E-SPORTS: HOW IT DEVELOPS PERSONAL SKILLS. CASE STUDY APPROACH OF THE SPANISH LEAGUE OF LEGENDS
Chair of Family Business and Entrepreneurship UAO CEU (SPAIN)
About this paper:
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
Video games have experienced a frenetic success story. The development of the industry has increasingly encouraged the formation of a new form of entertainment: E-Sports. The global audience of E-Sports will be this year 495 million spectators and the sector's revenue will reach 1.1B$. With an annual growth of +15.7%, it is an increasingly interesting industry for investors and the general public (Newzoo, 2020). In this paper we will analyze the skills acquired by professional E-Sports players, specifically from the League of Legends LVP Spain.
E-Sports is considered to be a new trend which has emerged overnight, but it has been around for a long time and has become a colossal industry. At the beginning of the 80s, the development of a Space Invaders tournament "of considerable proportions", according to Hope (2015) , marked the beginning of this new concept that began on a small scale, due to the lack of technological advances that did not allow the whole population to acquire this type of console. After the subsequent Nintendo Boom and its popularization throughout the Western world, another series of video games began to emerge, until a platform was even created to watch the broadcast of these tournaments, JustinTv -later TwitchTv-. (Olsen, 2015).
Since the creation of the video game StarCraft and, a little after, League Of Legends , the world of E-Sports became more and more important. A developing embryo in most countries but a great colossus in South Korea, where since the 2009 launch of League Of Legends has become a new phenomenon, 24/7 channels dedicated exclusively to video games, competitions that filled football stadiums and an audience that hasn’t stop growing.
Currently, it is a consolidated "sport", in which brands invest a lot of money for club sponsorship, both in related sectors such as telecommunications, video game accessories, computer companies, etc. To give a few examples, in Spain the big tele-operators such as Vodafone or Movistar have an E-Sports team participating in the League of Legends, in addition to Orange's sponsorship of the competition as well.
According to Lee (2011), marketing department heads should take into account that it is becoming a socially accepted leisure activity, being a good marketing action that allows connecting young people as potential consumers, even in emerging markets such as BRICKs (Brazil, Russia, India, China, India and South Korea), where growth is expected to be meteoric (Newzoo, 2020). The analysis of the skills acquired by professional E-sports players in Spain, specifically in a game as successful as League of Legends, can give us a new perspective on how gamification can give us keys to learning in a new digital environment.
References:
[1] Hope A. (2015) 'The Evolution Of The Electronic Sports Entertainment Industry And Its Popularity'. In Computers For Everyone [online] 1st edn. ed. by Sharp J. and Self R. 87- 89.
[2] Newzoo (2020). Newzoo | Global Esports Market Report 2020. [online] Available at: <https://newzoo.com/> Consulted 01/11/2020.
[3] Olsen, A. H. (2015). The evolution of eSports: an analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. arXiv preprint arXiv:1509.08795.
[4] Lee, D., Schoenstedt, L.J (2011): Comparison of eSports and traditional sports consumption motives. ICHPER-SD J. Res. 6(2), 39–44 Google Scholar.Keywords:
Competences, Gamming, E-Sports, Games, League of Legends, Education.