In the last decades, the digital video game market has grown to nearly $108,9 billion in game revenues. During this growth, a special gaming segment and community was formed surrounding the direct competitive aspect of games: the eSports. The term eSports refers to competitive video games (pro1 and amateur) based on human-machine interaction where in all phases of the game are in fact exploited electronic systems such as consoles, computers, LANs, internet, video games. Gamers can also compete in leagues and tournaments organized by videogames developers and publishers and / or event organizers, becoming real professionals in the eSports world. Professional players can access the tournaments individually or through a team formed by a professional eSports organization. The eSports are therefore the result of the intersection between the videogames industry and the sports industry. The first one can be divided into two macro areas: just for fun and competitive, while the sports industry in: traditional and electronic. In 2017, Newzoo2 expects eSports to grow at $ 696 million in revenues, 41.3% more than the previous year, divided into $ 266.3 million in sponsorship revenues, $ 155.3 million in advertising revenue, $ 95 million of income for media rights and finally $ 63.7 million of revenues from the sale of products and tickets. This thesis deals with the analysing and description of the supply chain and the main actors involved. In particular, it focused on actors such as: the developers and publishers of the main eSports titles, the main events and tournaments organizers at international and Italian level, the streaming platforms and new job opportunities created thanks to them, the eSports professional team organizations, the influencers media companies, the endemic and non-endemic sponsors and finally fans. Furthermore, the main eSports titles, international tournaments and correlated business are analysed.
Negli ultimi decenni, il mercato digitale dei videogiochi è cresciuto fino a circa 108.9 miliardi di dollari in termini di ricavi. Durante questa crescita, si è formato un segmento di gioco speciale e una comunità attorno all'aspetto competitivo diretto dei giochi: gli eSports. Il termine eSports fa riferimento a videogiochi competitivi (pro3 e amatoriali) basati sull’interazione uomo-macchina dove in tutte le fasi del gioco sono infatti sfruttati sistemi elettronici come console, computer, LAN, internet, videogiochi. I videogiocatori possono inoltre sfidarsi in campionati e tornei organizzati dalle società di sviluppo e pubblicazione di videogiochi e/o dagli organizzatori di eventi, diventando dei veri e proprio professionisti del mondo eSports. I giocatori professionisti possono accedere ai tornei singolarmente o tramite una squadra formata da un’organizzazione professionale di eSports. Gli eSport sono dunque il risultato dell'intersezione tra l'industria dei videogiochi e l'industria dello sport. È possibile dividere l'industria dei videogiochi in due macro aree quella just for fun e quella competitiva mentre l'industria dello sport in sport tradizionali e sport elettronici. Nel 2017, Newzoo4 stima una crescita anno su anno del mercato eSports pari al 41,3%, raggiungendo un valore di 696 milioni di dollari in termini di ricavi. Tali ricavi si dividono in: 266,3 milioni di dollari per le sponsorizzazioni, 155,3 milioni di dollari per le pubblicità, 95 milioni di dollari per i diritti media e infine $63,7 milioni di dollari ricavati dalla vendita di prodotti e biglietti. Obiettivo della tesina è analizzare e descrivere la filiera e i principali attori coinvolti. In particolare vengono descritti e analizzati: gli sviluppatori ed editori dei principali titoli eSports, i principali organizzatori di eventi e tornei a livello internazionale e italiano, le piattaforme streaming e le nuove opportunità di lavoro che si sono create grazie ad esse, le organizzazioni di team professionali di eSports, gli influencer media company, gli sponsor endemici e non endemici e infine i fans. Inoltre vengono analizzati principali titoli eSports, tornei a livello internazionale e i business correlati.
E-sports : analysis of the supply chain and its evolution
SCOZZAFAVA, ANDREA
2016/2017
Abstract
In the last decades, the digital video game market has grown to nearly $108,9 billion in game revenues. During this growth, a special gaming segment and community was formed surrounding the direct competitive aspect of games: the eSports. The term eSports refers to competitive video games (pro1 and amateur) based on human-machine interaction where in all phases of the game are in fact exploited electronic systems such as consoles, computers, LANs, internet, video games. Gamers can also compete in leagues and tournaments organized by videogames developers and publishers and / or event organizers, becoming real professionals in the eSports world. Professional players can access the tournaments individually or through a team formed by a professional eSports organization. The eSports are therefore the result of the intersection between the videogames industry and the sports industry. The first one can be divided into two macro areas: just for fun and competitive, while the sports industry in: traditional and electronic. In 2017, Newzoo2 expects eSports to grow at $ 696 million in revenues, 41.3% more than the previous year, divided into $ 266.3 million in sponsorship revenues, $ 155.3 million in advertising revenue, $ 95 million of income for media rights and finally $ 63.7 million of revenues from the sale of products and tickets. This thesis deals with the analysing and description of the supply chain and the main actors involved. In particular, it focused on actors such as: the developers and publishers of the main eSports titles, the main events and tournaments organizers at international and Italian level, the streaming platforms and new job opportunities created thanks to them, the eSports professional team organizations, the influencers media companies, the endemic and non-endemic sponsors and finally fans. Furthermore, the main eSports titles, international tournaments and correlated business are analysed.File | Dimensione | Formato | |
---|---|---|---|
2017_12_Scozzafava.pdf
solo utenti autorizzati dal 14/12/2018
Descrizione: Testo della tesi
Dimensione
4.4 MB
Formato
Adobe PDF
|
4.4 MB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/136988