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International Business Administration

E-Sports: Economics & Management

Exam number: 6825

Semester: From 1st semester

Duration of the module: One semester

Form of the module (i.e. obligatory, elective etc.): Elective

Frequency of module offer: Irregularly

Prerequisites: The Capacity of this Seminar has been reached. We do not accept applications. Applicants who had sent an email to register for the Seminar are registered automatically by our chair in the Moodle system. You cannot enroll for this course via the Moodle system by yourself!   Capacity limit: 16 students

  • Knowledge in micro- and macroeconomics, math, statistics, and econometrics.
  • Some knowledge about sports or e-sports.
  • Students should be able to run and interpret OLS regressions. Knowledge of Excel or statistical software such as “R” or STATA is required.

Applicability of module for other study programmes:
Obligatory or elective in other study programmes. For further information check regulations of the study programme.

Person responsible for module: Prof. Dr. Georg Stadtmann

Name of the professor: Prof. Dr. Georg Stadtmann

Language of teaching: English

ECTS-Credits (based on the workload): 6

Workload and its composition (self-study, contact time):
Contact time (lecture, tutorials, seminar etc.) 21 h; self-study: 159 h

Contact hours (per week in semester): 2

Methods and duration of examination:

  • 75 % of the final grade: an essay of around 10 pages text. The essay is due on February 28, 2020.
  • 25% of the final grade: a presentation on a meeting at the end of January 2020.

Maybe — depending on the number of students who applied for the course — both tasks might be performed in a group of two students.

  • All students have to actively participate when a group has to present its solution. In case that a student does not take an active role in the presentation or is absent, the student can only earn 50 % of the credit of the group. 

Emphasis of the grade for the final grade: Please check regulations of the study programme

Aim of the module (expected learning outcomes and competencies to be acquired):
After successfully completing the course, students should be able to:

Contents of the module:
“Sports economics’ theoretical base is nested heavily in theoretical and empirical microeconomic analysis with far reaching applications. Sports economics modules offer a range of transferable and specific skills that can be applied to a range of job opportunities, particularly in the ever- growing sports and leisure industries, local government and tourism.

The central theme that characterises sports economics is that competing teams must co-operate, to some degree, for a meaningful schedule of matches to take place. This gives rise to two terms: uncertainty of outcome and competitive balance. Specifically, the attractiveness of a given fixture will be enhanced if the outcome is uncertain; matches which are foregone conclusions will be less attractive in the long term to paying spectators, as well as to the media. Thus, it is in the interest of a league to sustain fan interest for as long as possible by providing fixture lists between equally matched teams.

Mechanisms to promote team equality vary. Typically, European leagues are merit-based; vertical hierarchies enable poorer performing teams from a higher division to be replaced by better performing teams from a lower division through a process of promotion and relegation. In sports such as football and rugby union, the very top teams in the highest division also have the opportunity to compete against the best foreign teams in European competition.”

Dr Andy Cooke, Nottingham Trent University

Teaching and learning methods:
Seminar, group discussions

Special features (e.g. percentage of online-work, practice, guest speaker, etc.):

Please use the program LaTex for the seminar paper & presentation.

Students have to follow the usual rules with respect to academic honesty. Especially, we expect that students do not use any material (Solutions from previous classes, papers written for different classes) without referencing appropriately. 

Literature (compulsory reading, recommended literature):

Introduction to e-sports:

The economics of e-sports

Facebook list:

Topics 1 to 7: Supervision through Timo Schöber

Topics 8 to 11: Supervision through Prof. Dr. Georg Stadtmann

1. eSports from a historical view - the change from gaming to eSports

In the last years eSports became a global phenomenon with participants in its ecosystem from all over the world, coming from different industry sectors. While the standing of eSports in the presence is clear in some points, we find a discussion in the scene, when the point of change from gaming to eSports was. There are different opinions and arguments, but no scientific approaches. In this paper we‘ll discuss, when the point of change from gaming to eSports was in first step.

Reference: San, H., The History of ESPORTS, 2018.

2. Game publishers in the ecosystem of eSports and their role in professional gaming

In many points the functionality of the „ecosystem eSports“ is very similar to other professional sports, like soccer or handball. There are participants like players, clans (clubs), sponsors and promoters. While most of the participants of the ecosystems of eSports and sport are similar, there is a big difference in one point: In eSports we find the game publishers. They are important for the whole system, because they develop and publish the videogames, with which eSports is made, also they define some of the rules of eSports and they also have the rights on the games. To understand the ecosystem of eSports in a better way, it‘s important to examine the role of game publishers in it.

Reference: Da Silva, E., Las Casas, A., Sports ecosystems: Assumptions for incorporating marketing strategies in sports clubs, 2017, Available at:

3. eSports athletes and sports clubs – a view on potential synergy effects in mass sports

While the number of classical sports clubs with professional eSports departments is growing, there aren‘t many of those clubs with a department for mass sports in eSports. One of the first sports clubs in Germany with such a section is the Turn- und Sportverein München von 1860 e. V. (shortform TSV 1860 München), who has created a mass sports section for eSports together with the professional eSports team PENTA Sports, after already cooperating with them on a professional level with the brand PENTA 1860. This paper will examine, if and what effects for the athletic abilities of eSports players can be found, when classical sports clubs implement a mass sports section for eSports in their club structures on one hand and on the other hand the effects for mass sports in general for the sports club.

Reference: Khromov, N., Korotin, A., Lange, A., Stepanov, A., Burnaev, E., Somov, A., Esports Athletes and Players: a Comparative Study, 2019, Available at:

4. eSports competitions worldwide – a comparison between league systems in Europe and the USA.

When having a look at the competitive league systems of Europe and the USA, it is obvious, that there are differences in some points. In the USA are for example often franchise systems, while Europe has mostly other concepts. In this paper we‘ll compare the different systems in Europe and the USA. Also we‘ll evalute their impact on the respective national ecosystems of eSports on the one hand and on the global ecosystem on the other hand.

Reference: Newzoo. 2019. Global esports market report 2019. Free version, pp. 1-31. Available at:

5. eSports as a sport from an economical point of view

In the last years the growth of eSports was enormous in several ways, for example in social, political and media aspects. All over the world new eSports teams, tournaments and leagues were founded. So far eSports became an official sport for example in countries like France, Italy and Russia. In this paper we‘ll examine, if and to what extent eSports can count as a sport from an economical point of view, while having an extensive view on its ecosystem.

Reference: Jenny, S.E. et al., 2017. Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport.” Quest, 69(1), pp. 1–18. Available at:

6. Social behavior in eSports games in international online rooms in view of languages spoken by the players

Most eSports games, if played online and without so called premades, create gaming lobbies randomly with players from different countries. In the eSports scene the assumption is widespread, that especially players from certain countries, like Russia or France, often aren‘t willing or able to speak the usual language in eSports, which is English. This paper will examine, if players from different countries communicate in different ways in online eSports games, with a special focus on the languages spoken, when communicating with people from other countries.

Reference: Seo, Y. & Jung, S.-U., 2016. Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), pp. 635–655. Available at:  

7. Federations and their role in professional eSports

In the history of eSports, there were different federations, which had a different impact on eSports in general. The Korean e-Sports Association (KeSPA) for example was very important for the eSports scene in South Korea, while other federations failed in various aspects. With the growth of eSports more and more federations were founded, like the eSport-Bund Deutschland (ESBD) in Germany, but not with the same impact for the scene and other tasks, than for example the KeSPA. This paper will examine the impact of federations on professional eSports at the examples of the KeSPA, the ESBD and the International eSport Federation (IeSF).

Reference: Mountjoy, M., Junge, A., The role of International Sport Federations in the protection of the athlete's health and promotion of sport for health of the general population, 2013, Available at:'s_health_and_promotion_of_sport_for_health_of_the_general_population

8. Sports, E-Sports, Gaming: Definitions and Deliminations

In this seminar thesis, you will have a look at the different definitions of sports. Is e-sports a kind of sport? What is the difference between e-sports and (professional) gaming?

9. Sports and E-sports: The operations of professional (German/European) soccer clubs in e-Sports

In this thesis, you should describe the attitude of major German sport clubs with respect to e-sports. Especially, you should think about the major objective of a firm. Why should a club invest not-invest?

10. Business model patters of the Fortnite game

You use Osterwalder/Pigneurs concept of business model patterns and describe what kind of features can be detected in the Fortnite game.

Osterwalder et al. (2014): Value Proposition Design. 

11. Fortnite and the “keeping up with the Jones effect”

You analyze the keeping up with the jones effect and write a literature review of the existing studies. Afterwards you connect it to the success of the Fortnite game.