The esports industry achieved a global market size of approximately $1.384 billion in 2022, demonstrating an average annual growth rate exceeding 10% over the past decade. However, the industry currently derives 60.5% of its revenue from sponsorships....
The esports industry achieved a global market size of approximately $1.384 billion in 2022, demonstrating an average annual growth rate exceeding 10% over the past decade. However, the industry currently derives 60.5% of its revenue from sponsorships. Sponsorships are classified as exogenous revenue sources, and dependence on such sources is identified as a factor undermining industry sustainability due to vulnerability to external shocks such as economic recessions.
This study identified three problems facing the esports industry. First, the 60.5% dependence on exogenous revenue sources creates vulnerability to external shocks. Second, esports-specific value remains insufficiently utilized. Esports possesses unique characteristics distinguishing it from traditional sports—viewers and players operate within identical environments, experience the same maps, and can recreate match scenarios, enabling high-immersion experiences—yet the industry has failed to systematically convert these into revenue models or enhanced fan experiences. Third, direct value exchange structures with fans remain limited. Despite the potential for business models leveraging high-immersion environments to drive direct fan spending through player signature skins and pro team exclusive in-game items, the esports-specific characteristic of IP ownership residing with game publishers prevents such revenue from adequately flowing to tournament organizers, teams, players, and other industry stakeholders.
To address these structural vulnerabilities, this study developed the Esports Sustainability Index (ESI) to quantitatively measure esports self-sustainability, alongside a self-diagnostic tool and stage-specific business model design guidelines. The research proceeded through four phases. Phase 1: BMC-based case analysis of four major global esports tournaments—League of Legends World Championship, The International, VALORANT Champions Tour, and Counter-Strike Major Championships—yielded 64 provisional business model elements. Phase 2: Using a modified Delphi technique, an expert panel of 13 members comprising academic researchers, game tournament officials, game developer representatives, and professional team executives was assembled, achieving consensus on 43 core business model components through three iterative survey rounds. Phase 3: Based on self-sustainability operationally defined across three dimensions—revenue diversification, esports-specific value expansion, and fan-centered direct economy—AHP analysis calculated the relative importance of 21 elements meeting self-sustainability criteria, resulting in ESI development. Phase 4: Longitudinal case analysis across six representative esports tournaments and leagues was conducted to verify ESI's discriminant validity and interpretability.
As research outcomes, esports tournaments were classified into three stages based on ESI scores: Initial Step (ESI < 40), Transition Step (40–59), and Stable Step (60 and above), with priority self-sustainability elements and recommended strategies presented in checklist format for each stage. This provides practical guidelines enabling esports organizations to identify their current position based on ESI self-diagnostic results and systematically develop business model improvement strategies appropriate to their self-sustainability level. Through the integrated Delphi-AHP methodology, this study systematically derived core components of esports business models and developed ESI as a quantified self-sustainability concept, thereby establishing an academic foundation for esports industry sustainability research. It is anticipated that the proposed self-sustainability concept and ESI application will catalyze structural transformation in esports industry business models, facilitating the transition from vulnerable sponsorship-centered revenue structures to stable, self-sustainability-based endogenous business models, ultimately contributing to a foundation where tournament organizers, teams, players, and other industry stakeholders can achieve self-sustainability.