1. 문제의 제기 ············································ 1
2. 연구의 목적 ············································ 1
3. 연구의 방법 및 절차 ············································ 2
II. e-스포츠의 개념 및 성장 ············································· 2
1. e-스포츠의 개념 ············································· 2
2. e-스포츠의 동향 ············································· 3
3. 문화콘텐츠로서의 e-스포츠 ············································· 5
III. e-스포츠 산업 분석 ············································· 6
1. 분석틀 : 포터의 다이아몬드 모델 적용 ············································· 6
2. e-스포츠에 대한 경쟁력 분석 ············································· 7
가. 포터의 다이아몬드 모델 ············································· 7
(1) 요소조건 ············································ 7
(가) 장점
(나) 단점
(2) 연관산업과 지원산업 ············································ 8
(가) 장점
(나) 단점
(3) 전략·구조·경쟁관계 ············································ 9
(가) 장점
(나) 단점
(4) 수요조건 ············································ 9
(가) 장점
(나) 단점
3. 기본 전략요인 도출 ············································· 10
가. 요소조건 ············································· 10
나. 연관사업과 지원산업 ············································· 10
다. 전략·구조·경쟁관계 ············································ 11
라. 수요조건 ············································· 11
IV. e-스포츠 산업전략 ·············································· 11
1. 국내전략 ·············································· 11
가. e-스포츠 정규리그 정착 ·············································· 11
나. 리그의 통합마케팅(IMC) ·············································· 12
2. 세계전략 ·············································· 14
가. e-스포츠 국제기구 창설 ·············································· 14
나. WCG를 통한 글로벌 화 ············································· 14
(1) 파트너 및 공급업체 후원 전략
(2) 라이센싱과 머천다이징 전략
(3) TV 및 웹 캐스팅 중계 수익전략
(4) 입장권 수익전략
3. 기업전략 ·············································· 17
가. e-스포츠 스폰서링의 전개 ·············································· 17
나. e-스포츠 스폰서링의 기업커뮤니케이션·············································· 18
V. 결론 ·············································· 20
참고문헌 ·············································· 22
이러한 상황에서 가장 먼저 관심을 보인 곳은 역시 새로운 마케팅 수단을 탐색하는 기업들이었고, e-스포츠는 소비자와 밀착 될 수 있는 마케팅 통로로써 기업커뮤니케이션과 결합하기에 이르렀으며, 세계 각국은 엔터테인먼트산업의 육성을 경제 활력과 국가발전을 좌우하는 국가적·시대적 과제로 인식함과 동시에 국가전략산업으로 육성하려 하고 있다. 이러한 배경에서 본 연구는 ‘차세대 성장산업의 꽃’으로서의 e-스포츠의 산업경쟁력을 분석하고, 이를 바탕으로 e-스포츠의 앞으로의 방향을 모색해보고자 한다.
권익현, [마케팅, 관리적 접근] 경문사 2002.
전석호, [유비쿼터스 사회와 방송] 커뮤니케이션북스 2005.
이재동, [CT 비전 및 중장기 전략수립 보고서] 한국문화콘텐츠진흥원 2005.
이재현, [인터넷과 온라인게임] 커뮤니케이션북스 2001.
한국문화콘텐츠진흥원, [한국 문화산업의 국제 경쟁력 분석] 2003.
송해룡, [미디어스포츠] 케뮤니케이션북스 2004.
경향게임스 2004. 6. 21
스포츠한국 2006. 1. 3
머니투데이 2005. 1. 28
중앙일보 2004. 8. 11
경향신문 2004. 8. 1
스포츠조선 2005. 7. 31
조선일보 2005. 5. 4
한계레 2005. 1. 14
문화관광부, http://www.mct.go.kr
WCG, http://www.worldcybergames.co.kr
한국 e-스포츠협회, http://www.e-sports.or.kr
한국게임산업개발원, http://www.gameinfinity.or.kr

분야