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多伦多论文代写-电子竞技产业的分析

多伦多论文代写-电子竞技产业的分析具体如下。例如,据媒体Newzoo报道,2017年以来,人们的数量呈指数级增长。电子竞技经济在2017财年预计将达到6.96亿美元。公司有大量的资金来自品牌营销。消费支出预计为41.3%。人们表示,整个市场的增长将达到4.93亿美元。2016年,该品牌的品牌访问量增长了97.2%。据估计将有4.43亿人。与2017年相比,这一数字预计将增长41.3%。预计2018年这一数字将达到15亿美元(Newzoo, 2017)。预计平均增幅为2.68亿美元。电子竞技的观众人数预计会随着观众人数的增加而增加。

It is estimated for the fiscal year 2020 there could be a very niche consumer base that would be 385 million. In the385 million around 191 million of the people are expected to be diehard fans. eSports scene is found to come from brands. It was expected to see an increase in the account by $516. The biggest sponsorship is found to account for $266 million (Newzoo, 2017). This is followed by advertising $155 million and the media right is expected to be around $95 million. The consumer spending is expecting to make a smaller level of the markets. It is expected to be $64 million of the market. These game publishers are projected to be $98 million (Newzoo, 2017). These are found to deal with the external organizers owing to which the exact potential of these implications is not yet known. Newzoo predicts that there will be exponential growth in the people. In the case of traditional sports, the total revenue is calculated by the revenue per fan. The key indicator of the growth is based on how the sports are “monetized” (Newzoo, 2017). It is found to encompass the revenue streams which include media rights and consumer spending. In the case of the eSports industry, it is expected to become more mature and is found to encompass increasing number of local events and media rights deals. The average revenue per fan is found to grow by $5.20 by 2020. This is found to be lesser and closer in level with the popular sports such as basketball. This is found to be in the range of the commercial league such as NFL. One another important implications of this eSports is that it is a nascent field and the full potential is expected to be more profound in the coming decades. Therefore, it becomes an absolute necessity to understand where eSports stand with respect to conventional sports and how it would be understood by player and viewers alike.
While there are many forms of online games that could be considered in the genre of eSports for purpose of discussion, none have the popularity that MOBA has. MOBA is in fact considered as one of the eSports that are seen to be as strategic, calculative, involving a game plan, extensive massive support in viewers and revenue generating sport. Furthermore, it is versatile and there are many different forms of MOBA play making it a larger category and could hence be used as a generalization to understand eSports.

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