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BUSINESS INSIDER: Why Esports Is Not A Profitable Business

fragster Stalingrad Dollosa 18. November 2024

The esports business has exploded into a global phenomenon over the past few years, capturing millions of fans and involving heavy investments from big brands. It is now irresistible with spectacular tournaments of millions of spectators and top-tier players earning wages similar to their traditional sports counterparts. However, under all the glamour is the harsh fact that many of these organizations aren’t turning a profit. As enthusiasm in competitive gaming continues to be fueled, the question forms and shakes the minds within the industry itself: why couldn’t the business of esports be more rewarding as we imagine?

The Economic Landscape of Esports

The boom years for the esports industry saw numerous investments poured in, especially in 2018 when a high of $4.5 billion in venture capital funding was reached. This wave was driven by the notion that esports might replicate the financial success of traditional leagues such as the NBA or NFL, but as the novelty faded, so did investor interest in this hype. By 2023, venture capital investment in esports had fallen to its lowest levels since 2016, indicating growing skepticism about the long-term profitability potential in the industry.

Attractive viewership and audience engagement notwithstanding, monetization continues to be the biggest challenge within esports. Where sponsorships, merchandise sales, or even ticket sales exist as a source of revenue for teams and organizations, these hardly manage to generate sustainable income. For instance, at 60%, sponsorship revenue is the largest slice of the pie for most teams competing in esports organizations; however, with increasing competition and economic instability, the ability to close the deals has proven to be extremely challenging.

The Business Model Challenges

Running an esports team is hugely costly and can add up very quickly. Professional player salaries tend to be high because teams engage in competitive bidding to attract top players. Travel costs for tournaments and the maintenance of training facilities also add pressure to their budget books, and many organizations have been running at a loss since the very beginning as they failed to balance costs incurred versus the income received.

The other significant challenge that the world of esports faces is that it lacks control over the geographic market. Traditional teams of sports use local fan bases and create an additional revenue source through ticket sales and merchandise in regional markets, while esports teams operate internationally without strong local bonds.

Viewership and Audience Dynamics

Esports has attracted very large audiences but has yet to translate this attention into revenue. Most of the core audience are younger audiences—Gen Z and millennials—where those people tend to spend less on merchandise or tickets than other older, more established sports fans. 

Additionally, even as millions are watching big events like the League of Legends World Championships, most are using it for free through streaming services instead of buying tickets and merchandise. That makes this viewership not countable for the teams and event organizers who might be holding the events. Therefore, even though there are very high engagement rates for these events, there is still a challenge for monetizing them.

Fan loyalty is often also more aligned with specific players than with the teams themselves. Such player-centric loyalty can be extremely damaging for companies, as players regularly change teams or retire. In this way, teams are regularly unable to build sustainable fan bases that provide a regular and predictable stream of revenue through merchandise sales over time.

Market Saturation and Competition

Market saturation in different games and platforms is more or less a result of the rapid growth of esports. An entity, with any congestion scenario of numerous leagues and tournaments competing for its attention and resources while failing to dominate, is forced to ensure good sponsorship deals.

In addition, the opinion that the esports industry constitutes a bubble market has become popular recently among more enlightened observers in the field. The initial excitement led many investors to draw funds into virtually every venture without properly understanding the long-term sustainability of those investments. This bubble effect is similar to previous trends in other industries, where high expectations led to explosive investment and immediate drops when profitability seemed farther than hoped for. The more stakeholders do their sums and take this in stride, the more upset everyone gets about whether the industry can succeed long-term without changing its basic economic nature.

 

Conclusion

The esports business is now at the crossroads between enormous potential and significant challenges. Though millions continue to swoon over competitive gaming, many organizations have been unable to achieve profitability. However, brighter times can be envisioned with innovative strategies that foster positive cooperation among stakeholders. This would depend on how well it can sustain itself in a dynamic environment. That is, only if stakeholders can leverage all passion from fans and excitement of competitiveness in a solution to some of these core challenges will esports finally realize its promise as a venture that can be profitable.