E-Sports Industry in the Time of Green Digital Ecosystems: Security Decision Support Empowerments

E-Sports Industry in the Time of Green Digital Ecosystems: Security Decision Support Empowerments

Heru Susanto (School of Business, University of Technology Brunei, Brunei & Informatics, National Research and Innovation Agency, Brunei & Information Management, Tunghai University, Taiwan), Alifya Kayla Shafa Susanto (Department of Information Security, School of Computing and Informatics, University of Technology Brunei, Brunei), and Muhammad Izzat Rifa'ie (Department of Management, School of Business, University of Technology Brunei, Brunei)
DOI: 10.4018/978-1-7998-8524-5.ch006
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Abstract

The phenomenon known as “eSports” has been growing in numbers in terms of revenue, market share, and popularity. This research aims to study this phenomenon in a larger scale which include findings from Southeast Asian countries such as Thailand and Singapore. The structure of the study will compromise of describing the eSports industry which is crucial to understanding the whole ecosystem of eSports, such as the economics behind the industry and the different roles that come under the industry. In order to do that, the application of a decision support systems tool is used to further study the future of eSports.
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Introduction

Electronic Sports, called by eSports for short, can be similarly compared to traditional sports tournaments (Premier League, National Basketball Association, etc.), but it is more commonly known to be a competitive scene where professional eSports teams and athletes compete through playing video games in order to achieve big titles and prize pools. eSports have been slowly emerging into the business in the last decade, but the scene has grown rapidly the past few years and has been getting the attention that it needed. Just last few year (2019-2020), the global eSports market reached a total revenue of $1.1 billion with a year-on-year growth of +26.7% (Susanto et al., 2021; Pannekeet, 2019; Jenny et al., 2018; Mohiddin et al., 2020). The phenomenon is now widely seen in Asian countries namely Korea, China, some neighbouring countries such as Malaysia and Indonesia (Table 1). eSports is not entirely based on competitions, but is a collective motion that constitutes to the subject that includes social entertainment from streaming services, eSports-based events which attracts the public towards the initiative, managerial efficiency in the organization.

Table 1.
Gamers in various Asian countries
All values are in millions
RegionNumber of GamersPC GamersMobile Gamers
201620172018201620172018201620172018
China516.6564.86457.37.711.3527561620
Indonesia38.843.75336.339.753.4159173207
Malaysia12.1142411.912.518.1525465
Singapore2.72.962.092.196.899.318.9
Philippines25.329.94332.13443141147176
Thailand1618.329.111.81323.3515776
Vietnam30.532.841.22627.837.9114121134

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