Soluciones de Marketing para Promover La Marca en Los Deportes Electrónicos
Soluciones de Marketing para Promover La Marca en Los Deportes Electrónicos
UDC 316.776.32
JEL Classification: M31, L83
DOI: 10.15587/2706-5448.2022.261877
Article type «Original research»
How to cite
Kalynets, K., Krykavskyy, V. (2022). Marketing solutions to promote branding in eSports. Technology Audit and Production Reserves, 3 (4 (65)), 20–25.
doi: http://doi.org/10.15587/2706-5448.2022.261877
markets. The dynamics of eSports are constantly increas- ESports, defined as video game competitions involving
ing, which makes it interesting and relevant for research. consumers, companies and other stakeholders through mul-
tiple interactions, has experienced unprecedented growth
2. The object of research and its in recent years. A major reason for this worldwide growth
technological audit is the increased access to both technology and elite
competition by a large portion of the population. From
Research on the impact of sponsorship in virtual sports a scientific point of view, eSports is considered a field of
marketing on user preferences in combination with indirect sports activities in which people develop and train physi-
or direct marketing is important today. After all, a limited cal and mental skills with the help of information and
understanding of the importance of the latest trends in communication technologies [3]. Other definitions of the
the promotion of goods and services prevents us from concept perceive it as a form of sport, the main aspects
understanding how users’ evaluation of the experience of which are conducted in an electronic format through
can contribute to their study of sports brands. While organized gaming competitions in which players from all
eSports marketing can serve as a more powerful vehicle over the world compete for the ultimate prize [4].
for communicating sports brand details and experiences ESports has been criticized by society and some aca-
than traditional media, there are unique and distinctive demics for calling itself a sport. However, the recognition
characteristics that differentiate virtual sports experiences of eSports as a sport by some modern scholars is impor-
from indirect and direct sports experiences. The lack of tant, which is justified by the fact that it requires a set
research on the role of sponsorship in eSports on its im- of skills of a competitive nature, it has an increasingly
pact on consumer consciousness creates a conceptual void large organizational structure and is recognized by va
in the consumer sports literature. That is why the object rious institutions [5].
of this study is the influence of the brand’s sponsorship The importance of eSports in the field of sports spon-
participation in eSports tournaments on its image. sorship has increased in recent years. One of the reasons
The characteristic disadvantages inherent in this object for this boom is that eSports now reach a huge part of the
in the existing operating conditions are: population, especially young people who participate in it
– underestimation of the importance of eSports in the and watch it through various social networks. According
modern conditions of digitalization of society; to data provided in the eSports document compiled by
– lack of understanding of opportunities to promote the Spanish Association of Video Games (AEVI, 2018),
one’s goods/services through sponsorship in eSports. in 2018 the audience of eSports enthusiasts worldwide
It is very difficult to convince people to accept adver- reached 165 million people, and by 2021, the number of
tising. In this sense, sponsorship always runs the risk of audiences is predicted to exceed 250 million. In Spain, the
the brand being perceived as too intrusive. However, the figure is 2.6 million, with an estimated total audience of
researchers found that eSports fans are very receptive to over 5.5 million. In 2018, more than 100 million people
sponsorship. This high recognition is because fans know watched the final match of the League of Legends World
that eSports cannot survive without sponsors, as most Championship, which was broadcast in 19 different lan-
of the revenue comes from them. Furthermore, studies guages on more than 30 platforms and TV channels [6].
have shown that between 58 % and 95 % of all eSports ESports is part of the communication strategies of brands.
sponsors are endemic brands [2], and one reason for this Communication with the youngest target audience of the
disparity is that non-endemic brands are unsure of how population with the help of mass media (television, radio,
well fans will accept them as eSports sponsors. What is press, etc.) is ineffective given the low penetration of «tra-
very important is that most fans also accept non-traditional ditional media» at this age. According to EGM (Electri-
sponsors in eSports. This is attracting more and more cal Grid Monitoring) data, television is the least effective
non-endemic companies such as PokerStars, Domino’s, communication medium when planning campaigns aimed
Coca-Cola, Audi, Visa and Gillette. at children or young people, as these groups have stopped
consuming content on television to enjoy it on other de-
3. The aim and objectives of research vices, prompting brands to look for territories related to
these targets to run your advertising messages.
The aim of this study is to identify marketing solu- Given the large audience of engaged fans in eSports,
tions that contribute to the improvement of brand image operators and broadcasters are firmly committed to the
as a result of sponsorship participation in eSports. The proliferation of video game leagues. An estimated 134 mil-
objectives of the research: lion people worldwide watched (but did not participate in)
1. To determine the importance of cybersports as an eSports events in 2014 (SuperData, 2015). In the same year,
economic component. Amazon acquired Twitch Tv, a video streaming service that
2. To identify the prospects of development of cybersports. broadcasts live video games on demand and is the number
one platform for eSports content on the planet. In 2017,
4. Research of existing solutions Movistar created Movistar eSport, a channel dedicated
to the problem exclusively to eSports that broadcasts both national and
international competitions, but closed in December 2018.
A relatively small number of scientific works scientists Other operators, such as Atresmedia, broadcast content
are devoted to the study of the phenomenon of eSports. from the Professional Video Games League, in this case in
The situation with a lack of scientific articles on the chosen a programmatic format (Neox Games). Public broadcaster
topic is explained by the fact that eSports have a fairly RTVE launched its league at the end of 2017 [7].
short history of development and ambiguous perception Due to the significant distribution and publicity, mar-
of certain segments of society. keting scientists cannot bypass the topics of eSports. From
a marketing perspective, eSports is a sports entertainment The basis of variance analysis is the following prin-
product with significant growth potential that requires ciple (a fact from mathematical statistics): if independent
management expertise related to events, merchandise, spon- factors A, B, ... act together on a random variable, then
sorship, support, technology, human resources, social media, the total variance is equal to the sum of variances caused
governance, legal, celebrity culture and welfare of athletes. by the action of individual factors:
As a result, the phenomenon of eSports has reached such The frequency of buying was entered as a covariate
a scale that it has even affected sports firms [8]. At the into the analyses.
beginning of 2018, the Duet group created the first gym Thus, the assessment of criterion F, which reflects the
for eGamers in Duet Fit Glorias in Barcelona. Given the ratio of the variance estimate between groups (MSB) to
size of the eSports audience and the profile of their fol- the variance estimate in the middle of the group (MSW),
lowers, brands have begun to show interest in sponsoring makes it possible to assess the impact of brand touches
leagues, teams, and players. on its image among eSports participants.
The academic literature about this phenomenon is As expected, the results showed that the more often
currently very scarce. The aspects of eSports focused on the participants received new contacts with the brand,
are mainly psychology [9], definitions, and an approach the more positive their attitude towards this product
to what the sport refers to [10] issues about athletes was F(1.95) = 22.06 when levelling the value p < 0.01,
and gamers’ health and the marketing perspective [11]. sample effect coefficient b = 0.25, and the practical value
However, given the few previous studies on computer of the result 2 = 0.19 testify to the significant scale of
game consumption, no attempt has yet been made to under- this influence.
stand eSports sponsorship. An important issue in this area Results also showed the main effect of regulatory focus,
is the need to investigate the impact of eSports sponsorship F(1.95) = 4.43, p = 0.038, 2 = 0.05, whereby participants who
on the health of the sponsoring brand. In an environment were induced with promotion focus had more positive
where the effectiveness of mass media-based communication attitudes towards branding skills (M = 4.49) than partici-
strategies to reach the youngest segments of the population pants who were induced with prevention focus (M = 4.05).
is being questioned, the return of new strategies such as Additionally, there was a significant main effect of social
eSports league sponsorship must be able to be measured. norm, F(1.95) = 8.04, p = 0.06, 2 = 0.08, showing more posi-
This work is an analysis of the fields of business, sports tive attitudes in the injunctive norm condition (M = 4.58)
science and media studies and is based on the study of than in the descriptive norm condition (M = 3.96).
the definition and reasons for the consumption of eSports Importantly, results also showed a significant interaction
to determine effective sponsorship strategies for brands between regulatory focus and social norm, F(1.95) = 3.96,
that should be leaders in this field. p = 0.049, 2 = 0.04. As expected, the influence of descrip-
tive norms on attitudes was higher under promotion
5. Methods of research focus (M = 4.40) than under prevention focus (M = 3.52;
F(1.48) = 8.22, p = 0.006, 2 = 0.02). In contrast, the effect
Regarding the aim of research, let’s formulate the fol- of injunctive norms did not depend on regulatory focus,
lowing hypotheses: F(1.46) = 0.02, p = 0.96, 2 < 0.01.
H1 – eSports is extremely important for the modern Results for intentions to buy new branding skills re-
virtual development of society, as a capacious platform sembled those for attitudes. The more frequently partici-
for attracting new users to various types of goods and pants bought new branding skills, the more willing they
services and creating a loyal target audience. were to buy fair trade coffee in the future, F(1.95) = 57.75,
H2 – there are significant differences in the importance p < 0.001, b = 0.43, 2 = 0.38. There was a significant main
of marketing approaches between traditional marketing effect of regulatory focus, F(1.95) = 6.53, p = 0.01, 2 = 0.06,
strategies and eSports marketing strategies. showing higher intentions for promotion focus (M = 3.99)
H3 – there are no significant differences between than prevention focus (M = 3.40). The main effect of social
eSports enthusiasts and traditional sports enthusiasts in norms did not reach significance, F(1.95) = 2.63, p = 0.10,
terms of the importance of the information they refer to and 2 < 0.01, indicating that for intentions the difference bet
their effectiveness in choosing different goods and services. ween the influence of the two types of norms was not
H4 – to attract loyalty to goods, there are significant as pronounced as it was for attitudes.
differences between sports and eSports fans in the sources Finally, results showed the expected significant interac-
and methods of brand promotion. tion between social norm and regulatory focus, F(1.95) = 3.86,
p = 0.05, 2 = 0.04. In line with expectations, the influence of
6. Research results descriptive norms on intentions was greater under promo-
tion focus (M = 4.04) than under prevention focus (M = 2.98;
The effects of the two experimental factors (regulatory F(1.48) = 11.12, p = 0.002, 2 = 0.02).
focus and social norm) as well as their interaction on Following the results for attitudes, the effect of in-
attitude and intention to buy new branding skills were junctive norm did not significantly differ under promotion
analysed using ANOVAs. versus prevention focus, F(1.46) = 0.12, p = 0.729, 2 < 0.01.
This method is a statistical method of analysing results To promote eSports as a «real» sport, the summit held by
that depend on qualitative characteristics. Each factor can the International Olympic Committee (IOC) in October 2017
be a discrete or continuous random change, which is dis- recognized the growing popularity of eSports (Fig. 1). After
tinguished at small constant levels (gradations, intervals). all, the eSports players involved prepare and train with an
If the number of measurements (samples, data) at all levels intensity that can be compared to athletes in traditional
of each of the factors is the same, then the variance analysis sports. As a result of long discussions on this topic, the
means uniform, otherwise – uneven. Asian Olympic Council allowed eight eSports games to make
their official debut for medals at the 2022 Asian Games in the analytical agency Nielsen Sports [15], more than half
Hangzhou, China [12]. of the eSports audience is loyal to brands that invest in
eSports, and are willing to choose among others their
Streaming
25.1
products. Hence the high rates of return on investment:
for one dollar invested, sponsor brands receive three dollars
Digital in the form of media value, i. e. the aggregate indicator,
32.3
Mershandise & Tickets which includes tangible and intangible sponsorship assets.
66.6
500
Publisher fees
126.6 450
Media rights 400
192.6
350 240
Sponsorships 220.5
641 300 200.8
0 100 200 300 400 500 600 700 250
200
Million U.S. dollars
150
215.4 234
Fig. 1. ESport market revenue worldwide in 2021, by segments [12] 100 197
50
The largest share of eSports market revenue came from 0
2019 2020 2021
sponsorship and advertising in 2021. In total, the global
eSports market revenue from sponsorship and advertis- eSports enthusiasts Occasional viewers
ing amounted to 641 million USD in 2021, 192 million Fig. 3. ESport audience size worldwide from 2019 to 2021
USD (Fig. 2). by type of viewers [14]
For computer manufacturers, partnering with eSports mine your marketing strategy in eSports is to find a game
championships is also a great «testing ground» for new or tournament that has synergies with your product. For
products. It is possible to say that the development of example, Mobil1, a manufacturer of synthetic motor oil, did
eSports forces equipment manufacturers to compete with so when it sponsored the Rocket League Championship.
each other and stimulates the development of the market Search for channels of relationship with the target
as a whole. audience. This is another major marketing strategy. After
Today, eSports offers business integration scenarios that defining the target audience, the question arises: where and
are virtually unlimited in terms of creativity and budget: how can you contact them? Of course, digital marketing
from one-time streaming broadcasts and sponsorships of and social media marketing make this task much easier.
cyber tournaments to unique authoring integrations within In particular, Twitch and YouTube are popular platforms
specific computer games and books in the cyber industry for eSports fans. Let’s recommend that it is possible to
a whole class of activities for a specific brand. Big banks test different means of communication and choose the
issue their cards for gamers, IT companies announce va- best one for your brand.
cancies in video game reviews for highly specialized posi- Collaboration with influential people and eSports stars
tions, medical organizations are seriously discussing the is especially productive. A special feature of such coopera-
possibility of treating patients with brain disorders with tion is that it does not require significant financial costs.
the help of game mechanics, and educational startups are Therefore, it can allow both well-known popular brands
introducing gamification to improve information absorption. and microbrands.
Partnership and sponsorship in eSports can be divided Team sponsorship is a great way to attract a loyal
into two categories: cooperation with endemic brands and audience for a brand. ESports is developing at an ex-
cooperation with non-endemic brands. Endemic brands are tremely fast pace. Many niches in it are not yet filled.
perceived in eSports quite organically. These are categories It always releases new games (and current games may
of products related to gaming – laptops, computer mice, suddenly lose popularity). The most popular teams today
headphones, gadgets, and more. may disappear after the game of their choice goes out
But brands from other fields (non-endemic) are already of fashion. Every day new teams are created here and
confidently present in eSports. For example, Team Liquid new games are programmed. Therefore, your brand can be
has become a partner of the Tokidoki lifestyle brand. To- a sponsor for a team of different levels.
gether, they release a line of clothing and accessories with Organizing and hosting an event with a white label (cre-
the team’s mascot (mascot character) [18]. Other major ating a new event) is a great tool to draw the attention
sponsors/partners include Coca-Cola, BMW, Nike, IMAX, of the target audience to your brand. Small private events
and Spotify. An example of such cooperation in Ukraine can be a catalyst for attracting a new brand in eSports.
is the collaboration between the Hell Raisers eSports club It is possible to arrange a new event with a local sports
and the Mazda car brand. And these are not isolated cases. club, or join existing events. The cost of such advertising
It is worth mentioning that assistants, specialists, and varies from minimal contributions to significant investments.
marketing directors play an extremely important role in But the result does not depend on it. The main emphasis
the field of eSports. They perform the functions of es- should be on the interest of the target audience.
tablishing relationships with the target audience, planning Thus, it can now be argued that eSports is in a state
a strategy to strengthen the competitive position of the of active development, and there is no doubt that it will
organization, conducting research in focus groups, and continue to grow. Part of the reason for this is how ac-
determining the marketing strategy of loyal involvement cessible it is to players, fans, and brands. Virtually any
of the target audience and investors. avid gamer can join the team and become a star without
Research has shown that the use of marketing strategy the obstacles that professional athletes have. And eSports
in eSports for brands of any scale corresponds to the stages stars are much closer to fans, while influential people on
of marketing strategy in traditional sports, in particular: stage create loyalty through their streams and videos. And,
1. Defining the target audience. as we have seen, the dynamic nature of eSports, which
2. Search for channels of communication with the target is still in its infancy, leaves a lot of room for brands of
audience. almost any size to enter the game.
3. Collaboration with celebrities.
4. Team sponsorship. 7. SWOT analysis of research results
5. Holding an event with a white label.
Let’s briefly review each of these areas of marketing Strengths. The strengths of this study are that we found
strategy. a significant variance relationship between eSports sponsor-
Defining the target audience involves finding out the ship and audience engagement with the sponsoring brand.
segment of observers who can potentially be our clients. This allows companies to assess the extent of their in-
The problem with defining your audience, in this case, volvement in sponsoring eSports games and opportunities
is that eSports are a kind of generic term that does not to attract new users to the brand. It is also undeniable
specifically refer to a specific audience. If you are not very that the eSports audience is constantly growing, which is
well versed in the industry, you will be inclined to think important for spreading a positive brand image.
that «eSports fans» are a good demographic group for the Weaknesses. The weaknesses of the study are that it
target audience. But this is not the case. After all, fans is difficult to assess the degree of involvement of brands
of different professional sports have different preferences that produce non-endemic goods/services. After all, the
and habits. The situation is similar with eSports: someone audience involved in eSports may not understand their
who likes to watch World of Warcraft is not necessarily meaning. This can cause excessive costs for companies.
a Rocket League fan. Therefore, the best way to deter- Therefore, it is worth evaluating the attitude of the target