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