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The Rise and Fall of Esports
Feb 10, 2025
Lecture Notes: The Rise and Fall of Esports
Introduction
Esports witnessed rapid growth and decline in the 2010s
Once seen as the future of sports, challenging traditional sports leagues
Promised new opportunities for players and marketers
Big investments from venture capitalists, game publishers, and even traditional sports team owners
Initial Growth (2010s)
Esports expanded beyond niche markets in South Korea
Twitch's rise and cable's decline favored Esports
Attracted millennial and Gen Z audiences who avoided traditional media
Esports teams and leagues hoped to monetize through tickets, merchandise, and media rights
Peak of Esports
Institutions like colleges offered scholarships, prize pools increased
Mainstream brands (Fortune 500) sponsored teams and events
Billionaire investors from traditional sports got involved
Esports was hailed as the next big thing in media
Decline of Esports by 2024
Many teams shut down due to financial issues
Decline in viewership and questions about audience value to advertisers
Publishers reduced support or shut down leagues
Prominent teams like TSM and Cloud9 went silent amidst financial struggles
Economic Challenges
No team or league turned a profit despite high investments
Fraud and mismanagement within the industry
Esports ecosystem relied heavily on publishers, teams, leagues, and advertisers
The Role of Publishers
Publishers like Riot and Activision played key roles
Variance in publisher support affected the ecosystem's sustainability
League of Legends and Counter-Strike were major titles
Business Models and Failures
Esports tried to emulate traditional sports leagues but lacked sustainable revenue
High entry fees for leagues like Overwatch and Call of Duty
Failure of closed leagues to deliver promised financial returns
Case Study: FaZe Clan
Prominent team with significant competitive and cultural presence
IPOed but failed to sustain a profitable business
Over-reliance on sponsorships and merchandise
Other Market Players
Counter Logic Gaming (CLG) acquired by Madison Square Garden, later dissolved
Enthusiast Gaming’s attempt at media first, then Esports failed
Game Square's acquisition strategies and challenges
Regional Differences
North America: well-funded but underperforming teams
European teams like Heroic and Astralis faced similar financial issues despite competitive success
Conclusion
Esports faced systemic issues, unsustainable business models
Lack of profitability despite high viewership and cultural impact
The future of Esports remains uncertain amidst ongoing challenges
Additional Insight
Activision's Role:
Over-promised financial returns; later pivoted focus to successful live services
Venue Challenges:
Esports-specific venues struggled financially
Closing Thoughts
Esports built on the premise of critical viewership mass and advertiser value
Challenges in monetizing young, impressionable audiences
Esports' future may lie more in passion-driven competition than commercial endeavors
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