Background: In 2019, the esport industry is expected to become a billion-dollar
industry. This new industry has presented rapid growth in recent times
which has led to new organizations and companies being formed to
capitalize on this opportunity. However, the creation of this new industry
has presented a new area of consumption where transfer of pre-existing
knowledge is not viable. This leads us to the question; how does one
interact with this newly formed industry and its followers?
Purpose: The purpose of this thesis is to investigate how esport organizations
interact with their brand communities and explore what they achieve
through such interactions.
Method: Empirical data has been gathered from esport organizations that has one
or several teams competing in their highest national league. The
gathering of data was done through semi-structured interviews. The data
was later analyzed using literature and conclusions were drawn from this.
Conclusion: The evidence suggests that esport organizations puts more emphasis on
online platforms and interactions than offline interactions when
interacting with their brand communities. It was also found that esport
organizations emphasize a feeling of inclusion and positivity which could
act as an asset both in terms of expanding the reach of their brand
community and attracting new sponsorships.
2019.