PPM 2018 01 Lokhman
PPM 2018 01 Lokhman
Natalia Lokhman
AUTHORS Oksana Karashchuk
Olena Kornilova
DOI http://dx.doi.org/10.21511/ppm.16(1).2018.20
LICENSE This work is licensed under a Creative Commons Attribution 4.0 International
License
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businessperspectives.org
Problems and Perspectives in Management, Volume 16, Issue 1, 2018
Analysis of eSports
BUSINESS PERSPECTIVES
as a commercial activity
Abstract
The article deals with eSports as a perspective kind of commercial activity. The research
urgency is determined by the fact that, given the active increase of eSports market with
LLC “СPС “Business Perspectives” growth rates of more than 30% per year, the types of commercial activities in this field
Hryhorii Skovoroda lane, 10, Sumy, and in scientific papers are not studied in an adequate degree.
40022, Ukraine
The purpose of the article is to evaluate the commercial activity development in eS-
www.businessperspectives.org ports and to determine the perspectives for its further growth in Ukraine. In order to
determine the key types of commercial activity in eSports, the main sources of revenue
in this area compared to sports were investigated, which showed a large unrealized po-
tential for increasing revenues from the sale of tickets to competitions, the realization
of broadcasting rights and merchandising. The study also showed that the largest num-
ber of income sources in eSports is at the stage of cyber-tournaments, which can be
explained by a large consumer audience at this stage. However, unlike the world prac-
tice, computer game producers and well-known manufacturers of consumer goods in
Ukraine do not finance domestic competitions, and, therefore, this stage of commer-
cial activity remains at a low level. In modern conditions, among the types of eSports
Received on: 10th of April, 2017 activities in Ukraine, only the computer games production and the cyber-racers game
Accepted on: 17th of January, 2018 are properly developed.
According to authors, to improve the eSports development in Ukraine, creating the
national system of regular eSports competitions is needed, which will form the basis
for the development of most types of commercial activities that are part of the cyber-
tournaments. To do this, one needs to create appropriate platforms, as well as improve
communications with fans in social networks and at amateur competitions. All this
© Natalia Lokhman, Oksana will make eSports a highly profitable business in Ukraine.
Karashchuk, Olena Kornilova, 2018
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
population (Statistics of Russian, 2017). And in developed European countries and in the USA, the share
of sports in the total revenues of the service sector is more than ten times.
Consequently, the potential for further development of sports income and profits, in particular from
cybersport, is significant in Ukraine. Identifying promising types of eSports activities that have a sig-
nificant potential for growth and capable of providing substantial profits can create the necessary data
base for entrepreneurs to further develop their business in this area.
The Newzoo research results have shown that the impetus for a sharp increase in incomes and profits
from eSports in the world has become a model of commercial approach to the activities of this market
participants (Newzoo, 2016).
Thus, the practical benefit of studying eSports as a kind of commercial activity is also practically as-
sured, and its theoretical justification requires the corresponding work, that is, reflects the relevance of
the subject chosen.
The purpose of the research is to evaluate the commercial activity development in eSports and to deter-
mine its most promising species for further distribution in Ukraine.
Table 1. Dynamics of number of eSports-related publications for 2001–2017 (for 17 years of the 21st
century)
Source: Compiled by authors according to context search of eSports on SCOPUS
(https://www.sciencedirect.com), Web of science (https://apps.webofknowledge.com) and RISC (https://elibrary.ru) websites.
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
come in this sector (Voskolovych & Khaidarov, eSports and the commercial sector symbiosis is a
2016). The authors offer a very detailed classifica- complex, multidimensional process, but consid-
tion of income from this sport. ering the ultimate goal of commerce, we propose
to analyze it in the context of identifying profit
The study of modern scholars’ publications, which sources, which will enable real and potential ac-
are contained in SCOPUS, Web of science and tors to decide on the prospects of participation
RISC, showed that in general, the number of re- and development of this area.
searches on eSports is quite small (Table 1).
To understand the main sources of income in eS-
As we see, over the past two years, the number ports, a study of volume and structure of revenues
of eSports publications has increased more than in the industry was conducted (Table 2).
three times as to the previous two years. But while
studying the content of the available literature, It must be said that different analytical agencies
one can conclude the researches on economic is- give different forecasts of expected revenue vol-
sues are artificial. umes. For example, PricewaterhouseCoopers es-
timates it at USD 327 mln in 2016 (PWC, 2017).
In addition, there is no quotation for the econom- That is, the figure is less than tree times, com-
ic researches contained in the resources shown in pared to the data in the table. But we believe
Table 1. This shows the weakness of the systemic that such a rotation in the estimates is related
scientific and economic knowledge on eSports. to the differences in the industries, to which
eSports is related. That is, if we consider eS-
That is, the practice of commercial activity in eS- ports as part of the entertainment industry, as
ports is currently far ahead of the scientific sub- PricewaterhouseCoopers does, then the proceeds
stantiation of this type of activity will be smaller due to lack of revenue from spon-
sors and other sources that are not taken into ac-
count in this area.
2. KEY RESEARCH FINDINGS
As can be seen from the table, eSports revenues are
Today, any sport has become a commercial activ- more than 160 times less than the sports indus-
ity, and in some of its forms it is a big business. try revenue. But if we take into account that there
The development of sport through commercial are about 60 summer and winter disciplines in the
enterprises and the commerce development with Olympic sport (their list and number are unstable),
the help of sport are two counterprocesses with and in general there are more than 200,000 kinds
high prospects for all participants’ profitability of sports, then the long-term benefits of commerce
(B2Blogger.com, 2008). in eSports are also practically assured.
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
Sponsorship
Proceeds from advertisement and merchandising
Patron donation
State support
Sportsmen registration fees
Tournament organizers Sale of tickets and season passes
Broadcast rights sale
Sale of competition records
Additional services for funs
Revenue from lotteries
If we compare the structure of income sources in practice their spectrum is much larger. Therefore,
sports and in eSports according to Table 2, then it the authors systematize sources of income in eS-
is possible to note the large unrealized potential ports in detail (Table 3).
for further growth in revenues in eSports from the
sale of tickets to competitions, the realization of As can be seen from Table 3, the largest range of
broadcasting rights and merchandising. The most income sources in the eSports industry is at the
efficient businessmen have already realized such tournament stage.
opportunities to earn significant profits and now
they are building stadiums for cyber sports. It should be noted that nowadays, the main prof-
its from eSports are obtained by computer game
It should be noted that in the table, sources of in- manufacturers and game computer manufactur-
come in eSports are limited to six types, while in ers, because they fund world-class championships
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
where they act as sponsors. Such championships Table 4 determines the types of eSports advantag-
are a platform for their main products advertise- es that may be the subject of commercial activity.
ment (Ukrainian Reality, website, 2016).
The table shows that in the turnover field, there
But in recent years, traditional business repre- is the largest range of commercial products that
sentatives are also actively integrating into the can be offered on the market for a commercial
electronic sports market as tournament sponsors. effect.
Large amounts of eSports financing are provid-
ed by consumer goods manufacturers with well- Based on the data presented in Tables 3 and 4, the
known brands, including Coca-Cola, Red Bull, development of certain types of eSports activities
Visa, Audi, and Gillette (eSport Conference, 2017). in Ukraine can be estimated. To do this, Table 5
identifies activities that are high, medium, and low
According to Newzoo reports, revenues from ad- for this industry.
vertising are the key component of the eSports
economy. According to Newzoo, total advertising As you can see, although the activities of the cy-
revenue was 71% of all industry revenues in 2016. ber-tournaments are the most profitable, as was
The rest is the proceeds from the sale of tickets and found in Table 3, but its development in Ukraine
related products at competitions (Newzoo, 2016). is low and needs to be intensified (Table 5).
Table 5. Estimation of the development level of commercial activities in eSports in Ukraine according
to their stages
Source: Compiled by authors using Tables 3 and 4 data.
Level of development
Activity stages
high medium low
Game development and Computer games production Organization of network Organization of network of
distribution national computer games international computer games
Gamer schools
Cyber-athletic training Athlete playing Gamers’ club playing State support
Realization of game Game computer production
computers and accessories Film hire
eSports promotion Internet providing
Sale of computer games and Gamers’ club work Conference organization
additional content
Construction of cybersport stadiums
Sale of tickets for tournaments
Sponsorship and
advertisement Realization of competition records
Cyber-tournaments Athlete transfer
– Merchandising
conducting Sale of souvenirs
Sale of rights (for depiction, Additional services for fans
broadcasting, etc.) Lotteries
Betting and forecasts
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
Current research shows that eSports industry is 5) creation of domestic computer technology and
promising for Ukraine, as evidenced by the First expansion of the original games development;
Conference in Ukraine dedicated to investment
and integration of Ukrainian business in the eS- 6) construction of cybersport stadiums;
ports market (eSport Conference, 2017). We ac-
cede to the submission because: 7) promotion of sponsorship, advertising and
merchandising in eSports activities;
• the annual global growth of the market is
more than 30%; 8) bookmaking development.
• in recent years Ukraine ranks 5-6 in the world It should be noted that eSports development in
among the countries with the most developed Ukraine, as well as the development of any com-
eSports branch; mercial sphere, involves a social component, i.e.:
job creation, tax deduction, etc. Besides this, eS-
• it is projected that in 10 years, eSports will be- ports development makes it possible to ensure
come even more popular than football; communication between cyber-sportsmen from
different countries, the formation of computer lit-
• among the participants of the most famous eracy and eSports culture.
eSport-tournament The International in 2015,
there were 12 players from Ukraine and only Unfortunately, eSports in Ukraine is not funded
representatives of China exceeded the number. at the state level, although in 2010 the eSports
Federation of Ukraine was created. A number of
Given the research results, we determine the fol- countries, including China, South Korea, Malaysia,
lowing directions for further eSports development the Philippines, France and Russia, have recog-
in Ukraine: nized eSports as an official sport. In the UK and
Sweden, the government is working to recognize
1) comprehensive online user promotion; eSports as a sport. And in the United States, one
computer game (League of Legends) is officially
2) support for talented cyber-racers and success- fitted to sports (Shirobakina, 2016).
ful cyber-teams;
According to the authors, state regulation bodies
3) organization of cyber schools and eSports of the Ukrainian economy should pay due atten-
clubs; tion to domestic eSports and give it the necessary
support, because this branch has all the features
4) increasing the number of domestic eSports to become in the future one of the most important
tournaments, including international ones; for the country’s business and economy.
CONCLUSION
The research allowed to make the following conclusions.
1. eSports commercial activity in Ukraine is gradually developing. In this area, there are a num-
ber of actors who already receive high incomes and direct their actions to the commercial
effect growth. Computer games production and cyber-racers game demonstrate high level
development.
2. Other types of eSports activities in Ukraine are far behind, which can be explained by the lack of
active work on the organization and conduct of the cyber-tournaments, first of all – at the interna-
tional level. That is, in order for domestic eSports to develop actively, it is necessary to establish a
national system of regular cyber-tournaments at special platforms.
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Problems and Perspectives in Management, Volume 16, Issue 1, 2018
3. For further eSports development in Ukraine it is necessary to expand the types of activities in this
area. First and foremost, attention should be paid to the development of the audience and com-
munication with fans, which should be developed by groups in social networks, fan clubs, amateur
competitions, etc. This will increase the level of manageability, expand the contingent of fans, and
will create conditions for further development of other, most profitable types of eSports activities,
namely: sponsorship, advertising, and merchandising.
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