SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 50

Andrew Curley Production « What Motivates Esports Fans? A Data-Driven Approach to Business and Development Strategy While competitive gaming traces its patterns that led me to create two into an industry of its own (commonly which I called “Spectacle” and “Human roots back several decades, its evolution referred to as “esports”) is a relatively new phenomenon. In recent years, the esports industry has experienced explosive but unstructured growth, resulting in huge variance in profitability for developers. I wanted my thesis to provide the esports Interest.” I was able to prove with a high degree of reliability that Overwatch fans motivated by these categories were likely to consume more Overwatch esports content on average. industry with a research model that could I learned many things about the esports uncertainty. management over the course of my help developers mitigate some of this Choosing Blizzard Entertainment’s 2016 team-based shooter Overwatch as my case study, I distributed a survey to collect data on motivations for esports consumption, using a common and proven measurement scale from traditional sports. In analyzing the data from over 1000 respondents, I discovered 50 overarching motivations categories, PRODUCTION industry, statistical analysis, and product research. I hope to share my findings with studios and publishers, as I believe it could be a useful stepping stone towards creating a reliable research model to guide business and development decisions, which in turn will contribute to a more sustainable esports ecosystem.