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Report on E-Sports

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Added on  2020-02-03

Report on E-Sports

   Added on 2020-02-03

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BUSINESS SKILL
Report on E-Sports_1
TABLE OF CONTENTSTASK A: INVESTMENT OPPORTUNITY IN E-SPORTS FOR NORLING PLC......................1EXECUTIVE SUMMARY.............................................................................................................1INTRODUCTION...........................................................................................................................1FINDINGS AND ANALYSIS........................................................................................................1What are E-Sports...................................................................................................................1International picture of E-Sports............................................................................................2Money making opportunities with respect to the creation of E-Sports team.........................3Assessing the potential cost which is involved in making team............................................4Potential risk which are associated with the E-Sports type of opportunity............................4Giving advice for investment.................................................................................................5CONCLUSION................................................................................................................................5TASK B: PRESENTATION REFLECTION..................................................................................6TASK C: ESSAY ON VIOLENCE SELLS, BUT AT WHAT COST...........................................8REFERENCES..............................................................................................................................11ILLUSTRATION INDEXIllustration 1: Global E-sports audience in 2014.............................................................................5Illustration 2: E-Sports revenue growth...........................................................................................6
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TASK A: INVESTMENT OPPORTUNITY IN E-SPORTS FOR NORLINGPLC EXECUTIVE SUMMARY It can be assessed from the given report that at present the concept of E-Sports is growingsignificantly. It is gaining popularity among the global audience. Furthermore, the studies ofdifferent researchers also reveal that the respective industry possess many prospects in the future.In addition to this, for any firm it is beneficial that it should maker investment in the given formof game. This is because, on doing this firm can raise its chance of earning high profits and sales.INTRODUCTION In today's scenario, new and different version of video game has come into existencewhich is called as E-Sports. This is because of significant development in the InformationTechnology (IT) that leads to such transformations. In this context, from the conducted analysis,it is assessed that E-sports is the massive and growing industry which attracts many buyerstowards it. E-Sport is completely different form of game which gives unique gaming experienceto the buyers (Ferguson, 2014). Furthermore, it is basically popular among the young buyers. Inthe present report, the detailed description will be given regarding the new form of games suchas E-Sports. In this regard, the report will state different costs and risks which are associated withthe given game. Thus, on the basis of such information only, an effective decision will be takenby the manager of Norling Plc that whether it should invest money in E-Sports games or not. FINDINGS AND ANALYSISWhat are E-SportsE-Sports is also called by the name of electronic sports wherein the major aspect of sportsis facilitated through electronic system (E-sports meaning, 2016). It is basically a type oforganised form of multiplayer video game competition. This competition is held between twoprofessionals who reside at the distant places or countries. Hence, it is a kind of virtual videogame. In accordance with the given context, there are most common forms of video game genresidentified which are related with the E-Sports. It consists of fighting, first person shooter and realtime strategy etc. In addition to this, E-Sport is seen by number of people on a big screen. Hence,it is like an actual game but the only difference which exists between normal sports and E-Sports1
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is of gaming environment. In this, gaming environment is virtual wherein audience cannot touchand feel the people who are playing the game. But, the given thing is not seen in the normalsports (Burk, 2013). However, like any other game, number of tournaments are also organisedfor getting E-Sports experience. In this regard, some name of tournaments are assessed whichconsists of The Evolution Championship Series, League of Legends World Championship andBattle.net World Championship Series etc. International picture of E-Sports The popularity of E-Sports is not just restricted to one country, but it has been viewedand experienced by the different people globally (Adachi and et.al, 2011). The given industry isgaining popularity because of mass building of broadband internet connections. Here, from theanalysis, it is identified that in 2015, global number of E-Sports enthusiasts were recorded as 113million. Furthermore, there is significant rise being seen in the number of audiences. In additionto this, there are around 205 million people watching E-Sports globally. The above figure clearly depicts about the popularity of E-Sports among global people. Inthis context, large number of people views the respective game occasionally. In the similar way,56 million people are the regular viewers. Furthermore, there were some global people who hadnot only viewed the game but have given active participation in the same as well. 2Illustration 1: Global E-sports audience in 2014(Source: Mcgrath, 2014)
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