The rise in the popularity of esport is a trend that has been occurring for several years. In European countries, 38%–67% of esport consumers said that they had watched esport for the first time during COVID-19 ( Deloitte 2021). This proportion was even larger for those aged under 35: two-thirds of this age group played or watched games at least weekly. Of the 2,000 people PwC (2021a) surveyed during the pandemic, half of them played or watched game content on a weekly basis. Esports allowed people to stay connected, even during the pandemic. The COVID-19 pandemic led to the cancellation of sporting events around the world and people looked for alternative entertainment, so the popularity of esports increased. Despite the difficulties, esport will continue to be a major player in the digital world and in the world of sports. This article identifies such opportunities. ![]() The results show that esport and simracing need to become more economically sustainable, and changes are required in all related markets. Our research methodology involved in-depth interviews with industry professionals from different backgrounds. ![]() The aims of the article are: (1) to identify the changes in the esport and simracing world and markets caused by the pandemic, (2) to examine the difficulties and challenges that the industry is facing, and (3) to explore the opportunities for the further development of the business. The focus of this paper, besides esport, is simracing: due to the limitations on physical events, motorsports have had to convert their races to the digital world. The pandemic has had a significant impact on esport and its markets and has affected the whole ecosystem. The esport industry is emerging and constantly changing.
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