The barrier to entry for esports is also so much lower than pro sports. You don’t need to wait for open-hours at your YMCA gym and hope that enough people show up and pay their membership to shoot some hoops. You don’t need another nine people in the same place at the same time with the same skillset—you don’t even have to wait until the sun’s up at the local park or stop playing when it goes down.
Esports is therefore democratizing entertainment. It’s free, and all you need is a good internet connection to play. Mobile gaming was a game changer for this accessibility: You don’t need an expensive console to play anymore, and some of the best games are literally in your hand.
Because of its truly global nature, you’re also being exposed to people who come from different cultures and countries and religions than your neighborhood ball court. It gets you out of your bubble. The tournaments bring people from all over the world together—professional sports only do that during the Olympics or events like the World Cup. Teams are often made up of players from all around the world who have to learn how to work together and get along; there were 24 countries represented at The Dota 2 International last year.
Gaming companies control the games and therefore own the intellectual property on which eSports are based on. They have the scope to control the evolution of the esports sector in a way that was never open to conventional sports. That represents two important revenue vectors. The first is that the shelf-life of games is extended. Historically games have been discounted within about 12 months of release and once a player gets about 40 hours of game time they set the title aside. However, with an eSport constantly boosting visibility the legacy game has the potential to continue to attract new players well after its release date.Click HERE to subscribe to Fuller Treacy Money Back to top