Opreana & Vinerean, 2015).
Returning to the results of the Nielsen executive survey (Lovett, 2018) mentioned earlier, “content
is king” and probably the most important element of digital inbound marketing.
distributing valuable, relevant and consistent content to attract and maintain a clearly defined
audience and, ultimately, to result in a profitable action of the client for the business” (Content
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Marketing Institute, 2015). In this manner, organisations can increase brand awareness and
sympathy without intrusively advertising products or services. Pivotal aspects that influence the
choice of content topics are marketing objectives, target audience, business environment, and
corporate values (Patrutiu-Baltes, 2016). However, people “are bombarded with so much content
these days (…) that [they] simply do not have time for bland, meaningless, corporate marketing-
agency nonsense” (Jones, 2018). Thus, the selection of relevant content and its appropriate
marketing is the company Red Bull, which is shaping the brand perception far beyond its core
product of energy drinks by representing the company’s values via relevant topics for its young
target group, such as extreme sports, music festivals or esports (Kunz et al., 2016).
audience, which is highly interactive and engaged in the online environment (Eberhardt, 2018).
The global fan base is estimated to encompass 454 million people in 2019, with rising future
potential. Awareness and audience figures are increasing particularly in emerging markets due to
generations will further drive audience growth (Pannekeet, 2019). Another market study finds the
target group to be largely male, young, well educated, and affluent (Buckle & Mander, 2018).
Thus, this audience represents a highly relevant target group for marketers, as gamers are
increasingly difficult to reach because their media usage diverges dramatically from traditional
communication channels, such as television or radio. “For many businesses in media and
entertainment, esports offers a way to reach a demographic that’s been increasingly beyond their
grasp” (Arkenberg et al., 2018, p. 3). A further indicator for the continuing success story of esports
REAPING THE DIGITAL DIVIDEND? 16
is the increasing interest of the broader society, as every third esports fan in core markets of the
Western gaming culture became interested in the year 2017 (Lovett, 2018).
When considering online communication and content creation in the gaming environment,
the focus lies on the internet presences of stakeholders. Websites intend to inform and transmit
individual information about league, event, team and player operations, and performances. Most
stakeholders position themselves on social media, such as Instagram or Twitter, in order to inform
followers about recent developments, for marketing activities, or solely to entertain fans with
exciting content. Additionally, streaming has become an integral carrier of media content and live
interaction, resulting in its “significant role in esports’ exponential growth as a new form of
entertainment” (Brathwaite, 2018). Not only do the operators of major events use streaming to
broadcast their events, but also an increasing number of casual gamers streams private gaming
sessions. Thus, content platforms, such as Twitch and YouTube are fundamentally important for
marketing delivery in the esports industry. At this point, it is important to note that non-official
esports content represents by far the largest amount of gaming consumption (Pannekeet, 2019).
However, this fact represents a huge opportunity for sport marketers, as casual gamers may be
converted into esports fans and, finally, into esports athletes. Ultimately, extraordinary visitor
numbers at esports events create an attractive offline marketing channel as well (Jenny et al., 2018).
Esports offer not only a strongly involved audience but also novel opportunities for
esports as an entertainment business and a growing sponsoring arena, advertising companies and
traditional sport clubs lack internal expertise to efficiently leverage the benefits offered by each
Methodology
Interview process
The method we chose for the empirical investigation is the qualitative expert interview, which
measures and examines the world of specialists with shared knowledge and thus enables the
collection of specific data (Gläser & Laudel, 2010). We developed semistructured interviews,
which are characterised by prepared, consistent and systematic questioning derived from key
research themes, regularly interjected with individually tailored questions in order to leverage
more detailed and sophisticated information concerning individual processes in the interview
partner’s business environment (Alvesson, 2003). Understanding the knowledge of interior and
exterior reality is critical to our research topic. Owing the distinct organisations and interviewee
positions, some questions thus had to be individually constructed for each interview.
The interview guide for the interviews consists of six thematic sections, which contains
similar questions in order to enable comparisons about a specific research area. The first section
examines esports’ impact on a brand and discussed main objectives of a potential market entry into
the esports industry. The second section deals with advertising mediums of each stakeholder group
and addressed relevant communication channels. The third section is about developing and
measurement methods for determining the success of the chosen marketing approach. The fifth
section covers the industry’s central risks, with the objective of determining the most important
evaluation approaches and challenges. The last section deals with the industry’s future perspective
Expert selection
The selection of appropriate interview partners is the most important element in conducting
define what constitutes an expert. Gläser & Laudel (2010) emphasise the specific role of the
interviewee as a source of specialist knowledge on the factual circumstances of the research topic.
Therefore, employees of organisations involved in the esports environment were consulted in order
to answer key questions concerning the research topics. The selection reflects different
stakeholders in the market in order to allow for triangulation and validation of results (Denzin,
1978). The interviewees organisations were selected based on their role as a sponsor, sport club,
or consulting agency in Germany, representing varied views on the topic from a marketing
perspective. Sport clubs were selected in basketball, soccer, and esports. Sponsoring companies
were determined by their status as endemic or non-endemic company (Fullerton & Merz, 2008)
and integration form, and agencies were selected regarding their field of consulting. Furthermore,
the selection of appropriate experts within the organisation was aligned with the paper’s core topic
of marketing. The network of the authors served as a starting point; a snowball approach was taken
as the interviews were conducted in order to identify further candidates. The final interview
partners are listed in Table 1, including their positions and organisations. The interviews were
conducted between 28 September 2018 and 25 January 2019 and lasted between 40 and 50 minutes.
The conversations were conducted by telephone, were digitally recorded and transcribed
afterwards.
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Data Analysis
The evaluation procedure is based on Gläser & Laudel’s (2010) approach of qualitative content
empirical details from the conversations. Qualitative content analysis treats the text to be evaluated
as material that contains the data and follows the individual steps of extraction, preparation, and
evaluation of the data. The extraction of the information was conducted by using the software
REAPING THE DIGITAL DIVIDEND? 20
MAXQDA 11 (Silver & Lewins, 2014), which provides options to create and manage a category
system with codes and sub-codes. The conception of a closed system of categories is an essential
element in order to identify facts and causal mechanisms. Based on the interview guide, we
designed six different codes with multiple sub-codes in order to acquire meaningful information.
The interviews were analysed and coded, and we assigned specific text passages to the related
thematic categories. Extraction of information from interview texts and their allocation to
designated categories goes along with interpretation and, therefore, overlapping expressions were
included in the respective categories (Gläser & Laudel, 2010). The next step of preparation
included the ordering of scattered information, removal of redundant expressions, and grammatical
as well as linguistic adjustments, during which the central objective is the optimisation of data
quality in order to ensure that the information base resulting from the extraction process contains
all information relevant for answering the research questions. The main objective of the evaluation
is providing meaningful expressions and answers to the empirical questions, and, therefore, the six
themes were pivotal for the structure of the evaluation. A search grid in shape of a category system
was derived from these research areas and preliminary theoretical considerations. The results of
the data analysis delivered the required information in order to present and discuss essential aspects
Findings
“Esports is not a panacea for every problem in the communication of a company” (Interviewee 7)
but “the next step to reach the coming young generations” (Interviewee 3). All interviewees
mentioned the utilisation of esports as a communication tool to reach a young target group. As
REAPING THE DIGITAL DIVIDEND? 21
Interviewee 4 put it, “[the] approach was to dock our marketing communication via sponsoring,
(…) that means we built a whole youth campaign around this sponsorship”. Involvement in the
industry enables the possibility to create a new brand image in a novel and rapidly growing
The reasons and objectives for starting an esports engagement varied between the
interviewees, but are all related to the attractive demography of the target group within the industry.
The esports audience is a heterogeneous group characterised by different game attractions, but also
mainly male, between 15 years old and 35 years old, well educated, affluent and thus “has
everything you want as a sponsor” (Interviewee 1). They are in general grateful to new sponsors,
as they are aware that these companies shape their passion and pave the way for esports’ future
assessments point out that it can be assumed that esports fans are technology savvy, highly active
Although the specific objectives for the target audience differ among the stakeholders, they
can be grouped into three overarching goals: increasing brand awareness, image and sympathy.
Non-endemic sponsors aim for the ultimate goal of increasing sales, whereas employer branding
can be the “main mission and vision behind investment in esports” for endemic sponsors
(Interviewee 5). Increasing customer loyalty was stated as a goal by multiple interviewees, and
winning new fans for the core product is a central aspect for traditional sport clubs.
Branded content is a keyword and an opportunity for companies that are not renowned for
innovative communication strategies or exciting products, as it enables a way “to make the brand
shine in a completely different light” (Interviewee 7). Furthermore, esports was viewed as an
REAPING THE DIGITAL DIVIDEND? 22
attractive marketing environment, because it is not yet a cultivated field and opens great
which means that the monetisation possibilities are similar” as the common revenue streams
include the sale of sponsoring rights, tickets, hospitality and ecommerce items (Interviewee 2).
The major marketing media are generally characterised by one of the three cornerstones: branding
space on jerseys, perimeters or online slots, content creation plus distribution, and
Each stakeholder owns individual rights and can offer different marketing packages that
define the potential advertising medium. Teams and players offer brand exposure via classic logo
placement on their jersey and online presences, and integration of promotional content in
streaming sessions. Other ways to deliver marketing measures include utilising players as
testimonials, advertising rights with the team or player’s brand logo, product integration of
Event organisers and leagues offer name placement, perimeter advertising, exclusive
optional rights packages, and showcasing of brands around esports competitions. Sponsors receive
“preservation of branding space at events, e.g. stage branding or in the entrance area, which is
provided exclusively to the main sponsor. Further marketing areas are created on the online
platforms”, whereas especially the digital media exposure on streaming platforms generate high
reach and awareness (Interviewee 4). The inclusion of video ads, brand staging and in-game
banners provide overall presence during the tournaments and is therefore highly valuable for
REAPING THE DIGITAL DIVIDEND? 23
interested sponsors. Furthermore, the inclusion of on-site activities delivers branding space, booth
integration and further activation options to get in touch with visitors of events and competitions.
omnipresent in the game” and is extremely interesting due to permanent brand or logo presence
by marking weapons, buildings, shirts of characters or other perimeters in games, which are played
by emotionally involved customers (Interviewee 2). These marketing areas can either be filled with
geolocation, based on the IP-address of the user. Additional marketing media are similar to those
available to event organisers and include dedicated branding space on-site at events and online
opportunities for brands to improve the viewing experience due to the broadcaster’s interactive
characteristics and high frequency of visitors. Broadcaster sponsoring encompasses the allocation
of screen space, influencers or even entire channels, since these platforms offer slots in streams
All interviewees emphasised the importance of digital marketing due to the extensive
online user base, as “it is mainly the digital channels the target audience uses” (Interviewee 2). The
creation of good digital marketing is therefore necessary for a successful esports integration,
because “the more creative your content, the more reach you get, the cooler gets your brand image
and the more interesting you become for potential partners, players and fans” (Interviewee 7).
The most important communication channels in the industry are the streaming platforms
Twitch, YouTube Gaming and Mixer, since they “broadcast the games, competitions and highlights”
REAPING THE DIGITAL DIVIDEND? 24
(Interviewee 2). Besides these online platforms, linear TV channels are constantly increasing their
investment in esports media rights and enable content delivery to a broader mass audience. For
classic social network applications, “Instagram and Twitter are the cornerstones without which
nothing really works” (Interviewee 9). However, “interacting with a brand on Twitter is difficult,
because it is more of a text medium” (Interviewee 7); that’s why in terms of interaction rate,
especially Instagram and TikTok work extremely well, due to more creative options to develop
exciting marketing campaigns. However, it is of utmost importance to consider that the reach,
conversion and impact of the channel depends on the discipline – e.g. FIFA 20 works very well on
In general, it is not necessarily required to be the fanciest brand or most successful team in order
to produce far-reaching marketing, as “it is maybe the funniest team that has the hottest content on
social media and gains the broadest reach” (Interviewee 1). Marketing in esports “is not about
achieving a presence solely for the sake of presence, but rather of actually offering authentic added
value for the community” (Interviewee 5). Generating added value requires designing marketing
activities based on the target audiences’ wants and needs, as esports’ individual game communities
are characterised by distinct follower interests and affiliations (Interviewee 9). Furthermore, the
approach due to an abundance of customer data (Interviewee 1). Therefore, the importance of
individually tailored and target-group specific design and implementation of marketing activities
tournaments or produced videos and tools besides the common logo and content utilisation partners
in order to communicate and interact with their desired audience. Concerning channel creation,
one organisation built a YouTube channel “not only to reach esports fans, but also […] mainstream
gamers by broadcasting a regular series about recent happenings in the gaming world”
(Interviewee 6). The interviewees mentioned the importance of collaborative creation and
production of informational and entertaining videos. Companies can produce videos in order to
advertise products or employ gamification elements, e.g. “athletes present a few products (…) and
try to go in the direction of consulting” in order to emphasise the organisation’s esports affiliation
and expertise in selling technological devices relevant for the gaming industry (Interviewee 6).
“Traditional sport clubs focus on interfaces with the professional sport team, since a joint activation
offers great chances to produce cool content” (Interviewee 7). The videos produced can be digitally
displayed on various platforms and offer authentic and natural storytelling by integrating partners
in the spots.
Thus, natural content creation and authentic storytelling by partners, i.e. players, teams,
publishers or event organisers, was stated as extremely valuable, because it proves and emphasises
the gaming affinity of the organisation. For endemic companies, it is beneficial to stage the gaming
team with everything associated with PCs and gaming, and to disseminate that content via the web
(Interviewee 6). The description of the generated added value from a partner and authentic brand
integration within sponsorships “is super valuable, because the fan sees that we have done
something here – namely cool analyses in DOTA II” (Interviewee 5). The communication of
marketing content via partner platforms is essential, because “in most cases the authenticity, weight
REAPING THE DIGITAL DIVIDEND? 26
and reach come through the partner channels” (Interviewee 5). Traditional sport clubs rely on their
esports athletes concerning their gaming communication, because the players have more
subscriptions than the club and generate high reach by linking and sharing their content
(Interviewee 8). In general, “esports does not get much traction in mass media, so consumers are
use pictures and videos rather than text, because “the mix of moving images and esports works
extremely well” (Interviewee 7). It is also essential to adapt the content to the language and tone
of the community (e.g. special attack – “ulti”). Each esports discipline has individual game-
specific memes or inside jokes that have become intrinsic to the community. Through authentic
and humorous implementation of these references, brands can intensify their communication
Measurement of success
According to the experts’ statements, general measurement methods are the sale of digital rights,
tracking of digital media exposure, and sentiments in online settings, particularly on social media
– with the help of specific tools, which provide metrics such as reach, interaction or engagement
rates. An easy way to measure digital communication is the sale of digital rights, such as online
perimeters and slots, or licenses that are directly monetised (Interviewee 2). Additionally, the
impact of esports on the sale of articles in the ecommerce area can be measured by monitoring
“how many products were sold via the gaming link” (Interviewee 6). In order to track brand
exposure in digital media, some experts mentioned using the tools and calculation procedure
REAPING THE DIGITAL DIVIDEND? 27
provided by Newzoo & Nielsen, which are analysing performance-data metrics, such as channel
followers or average concurrent viewers across the essential esports platforms. It provides “a
holistic view of how players and fans are consuming and engaging with streaming content” (Cohen,
2018). Monitoring community pages and the social news aggregator Reddit is essential, “because
you get the unfiltered truth about the perception of organisations in the corresponding target group”
(Interviewee 5). Furthermore, some organisations run market research in order to evaluate the
development of their brand image and the “annual development of target group, age, gender etc.”
(Interviewee 6). Interviewee 5 predicted that metrics will certainly exist at some point in the future
to measure the impact of esports commitment on the recruiting success, implying that employer
branding, i.e. marketing of the employer to potential employees, is another central issue of an
esports engagement.
Prevailing risks
If a marketing measure is seen as faked, it might cause image problems within the community,
which can grow to a viral shit storm. Therefore, multiple experts emphasised that classic marketing
activities of “clumsy product and logo placement simply do not work in esports” particularly for
non-endemic partners (Interviewee 6). It symbolises the risk of losing authenticity and credibility,
which is highly important to consider in order to build a valuable relationship with the community.
Non-endemic brands “should be careful when trying to place a product that is not necessarily
suitable” (Interviewee 4) to the target group, as their services do not naturally overlap with interest
fields of esports enthusiasts. In contrast, the product placement of peripheral partners can be
integrated authentically, as they equip partners with necessary gear that can be naturally presented
REAPING THE DIGITAL DIVIDEND? 28
in tournaments and live streams, generating further added value for the gaming community
(Interviewee 9).
environment causes major risks for organisations. For example, the community interacts via online
channels and feedback is spreading rapidly, which “can develop a dynamic that you cannot stop
afterwards” (Interviewee 4). Another issue with the exorbitant pace within the industry is the rising
entry of new brands, which brings the necessity for sponsors to “secure and maintain certain
exclusive rights in order to remain visible or to select areas that can be used independently and
intelligently” (Interviewee 4). Furthermore, the rapid release of new games also causes rapidly
changing numbers of active users and spectators, since new games (especially the ones in the same
genre) compete for the attention of professional athletes and leisure gamers. For example, “Fortnite
has shot up incredibly fast [and now] Call of Duty Black Ops has added a Battle Royal mode (…)
or Pokemon GO had 50 million users in Germany within 19 days and is dead now” (Interviewee
1).
The interviewees furthermore mentioned the opaque tournament structure, as the industry
is a “newly emerging market that is still very unsorted and constantly produces new competition
formats” (Interviewee 8). This leads to problems in understanding the structure and significance
Future perspective
transparent competition infrastructure as major issues influencing the future of esports. Foremost,
the global spreading of internet-enabled devices and faster internet connections, particularly in
emerging and developing countries, implies that the mere dissemination of games will lead to an
enormous increase in user numbers, viewership and revenue, and opens huge unexploited potential
(Interviewee 9).
esports increasingly interactively (Interviewee 3). Furthermore, digital innovation will optimise
technologies that enhance the experience of esports, whereas artificial intelligence in particular
“will help to raise the games in the esports area to entirely different levels” (Interviewee 7). Virtual
and augmented reality will constantly enhance the connection with traditional sport by interlacing
virtual games with physical elements, further enabling possibilities to include disabled people in
professional tournaments, for example (Interviewee 7). However, most experts think that the “core
of esports will stay the same as gamers continue to sit in front of computers (…) because it is the
raw form of esports. The only field with extreme potential in the short run is mobile gaming”
(Interviewee 9). The evolution of mobile gaming will shape the industry, since “especially in
developing countries, such as China, Indonesia and India, the percentage of mobile usage is much
The general acceptance of gaming in the wider society also plays a decisive role for
esports’ future, as it is currently still associated with violence glorification, nerds, and laziness.
These central factors represent the limited mainstream consumption and even influence the
strategy of high-profile esports teams, which adjust their portfolios based on sponsor demands
REAPING THE DIGITAL DIVIDEND? 30
(Interviewee 9). According to most experts, this image will change in the next decade due to
demographic change. “Clearly others are moving up, also in leading positions, who grew up with
computer games and have a completely different point of view on gaming” (Interviewee 4).
In order to create a broader acceptance for esports, “fixed transparent league and
competition formations would help enormously” (Interviewee 2). The launch of various leagues
in collaboration with traditional sport associations, such as FIFA or DFL, portends the development
continuously improve their esports operations – for instance, Riot Game’s introduction of a new
League of Legends European Championship format contains a big step forward in terms of
professionalisation (Interviewee 9). According to the experts’ statements, approaches and progress
of proficiency in the industry are visible, as “everything is becoming much more professional and
structured (…), not only in teams, but also in leagues and associations” (Interviewee 9). All
However, the general future of esports is difficult to predict, as the industry is still in its
infancy. “The topic is extremely interesting but has just emerged in the last years. You do not know
how much substance is behind it” (Interviewee 1). One expert even predicts that due to exorbitant
sums and unsustainable business models, a bubble is rising that will burst at any point, as investors
will not receive their expected return in many cases (Interviewee 9). Nevertheless, the interviewees
are convinced that esports will constantly grow in the long-term, as the number of players,
spectators, and events is rising everyday due to the major developments of digital dissemination,
Discussion
In general, the interviewed experts viewed esports as a field with great opportunity to reach a
young target group, which is increasingly tough to reach, in a constantly growing environment.
The industry offers a wide range of possibilities for organisations to capture a young, technology
savvy audience and to increase brand awareness, sympathy and loyalty within this target group.
Esports offers advantages over other marketing channels, because it offers opportunities for
staging and showcasing marketing activities due to esports’ strong digital presence and the high
interactivity of the audience. Organisations can also communicate their esports involvement offline
by integrating information booths, gaming worlds, virtual or augmented reality areas or similar
However, esports is not a feathered nest to jump into by solely integrating a logo or product,
as its different communities have a keen intuition for faked interest. Therefore, it is essential to
consider game, player, team or league-specific references and to emphasise the design and
making it essential to set a clear definition of the objective and to synchronise it fully with the
available opportunities. Thus, it does not make sense for every brand to get involved, but if the
right brands activate esports marketing with a tailor-made approach, it has great potential.
Measuring digital media exposure and sentiments within social media are the cornerstones for
evaluating an esports campaign, while additional metrics are determined by the objectives. The
dynamic environment and complex competition structure were named as the biggest prevailing
risks. This is in line with the literature, which highlights the opaque league structure as an
impediment for future development of the field (Abanazir, 2019; Funk et al., 2018). However,
REAPING THE DIGITAL DIVIDEND? 32
most genres and disciplines recently started to establish transparent tournament structures with
help of event organisers, professional agencies and official associations (e.g. FIFA). In general, the
experts classified the risks as relatively low, as the financial volume at stake is scalable and still
relatively small compared to other engagement options. Thus, the risks should not be considered
a major problem but rather as an opportunity for shaping the market, developing professional
infrastructure, and generating added value for the whole scene. Esports contains many assets that
promise a successful future for marketing approaches due to constantly increasing digital
dissemination at a global level. The strong online engagement of the target audience generates an
abundance of customer data, which can be leveraged for marketing purposes. Furthermore,
acceptance in the broader society is likely to establish a natural perspective on gaming, since the
average spectator will get older due to generational change. These macro-level trends are going to
intensify over the course of time and might represent the motor behind the growth of esports. In
addition, a sector expected to play a significant role in the near future is mobile gaming. By contrast,
other forms of digital innovation, such as virtual reality or augmented reality, will need to
proliferate in the broader society in order to become more relevant for esports.
An abundance of different video games exists for all kinds of devices, whereas most top-
grossing games have competitions at the core of their game play – even on mobile devices. The
differentiation between console, PC and mobile gaming is important to consider, because they
represent different platforms on which esports activities take place (Hilgers, 2020). Several
interviewees stated that the PC is going to stay at the core of esports. Not all genres and disciplines
are esports-relevant, but the number is likely to rise, since publishers keep adding new titles with
competitive elements. The publishers and event organisers play a critical and powerful role in the
environment, as they own and develop every title, which is a central difference to traditional sports.
REAPING THE DIGITAL DIVIDEND? 33
Thus, it is not possible to generalise the term esports; it has to be analysed in a highly differentiated
manner, beginning with categorising games in distinct genres with similar game play (Hilgers,
2020).
Overall, the experts’ assessments are to a large extent in-line with the paper’s initial
assertions, since the specialists perceived the industry as a constantly growing entertainment
business with high potential to reach young generations. The objectives and implementation
approaches mentioned by these esports experts are in congruence with the prevailing literature and
market research. Contradictions between the experts’ statements arose on the topics of tournament
structure and partly on future perspectives. Different opinions concerning tournament structure can
impact of increasingly interactive gaming possibilities drew different opinions, since most
interviewees stated that virtual reality and augmented reality are innovations with great potential,
whereas others indicated that the core of esports will stay the same, as gamers will continue to
Theoretical contributions
Given the relative novelty of the esports domain, there is no established theory of esports. However,
much research in management has started with an interest in specific phenomena (von Krogh et
al., 2012). This is particularly true for phenomena related to technology. Applying the framework
provided by von Krogh et al. (2012), we may characterise the current phase of research on esports
as embryonic yet growing, while the nature of most contributions is to distinguish, as witnessed in
the discussion around whether esports should be considered sports, and explore, a category which
REAPING THE DIGITAL DIVIDEND? 34
the present paper falls into. A key contribution of our study is the depiction of esports’ value for
sport marketers, with specific focus on who – i.e. sponsors and sport clubs – can profit from an
esports engagement and how – i.e. design and implementation – the marketing potential can be
leveraged. Furthermore, the results give insight into the impact esports may have on brands and
illustrate the distinct advertising media of each stakeholder group as well as relevant
communication channels within the industry. In writing this paper, we respond to a call by
Hallmann & Giel (2018, p.18) who state that the topic of esports “should be attended by marketers.
Yet, the question arises how it should be attended”. With this paper, we shed light on this question
and provide qualitative evidence from nine German industry experts that represent different
stakeholder groups, namely clubs, sponsors, and agencies. Integrating esports and digital
marketing is an endeavour that – although sensible and called for by several researchers – has not
been taken serious by sport management or sport marketing scholars. Our paper is the first to
provide a multi-stakeholder view of digital marketing in the domain of esports. Our insights may
prove to be first steps towards building a more comprehensive theory of esports (Doherty, 2013;
Managerial implications
As a result of the empirical analysis, the following section states critical recommendations on how
to make a commitment in esports a success. The recommendations are derived from the statements
of the experts and have been condensed by the authors. We hope that these managerial
First and foremost, a successful engagement in the industry is built on preparation and
information, as many brands can benefit from esports when the concept is based on clear objectives
REAPING THE DIGITAL DIVIDEND? 35
and the right conclusions. The clear definition and synchronisation of objectives with the special
features of esports is of utmost importance, as the objective is pivotal for the selection of
appropriate approaches and has a great impact on how to make an investment a success.
Sport marketers should visit esports events, observe the community and connect with the
right partners by asking fans and experts in order to gather knowledge from their experience. They
should absorb the atmosphere of tournaments and monitor Twitch, Reddit and other social media
in order to get a sense of the community. Furthermore, they should hire in-house expertise or find
partners who can provide extensive expertise within the target community. Ultimately, it is
necessary to carefully analyse objectives and implement an appropriate package that best covers
the characteristics for reaching these goals (e.g. Indian Market – PUBG Mobile).
Following this immersion, sport marketers should join the community and create added
value, since generating authentic content in a campaign paves the way to interacting with the
reliable resource for community members. Interesting and entertaining content is essential,
reputable partners, i.e. event organisers, publishers, star players, influencers or teams, with high
reach may be used for natural storytelling and amplifying the organisation’s gaming affiliation.
Sport marketers should use the right media and a mix of platforms but consider the special
features of each discipline in the online environment (e.g. FIFA – YouTube Gaming). A presence
on social networks and streaming sites is essential to leverage the interactive engagement of the
scene, but that does not mean excluding offline approaches, where they can reach emotionally
The number of companies that have recognised the potential of esports is growing rapidly,
and they occupy exclusive spots within the industry. Therefore, interested organisations should not
REAPING THE DIGITAL DIVIDEND? 36
wait and start entering the industry. New games and everevolving technological innovations
continuously change the industry and enable new possibilities for first movers. Thus, involved
organisations need to stay up-to-date on recent developments likely to influence the market in
order to avoid out-dated sponsoring entities and to enable the acquisition of exclusive rights within
Traditional sport clubs should use esports in all facets and not solely try to promote their
core product by participating in the virtual complement of their physical sport. They need to
consider more options based on holistic aspects, such as the main sponsors, business industry,
corporate identity or enhancement of digital expertise. First of all, clubs can win sympathy within
young target groups by creating infrastructure for esports enthusiasts, where they can socially play
and train. Second, sport clubs can reach new, international markets, spectators and sponsors not
interested in traditional sports and create a fresh image separate from the stereotypical history of
the club. Last, an investment will accelerate and emphasise sport marketer’s digital awareness as
they get in touch with companies that are developing the latest technological tools (e.g. 5G in
venue).
While we conducted this study, several limitations emerged, which provide avenues for future
research. First, while the interviewees for the study were carefully chosen and represent key
stakeholder groups in the field of sport marketing, we may still not have captured all voices of the
esports ecosystem in Germany. For example, most organisations we interviewed did not use
esports to reach international target groups and do not compete in disciplines beyond their virtual
counterpart. Future studies should attempt to broaden the scale and scope of the participants
REAPING THE DIGITAL DIVIDEND? 37
involved, based on meaningful theoretical criteria. Researchers may wish to include esports
organisations which are active on a global scale. As for traditional sport clubs, it would be
insightful to scrutinise cases where the esports engagement goes beyond the club’s virtual
counterpart. An example of this would be the activities of Schalke 04 in the League of Legends
genre, going beyond the implementation of more conventional esports titles, such as FIFA and Pro
Evolution Soccer, which have soccer at their core (Bertschy et al., 2020; Schmidt & Holzmayer,
2018). Finally, it is certainly conceivable to recruit experts from other segments of the esports
ecosystem, e.g. professional athletes, broadcasters and games publishers (Catalyst Sport, 2017).
We would like to highlight that game publishers take a special role here due to their functioning
as providers and owners of a game (i.e. the physical provision) as well as organisers of (franchise)
leagues and rights holders (Funk et al., 2018). These functions hold significant potential for digital
sport marketers, for example when it comes to in-game advertisements (Seo et al., 2018) and using
Second, the current body of studies – particularly per genre and discipline – is incomplete.
It was neither intended nor possible to properly illustrate the special features of the distinct esports
genres, disciplines, and communities. During the course of this research, it became clear to us that
local rules and customs are inherently important for the appropriate implementation of marketing
communications and we thus call for detailed analyses of individual genres and disciplines. As
mentioned earlier, we have observed some focus on specific genres in recent publications, notably
part three in the book by Rogers (2019), yet we believe that beyond an understanding of the nature
and functioning of specific genres and how they fit into the overall sport industry, the implications
for marketing and sponsoring have thus far been neglected. For this to change, genre-specific
REAPING THE DIGITAL DIVIDEND? 38
marketing analyses are required, a first example of which is provided by Marchenko and
Musabirov (2019).
Third, we have mentioned the use of social media, such as Twitch, Twitter, Instagram and
YouTube, by esports athletes, teams, event organisers and leagues on various occasions in this
paper. Social media networks are used for a variety of marketing-related activities on both
individual, team and organisational levels, e.g. for relationship and brand building (Abeza et al.,
2017a) or product endorsements (Abeza et al., 2017b). Some platforms, such as Twitch, Mixer and
YouTube Gaming, are also used to distribute esports content. We believe there is much room for
cross-fertilisation with sport scholars investigating social media (Abeza et al., 2017c; Abeza et al.,
2018, Agrawal et al., 2018; Corthouts et al., 2018), specifically when it comes to analysing
professional athletes as esports influencers (Grimmer & Clavio, 2019) or running esports
Fourth, we believe that it is important to shed more light on what constitutes the customer
and gaming experience, i.e. to analyse the motivational factors behind player engagement and what
makes esports an enjoyable sporting option for them (Naraine & Wear, 2019). Again, as specified
above, these factors may vary for different types of genres. A sports car racing game may elicit a
different gaming experience (Leng & Pyun, 2018) compared to a non-sport-themed esports genre,
such as League of Legends. Only if digital marketers truly understand this context, will they be
able to integrate marketing and sponsoring messages authentically and effectively in the esports
environment.
Fifth, we call for more research that informs marketers about the ethical dimension of
esports. While it seems obvious that many digital marketing activities are aimed at getting users
hooked, it should be emphasised that gamers and esports athletes may constitute a vulnerable
REAPING THE DIGITAL DIVIDEND? 39
population, who is prone to addiction (Bányai et al., 2019; Sweeney et al., 2019). A focus on
safeguarding mechanisms, particularly in view of the young age of many players, seems warranted.
Another ethical issue is how potentially violent games, particularly the genre of first person or ego
shooters, are becoming legitimised through esports and thus find their way into the conventional
sport arena (Young & Strait, 2019). Digital marketers and sponsors take a pivotal role in this
should be well-informed.
Sixth, given the relative novelty of the field, we advocate for more explorative research of
how sport marketers are engaging with esports. Qualitative work (Hoeber & Shaw, 2017), more
generally, and case-based research (Morse & McEvoy, 2014) or netnographic research (Kozinets,
2009; Abeza et al., 2017), more specifically, should be a promising avenue for future esports
research. With help of cases, for example, it is possible to select the case organisations based on
may also be applied to different esports genres or disciplines. Ultimately, netnographies may
illuminate the way esports influencers are conducting their business. They may also be used for
understanding the local rules and customs within specific esports genres.
Conclusions
Esports is a general term that encompasses the landscape of competitive gaming. Its evolution into
an important entertainment industry with regular presence in the biggest stadiums and executive
boards of global players is extraordinary. The development can mainly be attributed to innovations
in information and communication technologies as well as the loyal fan base of gaming enthusiasts.
REAPING THE DIGITAL DIVIDEND? 40
The digital origin of esports goes along with extensive utilisation of online services, which enable
The most salient aspect is to understand the existence of multiple distinct segments within
the industry, mostly separated by different game genres and titles. The individual characteristics
and persona archetypes of each community differ; thus, an essential element for brand promotion
is understanding the special features of the target community in order leverage trust and add value
to create sustainable relationships. A clear, objective definition and synchronisation with the
marketing approach.
Building on these findings, the focus must be set on target-group specific design and
marketing communications, it is most important to create added value in the form of entertainment
or information. For this purpose, the creation of natural and authentic storytelling and delivery via
appropriate communication channels are critical. Since most operations in esports take place online,
special attention should be paid to video communities and social media. The measurement of
marketing activities is therefore mainly based on the calculation of digital media exposure and the
evaluation of online sentiments, whereas market surveys can track the development of brand
Some challenges remain: A central problem is the prevailing lack of transparent association
and tournament structure, which impedes uniform competition processes. The professionalisation
of the environment, however, is in full swing, as publishers and event organisers have recently
begun to build clear tournament structures, increasingly in collaboration with official sport
REAPING THE DIGITAL DIVIDEND? 41
associations for sport-themed video games. Furthermore, the rising acceptance of the industry’s
change indicate that some disciplines will increasingly overtake traditional sports in terms of
awareness, revenue, and viewership. The digital natives of generations Y and Z grew up with
digital tools, and we can assume that digital media and interactive entertainment like esports will
be unstoppable, as digital behaviour continues to play a critical role for coming generations. The
global society will establish a more natural perspective on gaming in the course of time, and esports
will consolidate its status, as the utilisation of digital tools is going to increasingly spread out.
Esports is on course to grow into the middle of the society and has the power to inspire and unite
people in the coming decades through its embrace of digital tools and integration of technological
innovation. We may one day reach the third scenario described by Jonasson & Thiborg (2010), i.e.
a future characterised by the hegemony of esports. Whether or not that is desirable will likely
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