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Sports Digitization
Plans for the future
Early projections suggest that esports revenues will come via three main channels: the sale of content rights to broadcasters; direct payments from live streaming services — some live tournaments can attract tens of millions of online spectators — and advertising revenues initially from the games industry, but ultimately from broader product placement.
The fastest-growing revenue stream, say the report’s authors, is media rights, which they expect to generate $340m by 2020, up from $95m this year, as traditional sports broadcasters such as Sky and ESPN are expected to start bidding against Twitch, Facebook and YouTube.
I think that information technology and consequently, the increasing of digitization in sports, will forever change the ways sports operate and esports may even make up its way to Olympics at some point, because this idea has been already discussed between esports authorities and enthusiasts. Looking at how the gaming popularity is growing rapidly, people are starting to take gaming more seriously and the community is getting more serious about making this hobby into official job opportunities.
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The use of digital technologies in sports also expands to areas such as organizing and managing sports teams and their stakeholders, accessing and interpreting sports information, inventing new instruments and strategies that would not be possible otherwise. Esports is the first major global entertainment trend to take its lead from Asia — largely pioneered in South Korea, China now provides the largest bloc of viewers — rather than the west.
