DOI QR코드

DOI QR Code

Study on Business Model of e-Sports Industry in Korea

국내 e스포츠산업의 비즈니스 모델에 관한 연구

  • 양지훈 (한국방송통신전파진흥원) ;
  • 이인규 (KT 미래사업개발단) ;
  • 이상호 (경성대학교 디지털미디어학부)
  • Received : 2018.05.03
  • Accepted : 2018.06.20
  • Published : 2018.06.28

Abstract

This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

본 연구는 국내 e스포츠 산업의 비즈니스 모델 실태를 진단 및 분석하고 시사점을 도출하는 것이다. e스포츠의 수익창출 경로, 현황 등을 파악하기 위해 e스포츠 구단, e스포츠 미디어, e스포츠 경기장, e스포츠 종목사로 나누고 각 주체별로 사업실무자들을 대상으로 인터뷰를 실시했다. 분석 결과 e스포츠구단은 대부분 구단의 후원금으로 수익이 구성되어 있었고, 미디어는 광고와 수신료, 판권 수입, 비용은 제작비가 대부분을 차지하였다. e스포츠 경기장은 대부분 모기업으로부터 후원에 의해 운영되고 있었다. 종목사 역시 대부분 모기업의 후원금으로 운영되고 있고, e스포츠가 모기업의 홍보 목적임을 알 수 있었다. 본 분석을 통해 수익원의 발굴 필요, 입장권의 유료화 검토, 스폰서 유입 필요, 해외 e스포츠산업의 붐에 따른 신규 수익원 창출 가능성 등을 확인할 수 있었다. 본 연구는 지금까지 거의 취급되지 못했던 e스포츠산업의 비즈니스 모델을 수익과 비용 중심으로 파악함으로써 업계와 산업 발전에 기여할 수 있을 것이라 기대된다.

Keywords

References

  1. J. S. Kim, T. Y. Lee, T. G. Kim, & H. W. Jung. (2015). Studies on the development scheme and the current state of Korea Game Industry. Journal of Digital Convergence, 13(1), 439-447. https://doi.org/10.14400/JDC.2015.13.1.439
  2. D. H. Yang, J. B. Byun & Y. Y. You. (2012). A Comparative Study on Innovation Tools for the Development of Business Models by the Types of Convergence. Journal of Digital Convergence, 10(6), 141-152. https://doi.org/10.14400/JDPM.2012.10.6.141
  3. Ministry of Culture, Sports and Tourism(2012), Act on eSports Promotion, Law No. 11315 Article 2 (1)
  4. Korea e-Sports Association: www.e-sports.or.kr
  5. J. I. Oh. (2001), Regional Economic Impact of Professional Sports Industry, Review of Culture & Economy, 4(1), 18-30.
  6. J. M. Ko (2005), Current status and development direction of e-sports industry, SERI Report.
  7. S. K. Lee & G. I. Jeong(2014), Relationship between motivation for using e-sports and psychological well-being in junior high school students, Review of Korean Society of Sports Science, 80(4), 563-580.
  8. E. Y. Choi & Y. B. Jeon. (2014), Analysis of Factors Influencing the Copyright Protection Decision of Users of e-Sports Contents, Review of Korea Contents Association, 14(12), 723-732.
  9. G. J. Lee & C. S. Kim(2011), An Empirical Study on the Relationship between Major Success Factors of e-Sports Business and Utilization Effect, Review of Korea Association of Information Systems, 20(2), 109-134.
  10. H. W. Lim & J. Y. Shim. (2017). Economic impact of the technical security utilizing the inter-industry relations table. Journal of Convergence for Information Technology, 7(1), 99-106. https://doi.org/10.14801/jaitc.2017.7.2.99
  11. KOCCA(2015), 2017 E-Sports Survey
  12. J. H. Yang & S. W. Lee, Factors Affecting Webtoon's Success: An Empirical Study, Review of Korea Contents Association, 16(5), 194-204.
  13. Superdata Research(2017), eSports market brief 2017.
  14. NEWZOO(2017), Global growth of esports report.
  15. P. Timmers. (1988), Business models for electronic markets, electronic markets, 3(1), 3-8.
  16. J. Magretta. (2002), Why business models matter, Harvard Business Review, 80(5), 86-92.
  17. R. Amit & C. Zott. (2001), Value creation in e-business, Strategic Management Journal, 22(6-7), 493-520. https://doi.org/10.1002/smj.187
  18. Y. S. Jeong. (2015). Business Process Model for Efficient SMB using Big Data. Journal of Convergence for Information Technology, 5(4), 11-16. https://doi.org/10.22156/CS4SMB.2015.5.4.011
  19. Osterwalder, Alexander(2011), Business model generation, Wiley.