This thesis identifies and analyses potential pitfalls that the eSport industry might face in the future. Over the last decade, the eSports industry has experienced a rapid rise in popularity with increases in revenue and viewers as a result. Through a case presentation of the Korean eSports industry and a historical overview of major events that have occurred over the last 50 years, the paper identifies potential pitfalls that can have a negative impact on the prospects for the industry. The case and historical events are based on extensive desk research. The extensive desk research is further backed up through an interview with the chairman of eSports Denmark and a questionnaire distributed to one of Denmark's largest eSport clubs. The analysis of the paper is divided into two general sections, which focuses on the pitfalls on, respectively, the egalitarian and professional eSport levels and analyzes how the pitfalls might influence the industry. After the analyses, comes a discussion of different types of governing bodies and how each of these might be able to mitigate certain pitfalls. The paper concludes that, in order to continue its growth, the eSport industry needs a better structure between the two levels of the industry.
|Educations||, (Graduate Programme) Final Thesis|
|Number of pages||107|