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Can Blockchain level up the eSports industry?

Author: Johannes Hoericke

    While parents are concerned about their kids playing too much video games and politicians still discuss if shooter games are leading to terrorist attacks and violent behavior, eSports legends “Ninja” and “Faker” are collecting vast amount money from eSports tournaments and even more money from their ongoing streams. If you ask yourself, what eSports are, it’s basically a video game competition, usually streamed on the Internet in a championship like environment. Setting aside the debate if video games are actually “Sports” in the traditional understanding, you can’t deny the steady grow of Esports into a multi-million-dollar business with an estimated revenue of 1,5 billion USD in 2017. The industry has more than 500 million fans and overcomes the Olympic Games in terms of viewers in some countries. The industry is still in baby steps but growing rapidly. Yet there are challenges which have to be addressed. Firstly, gamers receive a small portion of the actual turnover of the industry, since there is no legitimate, self-sustaining ecosystem for players or brands. At the moment gamers are highly dependent on video game corporations to create a stable income. The main source of gamer’s revenue lays within donations of fans on streaming platforms like Twitch, the