Whether you’re a big fan of the e-sports scene or you would be quite happy never hearing about it ever again, you are no doubt aware that a lot of companies are sinking quite a bit of money into it. It’s not just limited to existing e-sports darlings like League of Legends, either, as Blizzard is very clearly targeting the field with Heroes of the Storm and Overwatch, and it’s pretty obvious that Guild Wars 2 wanted a slice of that pie. But a new piece by Joost van Dreunen, CEO of Superdata, brings up a relevant point that is often getting overlooked: With all of these companies investing in the field, where is actual business model to make money off of e-sports?
Van Dreunen points out that the long-term impact of e-sports, both in terms of viability and engagement, has yet to be understood in anything more than the broadest terms and may in fact be part of a shifting of culture. The current emphasis on a very narrow appeal isn’t helping drive long-term engagement, and it raises questions about whether the long-term goal of e-sports is to serve as a business model unto itself or if the goal is basically to use these events as an advertisement for the games in question. It’s well worth reading even if you’re not a fan of the field, as it brings up some interesting points about where the idea of competitive video games will go in the next few years.