Problem
"eSports is one of the most disruptive innovation trends in the Sports world today. Across the professional sports value chain (ecosystem) many exciting business opportunities are materialising for key stakeholders (media, advertisers, leagues and fans), however, the teams and sportsplayers that are the original source of value to the industry are - proportionately - not benefitting as much. What particular strengths can these teams and sportsplayers leverage, and what weaknesses do they have to address, in order to make the most of the innovation of eSports?"