Final Outline Updated

Initial meetings with my group proved somewhat interesting as we had to find a way to somehow connect technology and economy in a seamless way. This proved further difficult as one of my group peers, Josh, had originally come from a much more “social” aspect for his paper and final. Our first course of action was re-shaping of some of our respective papers. In order to create a much more fluid reading experience, Josh had change his paper to fit a slightly bigger role for technology, which he filled in with Zoom. 

To have a smooth transition from technology and economy, we decided upon the chronology of our chapter as follows: Josh, Esther, Delwyn (myself), Adam, and Daniel. 

Josh’s paper will deal with the social aspects that have changed due to the quarantine that is being replaced by technology, specifically utilizing Zoom in social spheres such as educational or domestic. Esther will follow up with her paper regarding cyber security and how this subset of technology is currently affecting lives during quarantine. My paper will encompass how the pandemic/quarantine culture is creating a market that is suitable for e-Sports entertainment. This will also act as a bridge between technology and economy as e-Sports in itself is based upon electronics and technology, and will finish my paper discussing how the quarantine is fostering an economy that desires  this type of entertainment much more. This will then lead into Adam and Daniel, who will be speaking upon economics and virtual art, respectively. 

Many of my own original components of my paper will be intact, but the chronology of it will be somewhat jumbled up due to our new layout for our chapter. Because of this, I’ve had to push the social and technological aspects of e-Sports closer to the beginning of my paper, while having the economical impacts and importance trailing in order to help lead in our next section of the chapter. Besides this, I’ve had to replace some images I had in my original outline with those that are public domain, which will be listed below.

Overall, our group made a tremendous amount of progress thus far, even with the large obstacles during our group’s initial inception. 

 

I. Context

  • Overview of COVID-19 origin and effects on general quality of life

  1. Began in China and rapidly spread

  2. US quickly began leading viral cases 

  3. Mandatory quarantine

  4. Baseline effects on both social and economical health of US

II. The Electronic Platform

  1. Since video-gaming is by default on electronic platforms, this allows venues, events, and players to be in optimal conditions depending on the situation. 

  • The utilization of technology for these video games has allowed players and the audience to enjoy the comfort of their homes. 

  1. Due to the mandatory quarantine and the pandemic, many people have been confined to their homes. This allows for the e-Sports industry to still maintain relevancy while other traditional sports entertainment (Soccer, Football, Basketball, etc.) have had to cancel events and their current seasons. 

  2. Because of these cancellations, viewers not only have a void of sports entertainment, but can also enjoy e-Sports from the comfort of their own homes due to the quarantine.

  3. This allows for the e-Sports industry from both players and consumers to thrive during these both socially and economically difficult times. 

  4. It allows players to continue their jobs as entertainers and viewers to still have a form of sports entertainment, returning a sense of normalcy to a certain population of people.

III. Society and Video-Games

  1. Video-gaming has pierced entertainment industry at all age levels

  • While it offers a great deal of variety and has a huge catalog for different enthusiasts and age ranges

  1. Fighting games, First-Person Shooters, Real-time Strategies, Sports (Racing, Soccer, Football, etc.), Battle Arenas, and many more

  2. This allows for a huge variety of potential subgenres viewers can either browse through or focus on depending on their respective tastes

  3. This also video-game industry to improve upon these respective genres with new and/or updated versions of these games to remain competitive, interesting, and unique

  • While variety is the spice of life, it also holds to dilute that which is e-Sports

  1. While there are a huge variety of games that have a “competitive” scene, very few actually hold a real market or consistent viewership

  2. All these subgenres have only one or two games that are consistently popular and hold high viewership from season to season. Others such as Tetris and StarCraft II have lost traction in more recent times, even though being the most “updated” version of their subgenre. 

IV. High-level gameplay and Sports Economy

  1. Similar to how people enjoy to play sports such as football or basketball recreationally, they enjoy the viewership of high-level sports play as seen in the NBA and NFL, respectively. This same sentiment could be seen and made for video-games

  • e-Sports has seen steady increase in both viewership and overall competitive prize pool earnings over the course of the last decade and a half. 

  1. The increase in prize-pool earnings shows a clear reflection of the growing popularity and greater demand for more competitive teams and growing audiences

  2. Usage of pandemic garners a huge untapped populace due to new gamers entering market due to quarantine. 

  3. This allows for new fans that come out of pandemic to attend live e-Sports events, further expanding e-Sports growth and publicity 

V. Conclusion

  1. Conclude how these 3 major factors play into the growth of e-Sports entertainment the desirable notion to invest into this growing market. 

  1. e-Sports has a huge following and the pandemic could make it become much more normalized in the American household and market entertainment

  2. This provides a sense of normalcy in sports entertainment where it is currently lacking at the moment

  3. Investing in this market helps re-establish our economy by generating jobs and revenue once again 

  4. Could help players and viewers socially, mentally, and economically 

 

References

  1. Sprite Switch. Sprite Switch, 6 January 2010. <http://www.spritestitch.com/video-game-controller-shirt/>

  2. mutantmagnet. Resetera, Resetera, 28 December 2017.

<https://www.resetera.com/threads/select-a-genre-celebrate-how-diverse-and-broad-that-genre-is.13089/>

  1. “Global eSports Market Report” Newszoo, 2019.

  2. Petry, R. “China to Recognize Gaming as Official Profession” Variety, 2 February 2019.

<https://variety.com/2019/gaming/news/osta-china-gaming-profession-1203126468/#article-comments>

  1. Gough, C. “Annual combined eSports prize pools worldwide from 2010 to 2017” Statista, 16 March 2018.

<https://www.statista.com/statistics/532689/annual-esports-prize-pools-worldwide/>

  1. McDonald, E. “The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42” Newszoo, 20 April 2017.

<https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/>

  1. Riot Games. Riot Games, <https://www.riotgames.com/en/work-with-us/disciplines/esports- operations>

  2. Tran, C. “Exploring esports: players and teams” Campaign, 17 September 2018.

<https://www.campaignasia.com/article/exploring-esports-players-and-teams/447215>

  1. Semut, B. “Wings V Logo” Dribble, 14 September 2019. <https://dribbble.com/shots/7144593-Wings-V-Logo>

  2. Bountie Gaming. “History and Evolution of ESports.” Medium, 3 January 2018.

<https://medium.com/@BountieGaming/the-history-and-evolution-of-esports-8ab6c1cf3257>

  1. Medovarski, S. “Top 5 Biggest Esports Countries.” Gaming 4, 2019. <https://gaming4.cash/top-5-biggest-esports-countries>

  2. Roundhill Team. “Esports Viewership vs. Sports in 2019.” Roundhill Investments, 12 February 2019.

<https://www.roundhillinvestments.com/blog/esports-viewership-vs-sports>

  1. Influencer Marketing. “The Incredible Growth of Esports.” Influencer Marketing Hub, 6 January 2020.

<https://influencermarketinghub.com/growth-of-esports-stats/>

  1. Chapman, J. “Esports: A Guide to Competitive Video Gaming” Toptal. <https://www.toptal.com/finance/market-research-analysts/esports>

  2. Reyes, M. S. “Esports Ecosystem Report 2020: The key industry players and trends growing the esports market which is on track to surpass $1.5B by  2023” Business Insider, 18 December 2019. <https://www.businessinsider.com/esports-ecosystem-market-report>

  3. Pei, A. “Want to invest in esports? A top team owner says there’s one key to the whole thing.” CNBC LLC., 1 May 2019.

<https://www.cnbc.com/2019/05/01/want-to-invest-in-esports-a-top-team-owner-says-theres-one-key-to-the-whole-thing.html >

  1. Carreras, M. “eSports: A New Era for the Sports Industry and a New Impulse for the Research in Sports (and) Economics?” Research Gate GmbH,  April 2019.

<https://www.researchgate.net/publication/332781901_eSports_A_New_Era_for_the_Sports_Industry_and_a_New_Impulse_for_the_Research_in_  Sports_and_Economics>

  1. Graham, L. “ Activision acquires MLG in order to create ‘ESPN of e-sports”, CNBC. 5 January 2016. https://www.cnbc.com/2016/01/05/activision

-acquires-mlg-in-bid-to-create-the-espn-of-e-sports.html

  1. Shanley, P. “Gaming usage up to 75 percent amid coronavirus outbreak, Verizon reports” Hollywood Reporter, 17 March 2020  https://www.hollywoodreporter.com/ news/gaming-usage-up-75-percent-coronavirus-outbreak-verizon-reports-1285140

  2. Schiesel, S. “Facebook to Introduce an App for Gaming”. NY Times, New York Times Company, 19 April 2020. https://www.nytimes.com/2020/04/19/  technology/facebook-a"pp-gaming.htmlSprite Switch. Sprite Switch, 6 January 2010. <http://www.spritestitch.com/video-game-controller-shirt/>

  3. mutantmagnet. Resetera, Resetera, 28 December 2017.

<https://www.resetera.com/threads/select-a-genre-celebrate-how-diverse-and-broad-that-genre-is.13089/>

  1. “Global eSports Market Report” Newszoo, 2019.

  2. Petry, R. “China to Recognize Gaming as Official Profession” Variety, 2 February 2019.

<https://variety.com/2019/gaming/news/osta-china-gaming-profession-1203126468/#article-comments>

  1. Gough, C. “Annual combined eSports prize pools worldwide from 2010 to 2017” Statista, 16 March 2018.

<https://www.statista.com/statistics/532689/annual-esports-prize-pools-worldwide/>

  1. McDonald, E. “The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42” Newszoo, 20 April 2017.

<https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/>

  1. Riot Games. Riot Games, <https://www.riotgames.com/en/work-with-us/disciplines/esports- operations>

  2. Tran, C. “Exploring esports: players and teams” Campaign, 17 September 2018.

<https://www.campaignasia.com/article/exploring-esports-players-and-teams/447215>

  1. Semut, B. “Wings V Logo” Dribble, 14 September 2019. <https://dribbble.com/shots/7144593-Wings-V-Logo>

  2. Bountie Gaming. “History and Evolution of ESports.” Medium, 3 January 2018.

<https://medium.com/@BountieGaming/the-history-and-evolution-of-esports-8ab6c1cf3257>

  1. Medovarski, S. “Top 5 Biggest Esports Countries.” Gaming 4, 2019. <https://gaming4.cash/top-5-biggest-esports-countries>

  2. Roundhill Team. “Esports Viewership vs. Sports in 2019.” Roundhill Investments, 12 February 2019.

<https://www.roundhillinvestments.com/blog/esports-viewership-vs-sports>

  1. Influencer Marketing. “The Incredible Growth of Esports.” Influencer Marketing Hub, 6 January 2020.

<https://influencermarketinghub.com/growth-of-esports-stats/>

  1. Chapman, J. “Esports: A Guide to Competitive Video Gaming” Toptal. <https://www.toptal.com/finance/market-research-analysts/esports>

  2. Reyes, M. S. “Esports Ecosystem Report 2020: The key industry players and trends growing the esports market which is on track to surpass $1.5B by  2023” Business Insider, 18 December 2019. <https://www.businessinsider.com/esports-ecosystem-market-report>

  3. Pei, A. “Want to invest in esports? A top team owner says there’s one key to the whole thing.” CNBC LLC., 1 May 2019.

<https://www.cnbc.com/2019/05/01/want-to-invest-in-esports-a-top-team-owner-says-theres-one-key-to-the-whole-thing.html >

  1. Carreras, M. “eSports: A New Era for the Sports Industry and a New Impulse for the Research in Sports (and) Economics?” Research Gate GmbH,  April 2019.

<https://www.researchgate.net/publication/332781901_eSports_A_New_Era_for_the_Sports_Industry_and_a_New_Impulse_for_the_Research_in_  Sports_and_Economics>

  1. Graham, L. “ Activision acquires MLG in order to create ‘ESPN of e-sports”, CNBC. 5 January 2016. https://www.cnbc.com/2016/01/05/activision

-acquires-mlg-in-bid-to-create-the-espn-of-e-sports.html

  1. Shanley, P. “Gaming usage up to 75 percent amid coronavirus outbreak, Verizon reports” Hollywood Reporter, 17 March 2020  https://www.hollywoodreporter.com/ news/gaming-usage-up-75-percent-coronavirus-outbreak-verizon-reports-1285140

  2. Schiesel, S. “Facebook to Introduce an App for Gaming”. NY Times, New York Times Company, 19 April 2020. https://www.nytimes.com/2020/04/19/  technology/facebook-a"pp-gaming.html