The audience, as one of the key stakeholders in the Esport Ecosystem, records an exponential growth and thus boosts the entire market.
In every 2 years, the esport popularity raises by about 20%.
Almost half of the viewers are males and females between 21 and 35.
• Users(fans)
Fans need a proper ecosystem and esport events on regular basis
• Game Owners
Game owners lack a place where they can interact with other stakeholders in person
• Event Organizers
Event organizers are forced to improvise an ecosystem at the venue to provide experience to other stakeholders
• Professional Teams
There is no offer in the market which meets all the requirements for teams to gather all players in one place
• Professional Players - Influencers
Lacking space to consolidate private and professional life
• Broadcasting Platforms and TV
Platforms are currently limited to content provided by the organizer and players in their own environment
• Brands - Sponsors
Lacking ability to reach all stakeholders at the same time throughout the whole year
The analysis of entertainment and media industry, as well as the industry of gaming and esport, showed a continual growth whose potential is recognized by many countries, which supported its further development strategically-wise.
The development of Gaming Village in Serbia will, with it’s ecosystem, have an amazing influence when it comes to global and local level.
• Innovations
• Market Development
• Talents and education
• New Ecosystems development
• Improvement of esport experiences
• Stakeholder development
• Business Trends
• Tourism development
• The attraction of investments
• Education
• The creation of esports awareness
• The development of other industries
• GDP increase
• Competitive advantage in the industry
• Gaming Village will earn from sponsors who will enable direct contact with esport stakeholders to whom products will be placed.
• As an organizer, Gaming Village will gather media rights revenue.
• Gaming Village will eliminate difficulties which occur during event organizing, therefore, it will have additional competitive advantage.
• Gaming Village will place products through the whole ecosystem of the complex, which includes the the whole esport ecosystem.
• Gaming Village will earn from the production services (content carriers).
01.Sponsoring esports allows gambling companies to directly target their audiences as the esport fan base is mostly made up of players.
02.Sponsoring esport events allows to: The increase of online visibility (without AdBlock Better targeting of specific users, mostly young audiences.
Esport market revenues by segments in USD (2018-2023)
Sponsorships
Media Rights
Publication fees (PF)
Product and ticket sales
Streaming
In-game digital sales