Business Skill Report

Verified

Added on  2020/02/03

|14
|4207
|150
Report
AI Summary
This report assesses the investment opportunity in e-sports for Norling PLC. It begins by defining e-sports and examining its global growth and popularity, citing statistics on audience size and revenue generation. The report then explores potential revenue streams for Norling PLC through team creation, including sponsorship, endorsements, and event revenue. It also details potential costs associated with building and maintaining an e-sports team, such as salaries, training facilities, and equipment. A risk assessment is included, highlighting potential challenges like competitor acquisition and the risk of not winning championships. Finally, the report recommends that Norling PLC invest in an e-sports team, specifically a first-person shooter team, due to the high potential for profit and the large fan base in that genre. The report also includes a reflection on the challenges faced during the creation of a presentation on this topic, covering aspects like division of labor, team dynamics, organization of information, and presentation delivery. A separate essay discusses the impact of violence in video games, exploring both positive and negative effects and concluding that the negative impacts outweigh the positive ones, emphasizing the need for parental monitoring and control.
Document Page
BUSINESS SKILL
tabler-icon-diamond-filled.svg

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
TABLE OF CONTENTS
TASK A: INVESTMENT OPPORTUNITY IN E-SPORTS FOR NORLING PLC......................1
EXECUTIVE SUMMARY.............................................................................................................1
INTRODUCTION...........................................................................................................................1
FINDINGS AND ANALYSIS........................................................................................................1
What are E-Sports...................................................................................................................1
International picture of E-Sports............................................................................................2
Money making opportunities with respect to the creation of E-Sports team.........................3
Assessing the potential cost which is involved in making team............................................4
Potential risk which are associated with the E-Sports type of opportunity............................4
Giving advice for investment.................................................................................................5
CONCLUSION................................................................................................................................5
TASK B: PRESENTATION REFLECTION..................................................................................6
TASK C: ESSAY ON VIOLENCE SELLS, BUT AT WHAT COST...........................................8
REFERENCES..............................................................................................................................11
ILLUSTRATION INDEX
Illustration 1: Global E-sports audience in 2014.............................................................................5
Illustration 2: E-Sports revenue growth...........................................................................................6
Document Page
TASK A: INVESTMENT OPPORTUNITY IN E-SPORTS FOR NORLING
PLC
EXECUTIVE SUMMARY
It can be assessed from the given report that at present the concept of E-Sports is growing
significantly. It is gaining popularity among the global audience. Furthermore, the studies of
different 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 form
of 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 existence
which is called as E-Sports. This is because of significant development in the Information
Technology (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 buyers
towards it. E-Sport is completely different form of game which gives unique gaming experience
to the buyers (Ferguson, 2014). Furthermore, it is basically popular among the young buyers. In
the present report, the detailed description will be given regarding the new form of games such
as E-Sports. In this regard, the report will state different costs and risks which are associated with
the given game. Thus, on the basis of such information only, an effective decision will be taken
by the manager of Norling Plc that whether it should invest money in E-Sports games or not.
FINDINGS AND ANALYSIS
What are E-Sports
E-Sports is also called by the name of electronic sports wherein the major aspect of sports
is facilitated through electronic system (E-sports meaning, 2016). It is basically a type of
organised form of multiplayer video game competition. This competition is held between two
professionals who reside at the distant places or countries. Hence, it is a kind of virtual video
game. In accordance with the given context, there are most common forms of video game genres
identified which are related with the E-Sports. It consists of fighting, first person shooter and real
time 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-Sports
1
Document Page
is of gaming environment. In this, gaming environment is virtual wherein audience cannot touch
and feel the people who are playing the game. But, the given thing is not seen in the normal
sports (Burk, 2013). However, like any other game, number of tournaments are also organised
for getting E-Sports experience. In this regard, some name of tournaments are assessed which
consists of The Evolution Championship Series, League of Legends World Championship and
Battle.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 viewed
and experienced by the different people globally (Adachi and et.al, 2011). The given industry is
gaining popularity because of mass building of broadband internet connections. Here, from the
analysis, it is identified that in 2015, global number of E-Sports enthusiasts were recorded as 113
million. Furthermore, there is significant rise being seen in the number of audiences. In addition
to 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. In
this 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 had
not only viewed the game but have given active participation in the same as well.
2
Illustration 1: Global E-sports audience in 2014
(Source: Mcgrath, 2014)
tabler-icon-diamond-filled.svg

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
The above figure entails that the respective game is achieving high growth. For example,
in 2012, it has earned the revenue of 130 million dollar. However, the revenue of E-Sports has
increased significantly in the year 2014 which is of 194 million dollar. Furthermore, it is also
estimated that E-Sports revenue will be likely to achieve major growth in 465 million dollar.
Hence, it is correct to say that in international platform the respective form of game is working
well and thus giving significant contribution to the nation's economy too. (Anguera and et.al.,
2013).
Money making opportunities with respect to the creation of E-Sports team
With an aim to assess the money making opportunities which are associated with the
creation of E-Sports, number of revenue model identified which Norling Plc can use. It consists
of event revenue model, team revenue model and media revenue model etc. Here, by creating the
E-Sports team, manager of Norling can earn revenue in the form of endorsement and
sponsorship. Here, with the use of such team, cited firm can perform significant increment in its
revenue (O'Brien, 2016). Here, Norling Plc can earn high revenue when its team wins some
3
Illustration 2: E-Sports revenue growth
(Source: Taylor, 2012)
Document Page
championship. This is because, it has been seen that company which wants to give advertisement
about the product tends to hire such people for the product endorsement who have achieved
some name in the market. Hence, by winning any kind of championship, E-Sports team of
Norling Plc can earn the revenue by endorsing the product of other company.
In addition to this, Norling Plc can earn regular profits by entering into profits sharing
contract with its team. Furthermore, they can also earn revenue in the form of fee for registration
and ticket of the event etc. (Rogers, 2014). Here, by complying with all the given types of
activities, cited firm can achieve high profits and sales in an effectual way.
Assessing the potential cost which is involved in making team
There is number of cost assessed which Norling Plc has to pay when it makes the
decision with regard to prepare the E-Sports team. For example, cited firm has to incur the fixed
cost in the form of paying salary to the members of team on regular basis. In addition to this, the
work of Norling Plc does not end by hiring the team. This is because, with an aim to enhance the
gaming skills of their team members and make them capable for winning the championship,
manager of cited firm has to give its team a place for practising the game. Hence, herein the cost
will be incurred by the firm in the form of paying bills for electricity, etc (Ferguson and Olson,
2014). In addition to this, such types of game lead to cause direct impact upon the health of team
members. Due to this, they may suffer with the conditions like eye irritation and headache etc.
Hence, it is due to the presence of given aspect that members of team will require sufficient
break. In this regard, Norling Plc will have to arrange different types of recreational activities
too.
In addition to this, the firm is in need to make investment in the team uniform, gadgets
and equipment which will be used in the respective game. In the given task also, firm will have
to pay lots of money which in turn proves as cost to the firm (Green and et.al., 2012). Overall, it
can be said that enterprise will have to make significant investment in the development of team.
Potential risk which are associated with the E-Sports type of opportunity
The risk of being purchased by the competitor of Norling Plc is regarded as major risk
which will be faced by company. If this will happen at that time then all the investment in the
form of training and development which Norling Plc has made in the task of raising the
effectiveness of purchased team will be turned into huge wastage. Another risk which is
4
Document Page
associated with the given type of opportunity is of not winning any kind of championship. This
will also raise the cost of firm. Hence, it is essential for the enterprise that before making the
decision for grabbing any opportunity, firm should make measures in terms of assessing the pros
and cons which are associated with the same (Strobach, Frensch and Schubert, 2012).
Giving advice for investment
From the conducted analysis, it is recommended to the Norling that it must make
investment in E-Sports team. This is because, of its increased popularity among young
individual. Furthermore, if this is done at that time corporation can earn high profits and sales in
an effectual way.
In this regard, Norling Plc should develop first person shooter team. This is because, the
given type of team can take participation in the games such as Brothers in Army, Counter Strike
and Call of Duty etc. This team is selected because of huge fan following. Thus, the given thing
will give opportunity to the company with respect to earn profits in the form of high profits and
sales (van Rooij and et.al., 2013).
CONCLUSION
It can be depicted that, it is required by the manager that it should assess different pros
and cons related with different type of opportunities available in market. It is due to the fact that
through this way right type of decision will be taken by company.
5
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
TASK B: PRESENTATION REFLECTION
When developing the presentation for the Norling Plc, at that time number of challenges
is faced by me and my team members. We are 4 members who have given opportunity to prepare
presentation for the company. However, the challenges which we have faced are addressed under
following heading:
Division of labour
It is the first task which we have carried out when preparing the presentation for the
Norling Plc. In this regard, we have divided the work of each team members on the basis of skills
which they possessed. For example, in our team two members have good researching skills and
thus they are given task to gather different information about E-Sports and other related
activities. In the similar way, another two members have good analytical skill in which I am one.
Thus, we have given the work to make the analysis of the collected data and draw conclusion
from the same. In this regard, the major challenge which I have faced if of duplication of work.
Here, the members who are given the researching work are completely unknown about the aspect
that they both are searching the same type of content. Hence, I and my team member have faced
major challenge with regard to the same (Marchand and Hennig-Thurau, 2013).
Team working skills
All members in my team have different style of working. This sometime creates conflicts
between us. Hence, with an aim to remove the give issue we have taken the decision for
segregating the work as per the skills and abilities of the team members. For example, two
members of my team have good presentation skill. Then, the task of preparing the presentation is
allocated to the respective member. Hence, it is by complying with the given type of activity
only best work is being carried out by us from each and every members of team.
Organisation
After collecting significant data for the presentation, in the next step we will have to
properly organize the collected data. In the given task, we have faced major problem. This is
because, the information which we have assembled is huge which cannot be included in the
presentation. Hence, in this regard the major challenge which arises in front of us is to do the
sorting of collected information. This problem is resolved by us through mutual discussion.
Delivery
6
Document Page
It is being regarded as one of the most important phase. This is because, in the given
phase we will have to deliver the prepared presentation in front of Norling Plc manager. This
responsibility is given by us to two members who have good presentation skills. But, while
delivering presentation to the HR manager of Norling, the respective members have skipped
some major and important points. Hence, it is the major problem which we have faced while
giving the presentation. But, the given problem is resolved by us at that time of question and
answer stage (Gentile, Swing and Khoo, 2012).
7
Document Page
TASK C: ESSAY ON VIOLENCE SELLS, BUT AT WHAT COST
The concept of playing video game is not new as it is into trend from many decades.
Furthermore, the given trend is growing with the enhancement in the information technology.
But, there is a huge difference is being exist in the game which is played earlier and now. In this
context, it is examined that earlier with an aim to play the game an individual will have to use
different type of tools such as joystick and remote control system etc. But, now thing has totally
changed as now people do not make use of such tool. Such type of game is basically popular
among young customers who ages between 9-19 year (Burk, 2013). These games are popular
because they provide opportunity to the respective customers with regard to get the experience of
different thing by seating at home with their friends and family members. In this regard, it is
examined that many individuals prefers to play violent games wherein they can fight, shoot and
kill the other person.
Here in the given essay discussion is being carried out whether violence in video game
tend have negative effect on the users or not. For this purpose, the views and opinions of
different researchers are reviewed and analysed.
In accordance with the given context, as per the view point of Taylor, (2012) violence
and video game are interrelated and interconnected with each other. In this context, it has been
seen that the games which are made for small kids also possess some kind of violent activities
such as throwing things upon others and shooting other individual etc. Hence, by continuously
playing such type of game, adverse impact will be seen upon the psychology of the users. In this
context, users learn the way of killing and hitting some other person. Hence, this may create
major problem for the society.
Furthermore, Anguera and et.al (2013) have depicted that playing video game on regular
basis will lead to develop negative thought in the mind of users. This is because, it has been seen
that any kind of thing which an individual perform on daily basis have significant impact upon
their mind. The given thing leads to influence the thought process of person. Hence, the people
become violent when they play the video game on continuous basis.
However, Green and et.al (2012) have argued that it is not necessary that playing of
violent video games will always impose negative impact upon the users. This is because, it
totally depends upon the psychology of individual that how they perceive such game. Here, some
people play such game for entertainment purpose and make themselves relax from the hectic and
8
tabler-icon-diamond-filled.svg

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
stressful activities which they have faced in whole day. However, if an individual play these
games not for the entertainment purpose, at that time adverse impact of the game will be seen
upon the individual.
In this regard, as per the view point of Gentile, Swing and Khoo (2012) users often
imitate the things which they have played in video game. In this regard, it has been seen that it is
general behaviour of children that they imitate the things which they like most. For example,
there are many children who try to act like their favourite superstar or superhero of the video
game which they play. In order to act like them children perform different activities such as
beating their brother and throwing things upon them etc. These all thing are done by them for
entertainment purpose. But, sometime the entertaining act by children will lead to cause major
injury to other person. Thus, it is required by the manager of video game that it should establish
some sort of control upon the violent activities in the game.
In addition to this, Burk (2013) has stated that in comparison to the girls, boy’s likes to
play the violent game. This type of activity makes boys more aggressive. In addition to this, with
an aim to impress their partners or girlfriend boys conducts different fighting smacks in the
school which they have learned through video game. Hence, it is correct to say that violent
games not only have adverse impact upon one specific individual. This is because, if may create
dangerous situations for the other members too who live in society. It is due to the fact that the
people who perform such act may likely to become criminal in the future. Thus, the given thing
will lead to raise big question mark in front of the government of the country.
Besides this, Ferguson and Olson (2014) have depicted that different racing games such
as MotoGP 15 and need for the Speed make individual more violent and aggressive. In this
context, different activities which users do in games such as rush driving and stunts etc. tend to
depict by them when they drive in the road. This raises the chances of increasing accident within
city. Thus, it can be said that the video games have the impact upon the users and its behaviour.
But, it has been critically argued by Adachi and et.al (2011) that it is not necessary that all games
which possess violent activities are bad for the person. There are some games which possess
good combination of both violent and good activities. Here, such type of game tends to raise the
tactical skills of individuals. In addition to this, they also lean the way to handle the different
type of situations in an effective manner.
9
Document Page
Overall, from the given essay it can be depicted that the video games have both positive
and negative impact. But, among the list of positive and negative impact of video game, negative
impact is more. This is because, the violence in game makes people more aggressive.
Furthermore, it also teaches them ineffective activities which are completely prohibited by the
members of society. The activities consist of killing people and hitting someone etc. Thus, it is
recommended that the parents should make efforts in terms of restricting their children from
playing such type of games. This can be done by parents by monitoring the activities which is
being done by their children (van Rooij and et.al., 2013). In addition to this, the given type of
game also influence the thought process of children and as a result of it they will not being able
to carry out their efforts with regard to assess the difference which exist between bad and good
activities which they are performing. Hence, it can be depicted from the conducted discussion
that the video games do have impact upon the users. This lead to change the behaviour of person
and make them more aggressive.
10
Document Page
REFERENCES
Books and Journals
Adachi and et.al, 2011. The Effect of Video Game Competition and Violence on Aggressive
Behavior: Which Characteristic Has the Greatest Influence? Psychology of Violence.
1(4).pp. 259–274.
Anguera, J. A. and et.al., 2013. Video game training enhances cognitive control in older
adults.Nature. 501(7465). pp.97-101.
Burk, D. L., 2013. Owning E-Sports: Proprietary Rights in Professional Computer
Gaming. University of Pennsylvania Law Review. 161. pp. P1535-1578.
Ferguson, C. J. and Olson, C. K., 2014. Video game violence use among “vulnerable”
populations: The impact of violent games on delinquency and bullying among children
with clinically elevated depression or attention deficit symptoms. Journal of youth and
adolescence. 43(1). pp.127-136.
Ferguson, C., 2014. Does Media Violence Predict Societal Violence? It Depends on What You
Look at and When. Journal of Communication. 65(1), pp. E1 -E22.
Gentile, D. A., Swing, E. L and Khoo, A., 2012. Video game playing, attention problems, and
impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media
Culture. 1(1), p.62.
Green, C. S. and et.al., 2012. The effect of action video game experience on task-
switching.Computers in human behavior. 28(3). pp.984-994.
Marchand, A. and Hennig-Thurau, T., 2013. Value creation in the video game industry: Industry
economics, consumer benefits, and research opportunities.Journal of Interactive
Marketing. 27(3). pp.141-157.
Mcgrath, B., 2014. Good Game: The rise of the professional cyber athlete. The
New Yorker.
O'Brien, M. C., 2016. The Video Game Business by Randy Nichols (review).The Velvet Light
Trap. 77(1). pp.117-119.
Rogers, S., 2014. Level Up! The guide to great video game design. John Wiley & Sons.
Strobach, T., Frensch, P. A. and Schubert, T., 2012. Video game practice optimizes executive
control skills in dual-task and task switching situations.Acta psychologica. 140(1). pp.13-
24.
Taylor, T. L., 2012. E-Sports and the Professionalization of Computer Gaming. Raising the
Stakes. pp.35-62.
The Economist, 2011. ‘Gentlemen, start your computers; e-sports. The Economist.
11
tabler-icon-diamond-filled.svg

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
van Rooij, T. and et.al., 2013. Video game addiction and adolescent psychosocial wellbeing: the
role of online and real-life friendship quality. Multiplayer: the social aspects of digital
gaming, pp.215-227.
Online
E-sports meaning. 2016. [Online]. Available through:
<http://www.mweb.co.za/games/view/tabid/4210/Article/8051/Is-eSports-really-a-
sport.aspx>. [Accessed on 6th April 2016].
The global growth of E-Sports. 2016. [Online]. Available through:
<https://images.eurogamer.net/2014/dan.pearson/Newzoo_Preview_Images_Global_Gro
wth_of_Esports_Report_V4.pdf>. [Accessed on 6th April 2016].
12
chevron_up_icon
1 out of 14
circle_padding
hide_on_mobile
zoom_out_icon
logo.png

Your All-in-One AI-Powered Toolkit for Academic Success.

Available 24*7 on WhatsApp / Email

[object Object]