Abstract

The increasing popularity and exponential growth of esports as a worldwide phenomenon has created a whole new industry with important implications for the different key players in the value chain. The digitalization process, which accelerated after the global spread of COVID-19, has introduced a collection of exciting changes to content production and delivery, with the Internet as its fundamental pillar. Knowledge management in successful esports organizations can be associated with their sustainability, continuity, and achievement of long-lasting competitive results in this industry. From a descriptive standpoint, this paper aims to analyze the determinants that have advanced the esports industry, especially in Spain. To achieve this goal, a SWOT analysis is carried out to highlight the keys that have developed this industry. This research contributes to studying the economic impact and the strategies organizations should follow to guarantee their future. Recommendations for both the industry and public administrations are further discussed.

Highlights

  • IntroductionMarta Pérez-Pérez known as competitive gaming, organized play, e-gaming, or pro-gaming [1], electronic sports (esports) is defined as “competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (i.e., winning a champion title or prize money), where players and teams are competing against each other” [2] (p. 4)

  • Marta Pérez-Pérez known as competitive gaming, organized play, e-gaming, or pro-gaming [1], electronic sports is defined as “competitive gaming at a professional level and in an organized format with a specific goal, where players and teams are competing against each other” [2] (p. 4)

  • The development of the Internet and the use of high-speed data transmission networks changed the initial model of humanagainst-machine competition for another of human-against-human and developed the esport industry, defined as the organization and the implementation of an organized game, mediated by computers and of a competitive nature [4]

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Summary

Introduction

Marta Pérez-Pérez known as competitive gaming, organized play, e-gaming, or pro-gaming [1], electronic sports (esports) is defined as “competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (i.e., winning a champion title or prize money), where players and teams are competing against each other” [2] (p. 4). Some authors [3,4] have expanded this definition to include professional and amateur gaming, video games, the use of consoles, tablets, and mobiles, and contemporary forms of gaming, such as game experience (competitive multiplayer computer games), digital augmentations (digitally enhanced sports) [5], virtual reality, and augmented reality (immersive reality sports). Video games have ceased to be a fad to become a nascent industry with a growing economic and business impact. The development of the Internet and the use of high-speed data transmission networks changed the initial model of humanagainst-machine competition for another of human-against-human and developed the esport industry, defined as the organization and the implementation of an organized game, mediated by computers and of a competitive nature [4]

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