the final prize-pool of the event, ultimately bringing it up 2.8 million dollars. Valveâ€™s approach in eSports is unique in that they always work ideas within their goals of eSports. They seek to further player-tofan engagement and create sustainable eSports businesses, serving as an instructional hand and using their client to further marketability of these products. Their approach is slow but can push the business viability of eSports as a whole as well as change the role and expectations from publishers in the eSports sphere. Valveâ€™s approach towards eSports is modest in its goals and results, but has a heavy influence on the interest of teams wanting to get into eSports as well as how eSports may be shaped in the future. *Sources are courtesy of Gamespot.com/eSports and TeamLiquid.net
With the reality of publishers now getting involved in eSports, fitting their view alongside those who have been following eSports for years and actively growing it can be a difficult project. On the one hand, publishers want to ensure the longevity of their game through keeping eSports alive, as it is an emblem of a new generation of
values and the long-standing human nature of competition. On the other hand, event organizations have been surviving on their own alongside teams and players for quite some time now. While a publisherâ€™s blessing can help advertising and marketing for these event organizers, their demands can sometimes be detrimental to overall business interest or severely limiting in terms of actual growth in that specific eSports title. As time moves forward, it would not be a surprise to see companies be more handson with their games and the direction of the eSports sector, but will it be for the better? While we have three clearly distinct forms of growing eSports, neither one nor the other can be truly crowned as ideal for every party involved. Is it better to just put everything in the hands of game publishers like Riot Games, dropping a ceiling on companies like Turtle Entertainment, Major League Gaming and OnGameNet who have been doing tournaments for years and practically created a sustained business model. Or should it be more of an open-market like with Dota 2, a sphere everyone can get involved, though it is a dog-eat-dog world where budget and experience trumps out those looking to start from scratch? eSports
Good Luck Have Fun
Published on Oct 31, 2013
In this special issue of GLHF we expand our coverage to include League of Legends and Dota 2. As part of the first of many such pieces, we f...