2. Lecturer
Dept. of CSE
Ahsanullah University of Science and Technology
Lecturer
Dept. of CSE
Ahsanullah University of Science and Technology
Instructed By
&
3. Tanzid Azad
Addit
Mahdi Chowdhury
ID: 20210106129
Department of Textile Engineering
Ahsanullah University of science &
Technology
Arif Anjum Arpon
ID: 20210106105
Department of Textile Engineering
Ahsanullah University of science &
Technology
ID: 20210106124
Department of Textile Engineering
Ahsanullah University of science &
Technology
Represented
By
4. E-sports, short for electronicsports, is a
fascinating phenomenon in a billion dollar
industry. E-sports often takes the form of
organized, multiplayer video
Games competitions, particularly
between professional players, individually
or as teams.
5. History
E-Sports
1970s-1980s: The earliest days of arcade video games, with Space Invaders and Pac-Man as
popular titles.
1972: The first organized video game competition, the Intergalactic Spacewar Olympics, takes
place.
1980s: The rise of LAN (Local Area Network) parties and early esports organizations.
1990s: Emergence of the first online multiplayer games and the beginning of professional gaming.
2000s: Advent of streaming technology, allowing esports events to reach a global audience.
2010s: Growth of esports into a multi-billion dollar industry, with major corporations investing in
professional teams and events.
2013: The International Dota 2 Championship awards the largest prize pool in esports history at
the time.
2016: Esports is featured as a demonstration sport at the Asian Games and is being considered
for inclusion in the Olympics.
7. 01
02
03
League of Legends World
Championship
prize pool of over $06 million
Counter-Strike: Global Offensive
Major Championships
prize pool of over $01million
The International Dota 2
Championship
prize pool over $30 million
8. 04
05
6
Fortnite World Cup
prize pool of over $30 million
Call of Duty League
Championship
prize pool of over $04million
Overwatch League
Grand Finals
prize pool of over $05 million
9. Top 3 E-Sports Streaming Platforms
Twitch
YouTube Gaming provides a
platform for e-Sports
players to live stream their
matches and share their
gaming content with a large
audience
YouTube Gaming
Twitch is a platform that
caters to a wide range of
gamers, with live
streams, VODs, and chat
functions.
02 01 03
Facebook Gaming
Facebook Gaming offers
live streaming options
for e-Sports players and
fans, with a focus on
social interaction and
community building.
10. Financial Perspective of E-Sports Industry
Market size
The global e-sports market was
valued at $1.1 billion in 2020, and
is expected to reach $1.79 billion
by 2023
Advertising revenue
Advertising revenue is a
significant with a forecasted
growth rate of 20.9% in 2020
Sponsorship
Sponsorship is a source of income for the
e-sports industry, with a forecasted
growth rate of 14.1% in 2020.
Merchandising and
ticket sales
with a forecasted growth rate of
9.3% and 8.6% respectively in 2020.
Media rights
Media Rights with a forecasted
growth rate of 14.5% in 2020.
Investment
with venture capital investment
reaching $1.5 billion in 2020
12. The Growth Potential of E-Sports
Projected growth
Consistent and rapid growth in
terms of audience size,
revenue, and investment.
Increased investment
Major corporations investing in
the industry, including
sponsorship deals,
professional teams, and
tournament events
Global audience
Reach of e-sports events and
competitions beyond traditional
borders, attracting a large and
diverse global audience.
Olympic consideration
E-sports is being considered for inclusion in
the Olympic Games, which could
further legitimize the industry and
increase its growth potential.
Technology advancements
The continued evolution of technology
and advancements in gaming
hardware and software are
expected to drive further growth.
Professionalization
The establishment of professional
leagues and teams, as well as the
development of standardized
regulations, is expected to
contribute to the stability and
growth of the industry
13. Challenges Facing The E-Sports Industry
01
Player burnout
The issue of player burnout and the need to ensure that
professional players are able to maintain a healthy work-life
balance.
02
Monetization
Concerns over monetization, including the exploitation
of players, issues with prize pools, and the distribution
of revenue
03
Player exploitation
Issues surrounding player exploitation, including inadequate
compensation, long working hours, and limited job
security.
04
Lack of standardization
The need for standardization across different games and
platforms, including the development of common
regulations and guidelines
14. The Future of E-Sports
01
02
03
Advancements in
technology
The potential for further advancements in
technology, including virtual and
augmented reality, and their impact
on the esports industry.
Growth of mobile
gaming
The expected growth of mobile gaming
and the rise of mobile esports,
including the development of new
games and the growth of non-
endemic sponsorships.
Professionalization
The expected establishment of
professional leagues and
teams, as well as the
development of standardized
regulations, contributing to the
stability and growth of the
industry
15. 04
05
06
Olympic inclusion
The possibility of e-sports being
included in the Olympic
Games, which could further
legitimize the industry and
increase its growth potential
Virtual venues
The potential for the
development of virtual
venues, offering new
experiences for fans and a
new platform for e-sports
events
Increased
sponsorship
The expected growth of non-
endemic sponsorships
and the increasing
recognition of e-sports as
a valuable marketing
platform.
The Future of E-Sports
16. In conclusion, e-sports is a rapidly
growing industry with huge potential
for growth and impact on the world.
The industry has already changed
the way we think about gaming and
competition and will continue to do
so in the future.
conclusion