In 2017, the global E-Sports industry revenue reaching nearly 700 million US dollars, esports audience reaching 385.5 million people, we all realize the E-Sports market is huge.
Larger user base and favorable policies have brought in large companies such as Alibaba and Tencent in China, a promising future can be insured among global potential markets.
With the improvement of the society's recognition of the industry, modern-day E-Sports ecosystem mainly consisting of eight primary stakeholders has become increasingly mature, no matter when it comes to tournament operating, content distributing, or brands sponsorship.
Whether you are a sports fan, an E-Sports enthusiast, or a young person curious about new things, E-Sports industry will be a good choice to start a career.
Introduction to the Industry of E-Sports course is taught by two young and industry-experienced lecturers, Maurice Eisenmann and Anton Ferraro.
In order to enable you to understand the overall E-Sports industry in a more comprehensive, accurate and efficient way, this course will take you have a look on the history of E-Sports development, E-Sports business structure analysis, global E-Sports industry development tendency as well as career development suggestions.
Hopefully, this course will lead you to the world of E-Sports and equip you with necessary knowledge and skills to start a career path in the indusrty.