Who killed esports: problems and challenges of the industry in 2024
Esports continues to remain an important part of modern culture, uniting millions of players and viewers worldwide. However, despite its rapid growth and mass popularity in recent years, the industry faces serious challenges that threaten its further development. The question «Who killed esports?» requires a deep analysis of current issues, from organizational complexities to changes in viewers’ interests.
**Challenges with Organization and Accessibility**
In the early stages of esports development, practically any enthusiast could assemble a team and participate in local or online tournaments. Today, the situation has drastically changed. Most major tournaments require significant financial investments, professional management, and support from large sponsors. New and independent teams find it difficult to break into the professional scene due to high participation costs, narrowing the pool of potential participants and reducing the diversity of competitions.
On the other hand, major tournaments are becoming increasingly professional and structured, demanding from teams not only a high level of gameplay but also the ability to work with brands and advertising partners. This transforms esports into a full-fledged business but also limits access to enthusiasts and newcomers.
**Decline in Interest in Specific Disciplines**
Some of the most popular games, such as *Dota 2* and *CS*, continued to attract huge audiences, but over time, their popularity began to decline. For example, interest in the game *World of Tanks (WoT)*, which once held a key position in esports, significantly decreased compared to more popular disciplines. This is evidenced by the reduction in the number of viewers and the decreased activity of channels covering WoT content. These trends indicate that certain games are losing their appeal to a broad audience, yielding to more popular projects.
**Difficulty for New Players and High Entry Barrier**
Another significant problem is the difficulty for new players to enter esports. Modern games, such as *Dota 2*, require a deep understanding of mechanics and strategies. For instance, a separate stream for beginners was launched at *The International 5* to help viewers better understand what was happening on screen. This highlights a high entry barrier that may discourage potential viewers and players without prior gaming experience.
This situation leads esports disciplines to attract a younger audience willing to spend time learning complex mechanics. At the same time, games with simpler concepts, like *WoT*, attract an older audience preferring to watch recordings rather than participate in live broadcasts.
**Impact of Commercialization and Sponsors**
Esports is becoming increasingly commercialized, intensifying the dependence of teams and tournaments on sponsors. The example of the team *Virtus.pro* in *League of Legends (LoL)*, which ceased to exist due to insufficient audience, vividly illustrates the importance of commercial interests. Sponsors invest in projects that can attract a sufficient number of viewers and retain their attention.
At the same time, we see a rise in the popularity of esports channels offering content not directly related to professional tournaments. For instance, the channel *Jove* on World of Tanks, with over 2 million subscribers, demonstrates that players may be interested in entertainment content not directly linked to esports, influencing overall trends in the industry.
**The Future of Esports: Transformation or Crisis?**
Amid all the listed problems, it may be premature to speak of the «death» of esports. The industry is undergoing significant transformation, and its future will depend on how well it can adapt to market changes. To maintain viewer interest and uphold a professional standard, the focus should be on improving tournament organization, lowering the entry barrier for new players, and creating a balanced ecosystem for all participants, from beginners to professionals.
Additionally, continuing work with new formats and platforms, such as *mobile esports*, which is gaining popularity worldwide, will be crucial. Mobile games like *League of Legends: Wild Rift* could represent a new step in industry development and attract a broader audience.
**Conclusion**
Esports has faced a series of serious challenges, from commercialization and sponsor dependence to declining interest in specific games and the complexity of gameplay. However, despite this, the industry retains immense potential for growth and development. The key factor will be the ability to adapt to changing conditions, improve infrastructure, and continue efforts to engage new players and viewers.