Three Truths about Esports Monetization

July 17, 2019

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Categories:analytics, eSports iQ

“Revenue cures everything in the business world.”  Jon Taffer Last month’s buyout of Infinite Entertainment, by Immortals Gaming Club, created one of the world’s largest esports organizations. However, it also highlights prominent questions around esports-related business models. What is the current state of esports monetization?  To answer as much, let’s take a data-driven look at three key realities.   Competition for spend The video game … Continue reading “Three Truths about Esports Monetization”

Teams in eSports are Becoming Serious Business

December 28, 2015

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Categories:Analysis, Industry, Insight, Marketing, marketplace, outlook

The business of eSports is changing. Specifically, the approach to running team enterprises will undergo drastic changes in 2016. As the number of cheering fans, the popularity of video gaming as entertainment outlet, and number of corporate sponsors leveraging eSports as marketing vehicle grows; the eSport team business landscape will evolve accordingly. Where’s the structure?!? … Continue reading “Teams in eSports are Becoming Serious Business”

Three eSports Market Trends to Watch in 2016

November 12, 2015

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Categories:Analysis, Industry, Insight, marketplace, outlook

As 2016 approaches, and in light of Jonathan Pan’s update to his eSports Market Ecosystem, here are three trends you should monitor. Also worth keeping an eye on: Business models for new, prospective eSports begin to emerge. However, critical mass remains the key factor. Until a game title builds a substantial audience, it’s difficult to categorize it … Continue reading “Three eSports Market Trends to Watch in 2016”

eSports Needs More Fans as Customers to Reach the Big Leagues

June 23, 2015

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The explosive growth of eSports has taken the globe by storm in 2015, and the numbers don’t lie: More than 70 million people watch competitive gaming (eSports) across the globe. That’s a big figure, but one that obfuscates key nuances. Namely, the pockets of fans which are at the heart of the eSports movement. These fans are a … Continue reading “eSports Needs More Fans as Customers to Reach the Big Leagues”

Evolve or Die: The Emerging eSports Industry

June 9, 2015

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Recently a reader reached out to me privately and asked, “What exactly is the eSports industry?” Since Wikipedia defines industry as: “the production of a goods or services within an economy.” And examples of industry are everywhere, e.g. the production of items like cars, mobile phones, and clothing. The question becomes, “What does eSports produce … Continue reading “Evolve or Die: The Emerging eSports Industry”

Revlo and the eSports Fan Loyalty Pot of Gold

May 25, 2015

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Gods of Mayhem posted an interesting piece on a new company, Revlo, here. The company is billing itself as a loyalty platform for eSports streamers, a space that’s ripe for innovation and growth. The biggest strength of the eSports community is fan engagement. I say that without pause, because it’s true. For one, this global community of millennial … Continue reading “Revlo and the eSports Fan Loyalty Pot of Gold”

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