The concept of esports as a legitimate entertainment
industry in recent years has been given credence due to its rapid growth and
exposure. As millenials move away from traditional forms of viewing
entertainment in favor of livestreaming platforms, where esports primarily is
found, investors and advertisers have realized that it is through industries
such as esports that they can reach millennial viewers. SuperData Research
projects that by 2019, esports will generate upwards of 1.2 billion dollars in
revenue, which has drawn the attention of many from outside the industry. The
North American League of Legends Championship Series (NA LCS) stands as the
premier competitive circuit in esports, coming the closest to traditional
sports leagues in terms of structure.
With the conversation over
legitimizing esports as an entertainment form growing, many have sought changes
to the NA LCS to do so. Primary concerns come in the form of franchising and
discipline within the league. The NA LCS currently features relegation within
its league, meaning no team is guaranteed their spot for the next season, a
feature not found in traditional sports. Franchising is believed to give
investors and teams stability within the league without worrying that they’ll
lose their investment. Issues of discipline come as a result of no third party
arbitrator for the league, meaning all disciplinary rulings come directly from
the developer.
Juho Hamari notes in an article
discussing esports that “viewers who focus more on the aesthetic aspects may
have a wholly different experience to those viewers who focus on the technical
and rule-based proceedings of the sport,” highlighting the potential barrier
preventing esports from reaching wider audiences (Hamari 221). Despite this,
the shift in viewing habits of millenials has led advertisers and investors
alike to seek out new forms of entertainment to reach them and esports is one
such industry.
Works Cited
Gonzales, Dennis. "Tempo Storm's Reynad: 'To Buy
An LCS Spot Plus A Roster Was Going To Cost Me $1.5 Million'". Thescoreesports.com.
N.p., 2017. Web. 17 Apr. 2017.
Hamari, J., & Sjöblom, M. (2017). What is eSports
and why do people watch it?. Internet Research, 27(2),
211-232. doi:10.1108/IntR-04-2016-0085
Holden, J. T., Kaburakis, A., & Rodenberg, R.
(2017). The Future Is Now: Esports Policy Considerations and Potential
Litigation. Journal Of Legal Aspects Of Sport, 27(1),
46-78.
Hollist, K. E. (2015). TIME TO BE GROWN-UPS ABOUT
VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION. Arizona
Law Review, 57(3), 823-847.
Minotti, M. (2016, July 20).
SuperData: Esports is now a $892
million market, but growth is slowing. Retrieved April 20, 2017, from
https://venturebeat.com/2016/07/20/superdata-esports-is-now-a-892-million-market-but-growth-is-slowing/
Rozelle, W. (2016, May 8).
Competitive Ruling: Renegades and TDK. Retrieved April 17, 2017, from
http://www.lolesports.com/en_US/articles/competitive-ruling-renegades-and-tdk
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