Development and Forecast of Esports Industry
Ryška, Jaromír (2022)
Ryška, Jaromír
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022121228084
https://urn.fi/URN:NBN:fi:amk-2022121228084
Tiivistelmä
The purpose of this master thesis is to introduce readers to the electronic sports (esports) and video game markets, their historical development, and to identify and analyze the market growth based on selected as- pects. Subsequently, these analyzes are used to create a future forecast of the development of esports, which can serve companies and stakeholders who participate in this relatively young and developing market.
The first part of this work describes the history, structure, definitions, viewership, characteristics of game organizations, tournaments, platforms and basics of the video game and digital game markets focusing on esports from the point of view of the market in general, including the Czechia market.
The primary intent of this master thesis is focused on analysing the video game and esports markets, looking at their financial, demographic and user statistics, which formulate the development growth forecast of the esports in the coming years. Quantitative, qualitative and logistic methods are used to estimate the future development of this industry and its possible direction. This work also includes a small case study that takes into account the situation regarding the Covid-19 pandemic that started in 2020.
The last part of this master thesis work is used for summary, predictions of the esports industry, discussion and answers to the main questions of the master thesis.
Forecasting methods were used to forecast the development of esports. These are mainly methods of least squares and time series analysis, which were sourced from the data obtained from the analysis. For this master thesis, secondary data was used mainly from the period 2012-2020 from varied sources.
Forecasts of the future development of esports are primarily displayed with predictive figures of the esports and video games market growth until 2030. Esport market enthusiasts, potential sponsors, entities and com- panies might be interested in the recommendations compiled in this work from which a possible business can benefit.
The first part of this work describes the history, structure, definitions, viewership, characteristics of game organizations, tournaments, platforms and basics of the video game and digital game markets focusing on esports from the point of view of the market in general, including the Czechia market.
The primary intent of this master thesis is focused on analysing the video game and esports markets, looking at their financial, demographic and user statistics, which formulate the development growth forecast of the esports in the coming years. Quantitative, qualitative and logistic methods are used to estimate the future development of this industry and its possible direction. This work also includes a small case study that takes into account the situation regarding the Covid-19 pandemic that started in 2020.
The last part of this master thesis work is used for summary, predictions of the esports industry, discussion and answers to the main questions of the master thesis.
Forecasting methods were used to forecast the development of esports. These are mainly methods of least squares and time series analysis, which were sourced from the data obtained from the analysis. For this master thesis, secondary data was used mainly from the period 2012-2020 from varied sources.
Forecasts of the future development of esports are primarily displayed with predictive figures of the esports and video games market growth until 2030. Esport market enthusiasts, potential sponsors, entities and com- panies might be interested in the recommendations compiled in this work from which a possible business can benefit.