eSports, or competitive video gaming, are a rapidly developing segment of sport and gaming. eSports are a unique cultural and economic phenomenon, and only recently is this nascent industry garnering substantial attention from gambling operators, regulators, and researchers. In 2015, an estimated quarter of a billion dollars will be wagered on eSports, a number projected to grow to $23 billion by 2020 (Eilers Research, 2015).
This panel presentation will provide a general overview of eSports, including some background on the industry, a description of the market and general business model, information about the gambling opportunities within eSports, sponsorship opportunities and conflicts, game mechanics that parallel standard sports (skill-based components) and those that incorporate chance, and opportunities for companies to integrate both responsible gaming and gambling practices. A short presentation during the panel will use Hearthstone, a popular eSport, as a case example to demonstrate some of the skill and chance components of the game.
Panel participants will represent different stakeholders in eSports, including academe, media, eSports gambling operators, eSport event organizers, and participants