graduate student
employee
Kazan Federal University (prorektor po voprosam ekonomicheskogo i strategicheskogo razvitiya)
employee
Russian Federation
Over the past ten years, there has been an explosive growth in esports. This trend, according to leading analysts and experts, will only intensify. This article is devoted to the study of the impact of the development of esports on the overall socio-economic indicators of the country based on the use of economic and statistical methods. The gross domestic product acts as an integral resultant socio-economic indicator. The dependent variables selected are the key parameters of the development of the field of physical education and sports – the number of people employed in the field of physical education and sports, the physical condition of the industry, the total cost of physical education and sports, the volume of the video game market, the number of Internet users, with details for users of gaming platforms. The logic of choosing the countries to conduct the study was to take into account the experience of key players shaping both mainstream, fashion, and content. The United States is a global leader in technological innovation, the largest market in the video game industry in terms of value and capitalization of companies specializing in platform development and esports support. According to data for 2024, the revenue of the US gaming market exceeded $ 56 billion, which accounts for a significant share of the global market. China, with its unique culture, has the largest video game market and supports esports at the state level. In 2023, there were more than 700 million gamers in the country, and gaming sector revenues totaled about $47 billion. Russia is actively developing esports at the state level. In 2016, esports was officially recognized as a sports discipline, and since 2019, specialized training programs for esports athletes have begun to appear at universities. The study revealed important features and significant differences in the influence of factors, which, in our opinion, will significantly improve the effectiveness of approaches to the development of physical culture and sports strategies and strengthen public health. To ensure the representativeness of the study, the maximum possible statistical period from 2013 to 2024 was covered.
esports, IT infrastructure, sports industry, economic development, correlation, GDP, Russia, USA, China, innovation, digitalization, sports, FKiS expenses, Internet users, Steam, video game market, sports facilities, professional esports players
1. Kolichestvo pol'zovateley kibersporta v Kitae s 2016 po 2024 god (v millionah) – URL: https://www-statista-com.eu1.proxy.openathens.net/statistics/1018969/china-esports-game-user-number/ (data obrascheniya: 20.01.2024).
2. Fakticheskiy dohod ot prodazh i rost rynka kibersportivnyh igr v Kitae v godovom ischislenii s 2016 po 2023 god – URL: https://www-statista-com.eu1.proxy.openathens.net/statistics/1087541/china-esports-game-market-revenue/ (data obrascheniya: 20.01.2024).
3. Valovoy vnutrenniy produkt (VVP) na dushu naseleniya v SShA v tekuschih cenah s 2013 po 2029 god (v dollarah SShA) – URL: https://www-statista-com.eu1.proxy.openathens.net/statistics/263601/gross-domestic-product-gdp-per-capita-in-the-united-states/ (data obrascheniya: 20.01.2024).
4. Kolichestvo pol'zovateley videoigr v SShA s 2019 po 2029 god (v millionah) – URL: https://www-statista-com.eu1.proxy.openathens.net/forecasts/1277728/physical-or-digital-core-gamers-in-the-us (data obrascheniya: 20.01.2024).
5. Regiony Rossii. Osnovnye harakteristiki sub'ektov Rossiyskoy Federacii. 2022: Stat. sb. / Rosstat. – M., 2022. – 856 s.
6. Otchet 1 FK // Ministerstvo sporta Rossiyskoy Federacii. – URL: https://www.minsport.gov.ru/activities/statistics/reports/1fk (data obrascheniya: 21.10.2024).