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Gambling: watch out for creators of digital products

In the midst of the many "dark and immoral things" who according to detractors have made known the world of games and the Slot game sites, there are undoubtedly many "new professions" linked to the same sector. Without a doubt, activities that made the playful world known and professions that gradually evolved following the growth and innovation of its products: so it happened that even a video game like that of e-Sports also had its own here on our market The protagonists, his admirers, his information campaigns and first of all, of course, his increasingly sought -after digital creators and with always cutting -edge ideas in a segment in perennial evolution and expansion. Abroad e-Sports are already well known and frequented which is going a little slowly, but that are taking their space, their investors and a market that could become attractive when the country's economy will resume At full speed and could make their contribution and definitively a segment that "gives satisfaction and income".

But are e-summer really still unknown in our country? So both the players who participate in tournaments as professionals and those who follow e-Sports events really represent low numbers who cannot solicit entrepreneurs and investors? And where is the category of its creators of digital products such as the app casino free? Just to answer these questions that are certainly not "existential", but that serve to let us enter a world still a little unknown, "we like" browse through the lines of an investigation presented in the room that wants to build a precious frame who goes to enclose this "new game world" who has to do with young people, but already professionals, of this discipline followed by a diversified audience, with the attention of the media, and supported by advertising as and where possible, organizations of Tournaments and investments. In short, a decidedly young market that is at least in USA still looking for its way to explode and to be part of the huge circus of the game.

This particular investigation is particularly aimed at workers who create digital content at the base who with their "creative art" contribute, without a shadow of a doubt, to the growth of the e-Sports segment and manage to make a field known more and more which has all the potential to become extreme interest in investors. In fact, in the investigation there is a crescendo of the electronic sports market that undoubtedly part of the entertainment sector which puts its revenues constantly increasing that they can exceed billion $ according to global forecasts relating to 2021: always The same investigation indicates that in USA the subjects following the e-Sports every day are about 475 thousand which, for being a still little known segment it really represents a "nice number"! But in practice we "like" to enter the soul of the investigation that notes that within the general category of content creators is extremely interesting the figure of both the gamers who participate in the competitions of E-Sports, and that of the direct visitors of the tournaments and competitions.

Competitions also take place in the form of tournaments in which single or team players put themselves in the running, playing with video games and are followed by the participation of a public of users diversified as for age, in order to obtain prizes or for pure and healthy entertainment. E-Sports represent something different from what happened for the creators of content on the YouTube platform: they are and certainly represent a precise form of evolution of the entertainment industry making it fully part and the attention that the Segment arouses, especially recently, it provides for a growing diffusion of these video games and its "users-spectators". Perhaps because even if competitions and tournaments develop, the real entertainment is glimpsed in this segment and for the moment not yet handling money as happens in the game with winnings in money: in fact, E-Sports are a decidedly different thing and in any case game which "offers lightness" despite the competitions.

Put these few considerations in general on the investigation in which you are "browsing", instead you want to enter the topic of the balance of those who work and collaborate in e-Sports: in fact, as they are framed at a working level and how Are their creators treated? The protagonists, the so-called Gamers of E-Sports, follow specific needs related to the fact that the e-Sports themselves, such as electronic games, should be equated to traditional sports, which is already following the process to be able to achieve this goal in via definitive. For the other characteristics, merely working, as creators of content face, instead, situations common to other subjects who make the same "creation" through digital networks: in fact, decidedly and unquestionably the creators of content for E-Sports are certainly Assimilable to the other creators of digital content, distinguishing themselves only for the particularity of the content created and made available for this precise segment of e-Sports.

The work done by this category of "Creators of Content" becomes more complex by the presence of an additional level of intermediation of the activities: this materializes and is represented by the teams to which the individual players can belong. Situation that can regulate the relationship between the "content creator" and the same players with individual contracts from which compensation and additional obligations between the parties can achieve. But the investigation did not enter this specific topic and therefore did not deal with the peculiarities: which however will serve followed by virtue of the growing diffusion of video games and its public which therefore requires particular attention from the part analysts who will have to enter more and more in the problems and strategies to be carried out also in this segment of the game and entertainment. It is quite evident that the more e-Sports will take foot on the markets the more it will be essential to "provide it" of attention and a congruous and specific regulation.

Publication date: March 27, 2022 at 18:00

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