E-sports are becoming a subject of academic (and business) interestDate of publication: 11.10.2023
Esports has come a long way from being a niche hobby for teenagers to a multi-billion dollar business, spanning multiple industries and building a global audience.
E-sports are a form of video game competition where professional players or teams compete to play video games at a competitive level. This form of sport combines skill, tactics, strategy and competition in a similar way to traditional sports, but in a virtual world.
According to Futuresource Consulting, e-sports revenues are up 5% in 2020 compared to 2019, and up another 17% in 2021, while sponsors and publishers continue to increase their contributions. E-sports have been popular among students for years, especially in the US and Canada, and are now increasingly making their way into school and university curricula. In over 60% of high schools and colleges in North America, e-sports will appear on students' timetables as more and more schools introduce scholarships and training programmes for the industry. In the longer term, hardware vendors will experience increasing demand for high-end equipment and upgrades. E-sports are making their way into academia through dedicated E-sports research departments, for example at Harrisburg University of Science and Technology, University of Limerick and University of Augsburg. Universities are increasingly interested in finding ways to push the boundaries of e-sport performance and, not surprisingly, have turned to artificial intelligence for solutions. AI enables researchers to efficiently extract insights from different data sets. Given the revenue potential of world-class players, equipment for this type of research is expected to remain one of the leading areas of investment. With e-sports as a new area of academic interest, many universities, particularly in North America, are consequently changing their purchasing priorities.
The economy, manufacturing, education and other sectors have been subject to increased pressures and changes in recent years as a result of the pandemic and the measures taken to contain it, as well as the Russia-Ukraine war, as confirmed by various surveys and analyses. The Information and Communication Technologies (ICT) sector is also exposed to similar changes, but at the same time it is able to monitor, assess and control changes not only in its own sector but also in all other sectors, which has been a valuable help to all of them in recent years.
ICT helps businesses and institutions in all industries to organise work, adapt operations, streamline operations, process data, evaluate results, predict trends and discover new opportunities. And they enable schools and universities to implement hybrid forms of teaching and meaningful digitisation of learning processes.
This is why we have decided to publish regular summaries of information, assessments, analyses and studies by research and analyst companies that can help everyone to better monitor, learn about and understand changes and trends and to adapt more successfully to the new ICT era.