The easiest way to frame this book would be either of the following two.
- Categorize by business destination within the esports ecosystem
- Or by the originating business
Or a little bit of both. If I were to go by the first option, the sub-category would be along the line of
- Sponsors
- Event organizers
- Teams and athletes
- Game publisher
- Broadcaster
and so forth. This makes sense, but not so much fun story to tell. If by the second option, we have something like
- Professional sports team business owner
- Regional municipal office and small game company
- Government
- Non-endemic brands (trading houses, power plant)
- Local cable company
- Universities, event organizers & operators
and etc, which seems more exciting story-wise for the reader.
It will be reasonable to clarify the main purpose for the business owners to consider gaming and esports upfront.
- Direct monetization
- Branding and marketing
- Investment
For the government officials who often have the taste for big-concept categorization not limited to business activities in the private sector but also social activities like local economy boost and education, the frame would look more like
- Direct market
- Peripheral market
- Education
- Social service
Now that’s a start.