Analyzing the Future of E-sports and Its Impact in India

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Added on  2022/08/12

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This report explores the burgeoning E-sports industry in India, examining its growth potential and future prospects. It highlights the increasing participation of professional players and spectators, driven by the rise of online gaming and the development of a professional culture. The report discusses India's active role in the E-sports sector, supported by the E-sports Federation of India and its memberships in international federations. It analyzes the market's revenue potential, the involvement of various companies, and the increasing prize money in tournaments. Furthermore, it emphasizes the importance of viewership, streaming services, and legitimacy for the growth of E-sports in India, concluding that E-sports has a bright future and needs further enhancement to achieve mainstream success. The report also includes a bibliography of relevant sources.
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Running head: SPORTS LAW
SPORTS LAW
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1SPORTS LAW
Introduction
The video game culture was considered to be restricted and a limited medium for the
amateurs who used to play it for fun until two decades back. However, there has been an increase
in the participation of the professional players and therefore the spectators of such has also
increased who are considered to be having interests in watching those video games online. By
the year, 2010 E-sport was considered to become a powerful driver of the videogame industry
and there were several developers actively intending to design a professional culture in E-sport1.
This paper would discuss the future of E-sports in the country and how India would be
able to benefit from such and become the next big thing. In conclusion, it would summarize the
points that have been discussed in the paper.
Discussion
India is considered to increase its sphere in the E-sports sector as they are developing day
by day. India has become an active member and one of the major players in the E-sports
industry. India has dedicated E-sports Federation of India (ESFI). It has been a full time member
of the International E-Sports Federation (IESF) and along with such the Asian E-sports
Federation (AESF). In the year 2019 India is considered to be have an entire audience for E-
sports, which would also increase the revenue to more than a billion dollars. With the emerging
market and large-scale tournaments that are taking place, the brands are trying to create a market
opportunity for themselves. Therefore, the banking companies along with other commerce
companies or the automobile companies have no direct relation with this particular sector but
1 Malik, Prachi. "E sports: A competitive electronic sports." (2019).
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2SPORTS LAW
they would be involved with the youth and such would ensure them with an audience base,
which would be bigger and wider2.
The E-sports sector is considered to be at a budding age and the companies are
considered to be afraid of channeling their money in this particular sector. E-sports are not only
considered to be some kind of a fun entity for all the youth centric people but they have acquired
or obtained their name in the international sporting arena in an effective manner. There have
been various upward shift in the revenue systems and the prize money for the E-sports
tournaments are increasing over the years and thus, they are doing better than any other
traditional games that are prevailing throughout ancient times. Presently, the revenue systems are
not considered to be substantial for the E-sports sector but it would eventually increase
subsequently in the following years. More revenues would be generated and the economy would
improve. Mumbai had hosted and conducted certain E-sports event in the year 2019 which
consisted of the international market place3.
The future of the E-sports are considered to be bright and it is rapidly growing as the
landscape of the sports are considered to be changing and the global phenomenon continues to
grow at an enormous scale which would be in terms of popularity among the players and the
revenue for their businesses. The primary cause of growth relating to the industry would be
through viewership and legitimacy. India is considered to have a potential with the viewership.
The streaming services like Twitch and YouTube are paving the way for the future of the E-
sports in terms of viewership as they permit the fans to live stream the games. On the other hand,
2 Annergren, Björn, and Daniel Ulug. "CScore–A Real Time Application for E-sports: PROVIDING LIVE
UPDATES OF PROFESSIONAL MATCHES." (2016).
3 Chen, Cheng, and Priscilla ST Davis-Ngatai. "How to gain competitive advantage through crossborder e-
commerce between New Zealand and China?." (2017).
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3SPORTS LAW
legitimacy is considered to be an essential aspect as gaming for a way of living has always been
a challenge as well as risk for the individuals in all parts of the country and legitimacy could fix
this difficulty to some extent because pride at the Olympics would be considered to be close and
prestigious to India. Therefore, these would help in creating a huge boost which would help them
in the international circuit4.
Conclusion
Therefore, it can be understood from the above discussion that in the subsequent years
India would realize its rapid growth and would play on the same level as that of the global
market. Thus, E-sports is considered to have a bright future as more individuals are being
involved in this and the participation for the games are increasing. Hence, it is a new arena,
which is rapidly increasing, and such needs to be enhanced in order to create a mainstream
success. This paper has discussed the future of E-sports in India and how such would prove to be
beneficial to the economy.
4 Ghoshal, Atish. "ethics in esports." Gaming Law Review 23.5 (2019): 338-343.
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Bibliography
Annergren, Björn, and Daniel Ulug. "CScore–A Real Time Application for E-sports:
PROVIDING LIVE UPDATES OF PROFESSIONAL MATCHES." (2016).
Chen, Cheng, and Priscilla ST Davis-Ngatai. "How to gain competitive advantage through
crossborder e-commerce between New Zealand and China?." (2017).
Ghoshal, Atish. "ethics in esports." Gaming Law Review 23.5 (2019): 338-343.
Malik, Prachi. "E sports: A competitive electronic sports." (2019).
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