Show simple item record

dc.contributor.authorMay, Jack
dc.date.accessioned2019-09-25T20:41:28Z
dc.date.available2019-09-25T20:41:28Z
dc.date.issued2019-05-19
dc.identifier.urihttps://repository.tcu.edu/handle/116099117/27052
dc.description.abstractPeople love to play videogames and, over the past 30 years, that love led to the creation of Esports. With games like Fortnite and League of Legends, Esports is growing at an alarming rate and will be a billion-dollar industry soon. Meanwhile, Intercollegiate Athletics is a staple of American culture and every year generates billions of dollars of revenue to universities across the country. Universities continually desire to build a cutting-edge campus environment at the forefront of world-culture. There seems to be an opportunity for universities to utilize Esports as a new way to compete and capitalize on the growing phenomenon. Throughout my study of the union of Esports and college organizations and athletics, I realized there is little prior research on the combination of the two industries. The primary purpose of this manuscript is to analyze if Esports can potentially drive revenues for universities. Through interviews with stakeholders and financial analysis, I hypothesize that Esports can potentially impact university life and athletic departments, although the findings are preliminary and more research is necessary.
dc.titleESPORTS: THE FINAL FRONTIER OF INTERCOLLEGIATE ATHLETICS
etd.degree.departmentFinance


Files in this item

Thumbnail
This item appears in the following Collection(s)

Show simple item record