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Esports Research Notes

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This document includes aims and objectives, primary research, pestle and swot, marketing mix, timescale and budgeting of esports.

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  • January 25, 2023
  • 5
  • 2019/2020
  • Other
  • Unknown
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Manpreet Sandhu
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Esports Activity 2
Contents
Aims and objectives...............................................................................................................................1
Primary research....................................................................................................................................2
PESTLE...................................................................................................................................................2
SWOT.....................................................................................................................................................3
Marketing Mix (7Ps)...............................................................................................................................3
Marketing Message...............................................................................................................................4
Budget...................................................................................................................................................4
Timescale...............................................................................................................................................5




Aims and objectives
 Designing a logo and Increase brand awareness within 12-month period. This can be done by
a celebrity/ influencer endorsement, which is promoting the team though a well-known

, Manpreet Sandhu
07727189905

celebrity. They have a wide audience and can attract many people who are interested in
esports.
 Creating a website which would help achieve the aim of increasing brand awareness because
anyone interested could easily find out more about team occupola.

Primary research
As part of my primary research, I conducted an esports survey. I couldn't ask people to fill out the
questionnaire in the traditional way because of COVID 19. As a result, I attracted the attention of ten
people I know to answer the questions via email.

According to the survey I conducted, 5/10 people (50%) have no knowledge what Esports are. As a
result, I feel that esports companies can give out some free tickets to the audience so that they can
learn more about Esports get a first-hand experience. Furthermore, I asked both male and female
respondents to complete the survey, and they were between the ages of 18 and 28, as this is the
typical target customer for esports. According to the survey findings, the majority of the audience
was interested in esports. Esports piqued the interest of some female audiences. Furthermore, the
results show that Call of Duty and League of Legends are the most common video games.

PESTLE
Political: esports in the United Kingdom has captured the government in terms of legalities and
internal insights. Several local governments within the United Kingdom are looking at the
possibilities of esports being a catalyst for driving economic growth. An example of this factor is the
government of the United Kingdom, both local and national, holding tournaments or ways to bid for
international events. The United Kingdom government is working of factoring esports as sports and
not employment. Most of the international players or participants are treated under the
employment sector instead of the sports sector. And this has been seen in top events and
tournaments like the League of Legends European Championship (LAW et al., 2019).
Environmental: technology can cause a lot of e-waste which is the technology that is no longer in
use and is thrown away, which can harm the environment severely.
Social: Esports help develop teamwork skills. The audience finds esports interesting, so they go to
live events and watch online streams. The audience would like to share their experiences with other
people.
Technological: New technology (such as computers, screens for the audience) are required as new
technology are more advanced and have better software’s. In the current
pandemic, Technology such as computers or mobile phones are needed for the audience to stream
the live esport events. This is because people cannot attend live events Due to the COVID-19
pandemic.
Legal: The teams need to make sure that they have legal documents to do live events. Esports
intellectual property typically includes content owned by the publisher or creator of the game,
characters, and gameplay. Copyrights, trademarks, patents, and licensing agreements are often held
by intellectual property owners, and those safeguards can cause specific problems for those
investing in and around the game, such as team owners, players, and sponsors. The online streaming
rights- Game content is as noted, the developer's intellectual property. When leagues and online
streaming services use the game at public events, this may result in licensing problems. A licence
must be obtained from the game maker to use the game and stream the action for
viewers. Advertising and merchandise- Via endorsements and merchandising, esports players and
teams generate considerable revenue as marketers aim to capitalise on the broad following that
players and teams draw. Similarly, eSports gaming companies have a secondary revenue source
through making products or selling their intellectual property for merchandising.

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