Aaron Rodriguez
November 10, 2020
Written Presentation 3
Cohort 21S
Key Concepts
The
focus of this week’s readings was on the Global Economy. The readings
highlighted the focus that sports organizations have on expanding their brand
globally. The main strategy that they use in order to expand globally is
through media. Media has evolved so much of the years going from a linear
system of satellite to a non-linear system of the internet. This new non-linear
system has allowed sports to expand exponentially due to the increase in access
by the consumer. Consumers can now watch sports anytime and anywhere instead of
having to wait till they get home or find a television set at work, a bar etc.
This
newfound non-linear media has allowed sports to grow globally exponentially.
Reaching people through the internet also poses opportunities to big-tech
giants such as Google and Amazon. This allows sports to be able to reach a
significant number of users which they would have not been able to reach had
they not partnered with these companies. These companies have name recognition
globally and adding their program to their streaming capabilities not only
reaches newfound audiences but also reduces costs as they don’t have to set up
their own streaming platforms.
Combined
with this effort in the digital streaming space is their efforts on social
media. Young adults are a great target for sports organizations globally as
they bring energy to stadiums and can reach the most amount of people and are
willing to tell others about their experiences through their accounts. The way
that sports organizations target young people is through quick stories. Young
people have been conditioned for instant gratification and this is the same
when it comes to media consumption. They can’t wait as the generations before
them did to watch a game on tape from a few days ago. They must consume and
interact with their content as soon as it happens. A great social media
campaign allows young people to do that.
An industry that has been able to capitalize on all these concepts and
engage young people is eSports.
IT “Idea Tangible”
Esports
has had a long journey to become the global sport it has today. Esports first
started as a single-player system where you would face the computer at simple
games such as “Tic-Tac-Toe” till the first multiplayer game in 1958 of “Tennis
for Two”. On October 19,1972 the first eSports tournament emerged with the
winner receiving an annual subscription to “Rolling Stone”. This started the
competition of eSports which continued to grow over the years. With the growth
of home consoles and arcades in the 1970’s this allowed gamers to practice
their skills at home and then immortalize their skills at the arcade by being
on the leaderboard through the games “Asteroids” and Starfire” and a national
video game competition was born with William Salvador Heineman being the winner.
This gained interest in
gaming and developing teams to compete In 1983 the first professional gamer
team, U.S. National Video Team. In 1982 the first international video game team
was founded in Germany. This helped grow the sport to show that this was not
only an American thing but something that could be a worldwide phenomenon. With
the growth of the internet in the 90’s this accelerated the growth of the sport
as this allowed people to play with other users across the world without
meeting. In 1990, the first world championship was established by Nintendo
which the prize was gold Nintendo gaming modules. Over the rest of the 90’s
PC’s became more accessible and powerful which allowed games to be better
quality and be in the hands of more people. This widespread of technology
allowed the sport to be able to reach South Korea where the development of
tournaments that offered cash prizes was founded in 2005 for $1 million. This
was the beginning of eSports becoming the massive industry it is today.
Tournaments and gamers soon realized that they could monetize their gaming
abilities and the access to the sport allows it to not have limits to who can
play.
Esports has become a
rapidly growing industry that is currently estimated at $950 million and is
estimated to be worth $1.6 billion by 2023. Their interest has been garnered initially
through a non-linear media approach. Tournaments and personal content are
streamed online through sites such as Twitch.tv and youtube.com. These
streaming services allow viewers to be able to watch and interact with their
favorite streamers instantly. They have also been able to use a linear approach
through their partnership with ESPN and is broadcasted on Disney XD. This
allows them to reach a wider audience.
Something that is
different about their approach is that their main target isn’t young adults as
other sports are. Their main focused audience is the youth. Being on channels
such as Disney XD reaches audiences that are in elementary and middle school. Kids
are already interested in games and eSports companies are looking to make them
interested in their games through this method of broadcasting. Kids can be
involved in the sport at an early age as there is no height or weight
requirement to be at a professional level. The sport is purely based on the
ability of the mind. This opens the possibility for anyone to compete in
tournaments or even just to get involved in the sport. This focus on the mind
also allows men and women to compete against each other even though this is
rare. The industry is predominantly male and gives little opportunity for males
and females to compete against each other. There have been claims that men and
women think differently and that is why there are separate leagues. However,
there seems to be no hard evidence to show that one gender has a significant
advantage over another.
https://www.cnbc.com/2019/01/20/heres-why-esports-can-become-a-billion-dollar-industry-in-2019.html
https://www.redbull.com/us-en/meet-the-new-generation-of-esports-kids
https://www.ispo.com/en/markets/history-origin-esports
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