Esports organisations are past the initial ‘hype stage’. They are now in a phase where they need to make their business models work commercially. The ongoing adverse macroeconomic climate only exacerbates this. Sustainable long-term growth for esports organisations lies in the wider, gamer-related, entertainment culture – not just in the competitive part of esports alone. While esports companies have been embracing the power of media content and creator talent to an extent already, there is still a lot of room for improvement to unlock its full potential.
Companies and brands mentioned in this report: Apex Legends, Call of Duty, FaZe Clan, Fnatic, Gen.G NRG, Esports, League of Legends, TSM, Team Liquid, Entertainment & Sports, Valorant, and Thieves
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