eSports Stakeholders: Important Groups and Relationships

eSports Stakeholders: Important Groups and Relationships

DOI: 10.4018/978-1-7998-1538-9.ch002
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Abstract

Chapter 1 introduced eSports and many of the key stakeholder groups involved in the industry. This chapter builds on the introduction, expands the stakeholder groups, explores more deeply the major stakeholders in eSports, and delves into the relationships and interactions between and amongst these groups. In particular, Chapter 2 focuses on the most important stakeholder groups. The purpose of the chapter is threefold: (1) to learn more about the stakeholders and identify those most important to the field and its growth, (2) to assess the power dynamics amongst those stakeholders, and (3) to compare these stakeholders, relative to traditional professional sports.
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Introduction

In any industry, the identification of its stakeholders is a key and important step towards understanding the industry. Table 1 describes a number of important stakeholders in eSports, provides a few examples for each group, and assesses their importance to the future growth and viability of the eSports industry.

Table 1.
eSports industry stakeholder groups
Stakeholder GroupDescriptionExamplesImportance
PublishersThese organizations own the intellectual property of the video games which eSports leagues, clubs and players compete in• Riot Games Inc.
• Valve Corporation
• Activision Blizzard
• EA Sports
Very High
DevelopersThese organizations are the creators of the games on which play occurs• NetherRealm
• EA Sports
Very High
Event OperatorsOrganizations or groups who organize and host eSports events• ESL
• FACEIT
• Dreamhack
Medium to High
LeaguesThe competitive set of events or tournaments, where teams compete for an overall title (championship)• eSports Championship Series (ECS)
• ESL’s Pro League
• The American Collegiate eSports League (ACEL)
• The National Association of Collegiate eSports (NACE)
• NBA 2K
High
Teams/ClubsSets of players who compete as a group, as an identified team, in an eSports league• Fnatic
• Astralis
• Complexity Gaming
• College Teams (e.g., Harrisburg University)
Medium
One-off CompetitionsMajor competitive tournaments that are not affiliated with a league• The International
• Apex
• League of Legends India Champions Cup
Medium
Streaming PlatformsOrganizations who offer, manage and develop platforms for online media and streaming by fans• Twitch
• YouTube Gaming
• Twitter
Very High
BroadcastersTraditional cable broadcasters who also offer streaming and other media services and outlets• ESPN
• Turner Sports
High
SponsorsBrands who invest resources into eSports in return for marketing rights to achieve their own objectives• Intel
• Red Bull
• Samsun
• Coca-Cola
• Audi
Medium
PlayersThe athletes/participants who compete as individuals or members of teams in leagues or competitions• Fatal1ty
• NaDeSHoT
• Ninja
High
Gambling OrganizationsFirms who offer fans and gamblers the opportunity to bet on eSports competitions• Unikrn
• Bet365
• SkyBet
Low
Federations and AssociationsThe governing bodies, typically not-for-profit organizations, who are responsible for the stewardship of eSports, its rules and its development• International eSports FederationMedium to High
Equipment and Apparel ManufacturersThe organizations who produce the equipment that players use to compete, the clothes they wear and the gaming accessories they use in competition and/or training• Turtle BeachMedium
Ticket Sellers and ResellersOrganizations who sell tickets to eSports events in the primary market (i.e., direct from event itself) or secondary market (i.e., resale of tickets)• eSports Tickets
• StubHub
• Vivid Seats
• Specialized Ticket Brokers
Medium
Traditional Sport ClubsGroups of players competing as a team in a non-eSports league, but who (as a club) have invested in the ownership or management of an eSports club• FC Schalke 04
• West Ham United F.C.
• The NBA Clubs in NBA 2K
Medium
CelebritiesWell-known figures from outside of eSports but who have invested in eSports through club or league ownership• Stan Kroenke
• Michael Jordan
Low
FansFollowers of eSports leagues, clubs and/or players. They are often also amateur players themselves.Very High

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