{"title":"e-Sport as Leverage for Growth Strategy","authors":"Myriam Davidovici-Nora","doi":"10.4018/978-1-7998-7707-3.ch026","DOIUrl":null,"url":null,"abstract":"While e-Sport today becomes a big business and a highly publicized industry, a big business and a highly-publicized industry, it is still studied from a descriptive perspective rather than from an analytical one. In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL) developed by Riot Games. How competitive community and casual community evolve together? What are the conditions for a virtuous growth? The author deepens the link between the traditional free-to-play dynamics based on acquisition-retention-monetization of players and the dynamics of e-Sport based on managing audience, pro-gamers, competitive events and broadcasting. The author finds that casual players and pro-gamers have specific roles that, combined with an active policy centered on player's experience developed by Riot Games and with a growing media ecosystem, create externalities on each other.","PeriodicalId":270281,"journal":{"name":"Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-7998-7707-3.ch026","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

While e-Sport today becomes a big business and a highly publicized industry, a big business and a highly-publicized industry, it is still studied from a descriptive perspective rather than from an analytical one. In this paper, the author proposes to analyze the relationship between e-Sport and the growth strategy of the game League of Legends (LoL) developed by Riot Games. How competitive community and casual community evolve together? What are the conditions for a virtuous growth? The author deepens the link between the traditional free-to-play dynamics based on acquisition-retention-monetization of players and the dynamics of e-Sport based on managing audience, pro-gamers, competitive events and broadcasting. The author finds that casual players and pro-gamers have specific roles that, combined with an active policy centered on player's experience developed by Riot Games and with a growing media ecosystem, create externalities on each other.
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电子竞技作为增长战略的杠杆
虽然今天的电子竞技已经成为一个大生意和一个高度宣传的行业,一个大生意和一个高度宣传的行业,但它仍然是从描述性的角度而不是从分析的角度来研究的。在本文中,作者提出分析电子竞技与Riot Games开发的游戏《英雄联盟》(LoL)的成长策略之间的关系。竞技社区和休闲社区是如何共同发展的?良性增长的条件是什么?作者深化了基于玩家获取-留存-盈利的传统免费游戏动态与基于管理用户,职业玩家,竞技赛事和广播的电子竞技动态之间的联系。作者发现休闲玩家和职业玩家都扮演着特定的角色,结合Riot Games开发的以玩家体验为中心的积极政策以及不断发展的媒体生态系统,他们会创造出相互之间的外部性。
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