James_ESPT201_Wk4Assignment

pptx

School

American InterContinental University *

*We aren’t endorsed by this school

Course

106

Subject

Business

Date

Feb 20, 2024

Type

pptx

Pages

10

Uploaded by angiewilson247

Report
Why We Need Esports In Our Company ESPT201 Jerry James
Today In the world that we live in over 2/3 of American people play video games and that approximately 200 million something people including myself. According to Caleb Joshua Heffron, over the past two decades, it has been calculated by the Entertainment Software Association that close to 70% of people play video game in the United States alone.
Past People have been playing video games since the early 1950s with cornerstone being lade with computers and video games consoles. Bertie the Brain was the first video game to be made in 1950.
Your preview ends here
Eager to read complete document? Join bartleby learn and gain access to the full version
  • Access to all documents
  • Unlimited textbook solutions
  • 24/7 expert homework help
More History The first eSports tournament came about in 1962 with a game called Space War on a computer known as the PDP- 10 created by various scientist: Steve Russel, Martin Graetz, Wayne Wiitanen and various others. According to Florian Larch, the very first eSports tournament was held with 24 players competing with the game called Spacewar!. They competed for a year subscription of Rolling Stones Magazine.
What is eSports? The question I know you are dying to know is what is eSports?  eSports is or can be defined as video games that are played in an environment that is organized and competitive.  The games range from the most popular, team oriented multiplayer online battle games which goes from single player, battle royales, and virtual sports.
eSports According to Forbes, eSports is a billion- dollar industry that has a huge following because of the prize money that is awarded along with the huge social network that is afforded.
Your preview ends here
Eager to read complete document? Join bartleby learn and gain access to the full version
  • Access to all documents
  • Unlimited textbook solutions
  • 24/7 expert homework help
Brands Partnered with eSports teams… Mercedes Benz AG partnered with eSports teams called T1, SK Telecom, Intel Extreme Masters. Samsung Electronics as partnered with teams T1, SK Telecom and various other teams. Also have sponsored big events with the League Legends World Championship that came with a $2.3 million prize money. Red Bull sponsored teams OG and G2. They also have sponsored the Red Bull Battlegrounds of the Dota 2 tournament. Intel Corporation has sponsored tournaments also: Intel Extreme Masters and ESL Pro League.
Why be involved. Being involved within the eSports comes with many benefits: large engaged audiences, live conversations, drives brand awareness, and increases sales for brands.
BENEFITS OF BEING INVOLVED Through sponsorship and marketing there are opportunities for increasing brand awareness. These industries attract large followings around 500 million a year which IS increasing. “This presents business owners with the opportunity to tap into a large pool of potential consumers” (Rothman, n.d.). With so many live conversations going because of the large following businesses can also tap into this with mention on social media. Brands have opportunities with connecting with audiences from partnering with publishers who organize competitions across the globe. “According to Nielsen’s Esports Playbook for Brands, the industry’s heavy reliance on sponsorship presents companies with ways to build relationships with players and fans and even speak to them in a nuanced, engaging way” (Rothman, n.d.). Through these tournaments businesses use the opportunity to market their products to increase sales.
Your preview ends here
Eager to read complete document? Join bartleby learn and gain access to the full version
  • Access to all documents
  • Unlimited textbook solutions
  • 24/7 expert homework help
References Heffron, J., C. (2023). Video games are a budding art form that should not be overlooked. https://www.theechonews.com/article/2023/12/video-games-are-a-budding-art-form-tha t-should-not-be-overlooked#:~:text=Over%20the%20past%20two%20decades,Oscars %20hit%2016.6%20million%20viewers. Larch, F. (2023). In 70 years: The Evolution of eSports into a billion-dollar market. eSports History: How it all began. https://www.ispo.com/en/sports-business/esports-history-how-it-all-began#! Rothman, N. (n.d.). Esports and Influencer Marketing: Why More Brands Should Partner with Gamers. https://www.sideqik.com/influencer-marketing/esports-influencer-marketing