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Agenda of the Presentation
1. What is Esports?
2. Status Quo
3. Opportunities
4. Challenges
5. Conclusion
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1. What is Esports?
Esports is…
▪ … the competition between humans through video
games.
▪ … competitive gaming and needs to be distinguished
from non-competitive gaming.
▪ … different to traditional sports due to the digital
character of esports.
▪ … dependant on the publisher, but the publisher needs
players to sustain its esports title.
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1. What is Esports?
Esports is…
▪ … 50 years old, modern esports about 25 years.
▪ … a digital phenomenon with its own principles and rules.
▪ … highly heterogeneous and volatile.
▪ … more than just competition.
▪ … requiring constant examination and adaptation.
Parallels to the European vision; possible future lab
for the digital European society
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2. Status Quo
Gaming & Esports Reach
▪ Esports is steadily growing.
▪ Esports is not a youth phenomenon.
▪ The definition of esports varies vastly.
▪ Data are heterogeneous and not comparable.
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3. Opportunities
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