Creating Scholastic Esport Leagues

Creating Scholastic Esport Leagues

EGF (Electronic Gaming Federation) Real Time Cases
May 30, 2018
SKU: RTC-352

Region of the world: North America
Topic: Unique Value Proposition, Blue Ocean Strategy, ROI
Keywords: Real Time Case
Price: $11.00 | €0.00
Distributed by the Global Jesuit Case Series
0
No votes yet

Driving every decision at the Electronic Gaming Federation (EGF) is the fact that the collegiate esports market is very underdeveloped. As EGF races to build the market upon which they stand, they run into the issue that their consumers, the administrators making purchasing decisions around membership to EGF’s leagues, may not have any understanding of esports, nor do they seem to have an awareness of its presence and force amongst students on campus. Speaking to the value esports can bring to a university requires tangible evidence of student interest, but time is of the essence as the market continues to grow. What game provides the most opportunity for EGF to get and retain buy-in from students and administrators?

RELATED RESOURCES

Business
Business