Resumen
E-sports are currently one of the fastest-growing sectors in the sports industry with an audience of over 720 million people. The revenues produced by e-sports in 2021 exceed 1 billion dollars and more than 75% of its total market will come from media rights and sponsorships, evidencing how its growth materializes from the consolidation of a close relationship of mutual interest and benefit with these important stakeholders. But is it possible to consider e-sports as a real sport? Or are they just video game competitions?.
Idioma original | Inglés |
---|---|
Título de la publicación alojada | Esports and the Media |
Subtítulo de la publicación alojada | Challenges and Expectations in a Multi-Screen Society |
Páginas | 3-15 |
Número de páginas | 13 |
ISBN (versión digital) | 9781000652864 |
DOI | |
Estado | Publicada - 1 ene 2022 |