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Esports to Create Opportunities for Various Businesses, Goldman Says

Esports to Create Opportunities for Various Businesses, Goldman Says

Assessment

Interactive Video

Business, Physical Ed, Information Technology (IT), Architecture

University

Practice Problem

Hard

Created by

Wayground Content

FREE Resource

The video discusses the rapid growth of E-sports, predicting significant revenue from media rights. It highlights the potential publicity impact on game titles and the importance of making games appealing to non-gamers. Companies like Activision Blizzard and Tencent are poised to benefit. Challenges include packaging games for broader audiences and resolving intellectual property issues for E-sports to be recognized as an official sport. The debate on whether E-sports is a real sport is addressed, emphasizing the dedication of E-sports athletes.

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5 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the expected revenue from E-sports by 2022?

$4 billion

$2 billion

$1 billion

$3 billion

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a key factor in making E-sports appealing to non-gamers?

Effective packaging and presentation

Lowering game prices

Increasing game difficulty

Improving game graphics

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which companies are expected to benefit from the growth of E-sports?

Apple and Google

Activision Blizzard and Tencent

Nintendo and Sega

Sony and Microsoft

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one of the challenges E-sports face in becoming an official Olympic sport?

Limited audience

Insufficient funding

Lack of players

Intellectual property rights

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How are E-sports athletes similar to traditional athletes?

They practice for many hours

They have corporate sponsors

They participate in team sports

They compete in physical sports

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