price please? Also the crossed out part isn’t necessary because this assignment was supposed to be a presentation but later they turned it to the report. Thank you

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price please? Also the crossed out part isn’t necessary because this assignment was supposed to be a presentation but later they turned it to the report. Thank you
Answered Same DayMay 23, 2021BUS 302

Answer To: price please? Also the crossed out part isn’t necessary because this assignment was supposed to be a...

Taruna answered on May 25 2021
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E-Sports and the Future of Sponsored Online Gaming Activities: A Business Venture Proposal
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Introduction
    The value of business ventures are analyzed by the proposition of profit as well as the innovation with which, they serve thee customers and targeted markets. In fact, the emergence of globalization has expanded the doctrine of new business models from physical markets to virtual ones; the digitalization and the rise of techniques like internet has given this prime opportunity to the new investors who seek to open up new horizons in business. As internet has given these possibilities, th
e gaming industry has also seen a kind of boom by developing various online gaming platforms. Games like PUBG mobile, Dota 2, Call of Duty etc come now with online multiplayer gaming. The growth ratio of the e-sports is now recognized as 30% every year, making its compound annual growth rate from 2019 to 2024 to $454 million, as per the business insider intelligence (Reyes, 2019). “We define e-sports (electronic sports) as a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the e-sports system are mediated by human-computer interfaces (Hamari & Sjöblom, 2017). In simpler words, e-sports is a form of video gaming where individual users, both players and teams (when a team game is taking place) compete with each other in playing digital video games on computers using Internet or LAN. E-sports is oriented towards competitive video gaming that is mostly coordinated by different leagues, scales and tournaments, where players join teams and other “sports” organizations sponsored by various companies” (Peša, Ciana and Toni, 2017).
If on the one hand, the online gaming has stretched the limits of gaming industry, it has also given a new opportunity to the investors to sponsor new gaming events. E-sports sponsorship is one of its kind business ventures that are the core of the following business proposal. It is especially subjected to the youth whose preferences are set to online gaming as most of the young players are now adopting to you tube streaming as a mode to showcase their game play to a vast amount of audience. The business venture includes sponsoring teams playing online games over various E-sports tournaments.
Mission
    The mission statement of the business venture is set to provide ‘safe and interactive environment for the development of the game plays of the skilled players of online games. The venture will be having committed efforts to make sure that the financial needs and expectations of skilled players are well met out so that they can have secured ways to play their games. The venture will also ensure that the games having nature of online playing mode are promoted throughout the gaming industry in order to increase the number of tournaments held every year. It will be more like adding dedication to gaming as a professional venture which is not usually perceived by the common social fraternities across globe. The venture will rule out the conventional approach that people take towards gaming i.e. people tend to think gaming as something that cannot have professional dimensions of earning. The mission will be to break this ideology by providing ideally sponsored platforms for playing and earning games like PUBG mobile and Free Fire.
Goals
    In terms of identifying goals associated with the new business venture of sponsoring E-sports gaming, the goals will be to enhance the process of mediation of human computer interface. The primary aspects of managing sports activities through electronic sources will be put to well order. The business objectives will be to achieve the excellence in providing services that are based over competitive gaming which is now taking the form of full industry. The locating and identification of the skilled players across globe and their participation in the popular gaming tournaments will be ensured by given them full or partial sponsorship and it will be based on physical promotions of the sponsorship as well as on platforms like social media etc.
Ethical Issues
    The sponsorship of E-sports has no direct ethical implications to ensure safe business. However, there are multiple perspectives that can be taken for ethical consideration. At first, E-sports industry is new to the business developers; there are still chances of having business rules and provisions that must be ensured for sponsoring teams and players. Secondly, the sensitive part of ethics is related to hacking in computers. Hacking has various perceptions that make it look extremely diversified. The sponsorship manner will be directly under the influence of hacking, if any of the team or player is found using unauthorized access to the tools and mediums of playing. A strict code of conduct will be required to be implemented to ensure that the outcomes of the business venture are successfully achieved.
Additionally, the criteria of business is now limited to one nation; therefore, international principles of ethically expanding business will be regulated throughout the course of developing the venture. The problems will be mainly in associating with the rules and regulations implied at local level, other than the host nation, in case of team hiring or organization of a new tournament is done overseas. The ethical values will also include in the process of ensuring safety and privacy of data maintained because the teams and players will be sharing their personal data to the venture. Thus, it will be of great responsibility to maintain the aspects of ethics in securing them.
Business Model Canvas
The following business model canvas will be used in the process of developing the business venture of sponsorship given to various gaming platforms categorized under E-sports:
    Customer Segments
    The business venture will have three customer segments mainly. The first one will be related to directly to the individual player who seek professional gaming platforms for any game that is registered under E-sports and whose tournaments are organized at global level. Secondly, the venture will help in developing the network of commercials to be put on the live streaming of the hired teams and gaming professionals. These professionals will have collaboration with the companies separately in order to show...
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