Esports Glossary

Are you unfamiliar with esports or want to refresh your vocabulary? Then this esports glossary is the perfect resource for you.

Adblock: These are software products that allow users to block advertisements from their browser or app.

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Casters: The term used for a commentator at a live or online esports event.

Casual gamers: This term is used to describe gamers who play mainstream games on an irregular basis, like Candy Crush or Grand Theft Auto because it fits within their life rhythm.

Digital natives: The generation who grew up in the digital age including both Millennials (1981-1996) and Generation Z (1996+).

Digital revenue: Revenues made from in-app purchases.

Discord: An instant text and voice messaging platform that’s often used to create virtual esports and gaming communities.

Endemic sponsors: These are brands that have a direct link with the esports or gaming ecosystem. That means they sell products that are a part of esports and gaming like gaming gear or video games.

Engagement marketing: The strategic use of real-life experiences and activations to create meaningful interactions with your target audience over time.

Esports: The competitive playing of video games, typically by professional gamers, as a spectator sport.

Esports audience: The viewers of esports competitions.

Esports broadcast: These are (live) broadcasts of esports competitions, usually on live streaming platforms like Twitch.

Esports ecosystem: An interconnected network of stakeholders (including esports platforms, leagues, talent, media and events) that contribute to the esports market and growth.

Esports enthusiasts: People that watch esports more than once a month.

Esports event: These are both online and offline activations with esports at the core of the event.

Esports marketing: Similar to traditional sports marketing, you can promote products and services to the esports audience through several marketing channels in the esports ecosystem including esports platforms, broadcasts, talent, events, media and merchandise. 

Esports media: News sites reporting about esports or gaming related stories.

Esports platforms: Platforms where both professional and non-professional gamers can compete in esports competitions of various games. 

Esports talent: Personalities that leverage the esports ecosystem as a career. These can be professional gamers, streamers, casters or influencers.

Esports teams: Some games require entire teams where each person has a different role and expertise. We call these esports teams and these teams consist of professional gamers.

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Game publishers: These are companies that publish video games developed either in-house or by an external video game developer.

Game publisher fees: Revenues paid by game publishers to independent esports organizers for hosting events.

Gaming: The action of playing video games on various game consoles. 

Gaming center: An establishment dedicated to playing video-games and sometimes esports tournaments as well.

Hardcore gamers: These are highly dedicated and engaged to advance levels in games like League of Legends or World of Warcraft. On average hardcore gamers spend up to 20 hours/week playing video games and another 45 hours on game-related activities.

Influencers: A person that influences potential buyers by promoting or recommending products or services on social media.

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LAN: Stands for local-area-network. It’s a network of devices with a shared connection in a closed area where people often game together.

League: A group of (professional) gamers that compete in tournaments against each other over a period of time to win a championship.

League organizers: These are the ones responsible for organizing esports leagues both online and offline. 

Live streaming platform: Streamers can upload audio and or video live over the Internet, and viewers can watch or listen in real-time.

Media rights revenue: Revenue made from selling the rights to broadcast specific tournaments or leagues on different channels.

Merchandise: These are goods such as jerseys or gaming gear that brands create in partnership with esports talent or teams to engage their audience and increase revenue.

Merchandise & ticketing revenue: Revenue made from selling tickets to live esports events or by selling merchandise.

Non-endemic sponsors: These are brands that have no direct link to gaming but can still benefit from esports marketing. They can use the passion point of digital natives to reach, engage and convert their target audience.

Occasional viewers: People that have watched esports at least once.

Professional gamers: Professional gamers make a living out of esports competitions. 

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REC model: A goal-setting model to create an esports marketing strategy which stands for reach, engage and convert.

Sponsorship revenue: This is how esports talents makes revenue from closing deals with brands in return for exposure and other campaigns.

Streamers: People that stream live video of themselves via live streaming platforms such as Twitch, Facebook or YouTube Gaming. 

Streaming revenue: Revenues generated through professional gamers or streamers either on their own or on team channels. This also includes revenue from online video platforms.

Tournaments: A defined competition between two or more gamers most of the time in a bracket format. 

Twitch: A live streaming platform geared towards personal challenges, with video games as the main part. Everyone can create their own channel and gather views on their own live streams.

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VOD platforms: VOD stands for Video-On-Demand. Users have complete control over what they watch and when they’re watching.

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