Project details

Case Study: Designing India’s First Esports Infrastructure Ecosystem

Overview

Esports in India is booming, but the ecosystem remains fragmented, publisher-dependent, and poorly monetized. My project explores how a structured, publisher-independent esports ecosystem can be designed to foster competitive integrity, sustainable growth, and global recognition.

Role: Concept Designer (Service & Product Design)
Timeline: 2 weeks (research, analysis, and conceptualization)
Methods Used: Market Research, Service Blueprinting, Competitive Analysis, Ecosystem Mapping

Problem Space

Despite rapid growth in audience and participation, India lacks a structured professional esports ecosystem. Challenges include:

  • No national pro league.

  • Weak monetization (over-reliance on sponsorships).

  • Fragmented tournament structure with limited infrastructure.

  • Heavy dependence on publishers and IP holders.

This results in missed opportunities for players, organizers, and brands.

Problem Space

Despite rapid growth in audience and participation, India lacks a structured professional esports ecosystem. Challenges include:

  • No national pro league.

  • Weak monetization (over-reliance on sponsorships).

  • Fragmented tournament structure with limited infrastructure.

  • Heavy dependence on publishers and IP holders.

This results in missed opportunities for players, organizers, and brands.

Problem Space

Despite rapid growth in audience and participation, India lacks a structured professional esports ecosystem. Challenges include:

  • No national pro league.

  • Weak monetization (over-reliance on sponsorships).

  • Fragmented tournament structure with limited infrastructure.

  • Heavy dependence on publishers and IP holders.

This results in missed opportunities for players, organizers, and brands.

Research & Insights

Market Growth

  • Indian esports audience projected to hit 85M by 2025, contributing ~10% of global viewership.

  • Prize pools expected to cross ₹100 crore (~US$13.5M) by 2025.

  • 1.5M players and 100,000+ teams are already active in competitive circuits.

Global Benchmarking

  • South Korea’s LCK (LoL): 1M+ peak viewers.

  • Valorant Champions Tour Masters: 1.3M peak viewers.

  • Esports World Cup 2025: US$71.5M prize pool.

Takeaway: India has the demand but lacks the ecosystem maturity seen in global markets.

Research & Insights

Market Growth

  • Indian esports audience projected to hit 85M by 2025, contributing ~10% of global viewership.

  • Prize pools expected to cross ₹100 crore (~US$13.5M) by 2025.

  • 1.5M players and 100,000+ teams are already active in competitive circuits.

Global Benchmarking

  • South Korea’s LCK (LoL): 1M+ peak viewers.

  • Valorant Champions Tour Masters: 1.3M peak viewers.

  • Esports World Cup 2025: US$71.5M prize pool.

Takeaway: India has the demand but lacks the ecosystem maturity seen in global markets.

Research & Insights

Market Growth

  • Indian esports audience projected to hit 85M by 2025, contributing ~10% of global viewership.

  • Prize pools expected to cross ₹100 crore (~US$13.5M) by 2025.

  • 1.5M players and 100,000+ teams are already active in competitive circuits.

Global Benchmarking

  • South Korea’s LCK (LoL): 1M+ peak viewers.

  • Valorant Champions Tour Masters: 1.3M peak viewers.

  • Esports World Cup 2025: US$71.5M prize pool.

Takeaway: India has the demand but lacks the ecosystem maturity seen in global markets.

User Needs

Players

  • Transparent league structures.

  • Opportunities beyond single-title tournaments.

  • Sustainable career pathways.

Organizers

  • Reliable infrastructure (arenas, production, streaming).

  • Reduced dependency on publishers.

  • Scalable, repeatable tournament frameworks.

Fans & Brands

  • Engaging viewing experiences.

  • Merchandise and collectibles.

  • Trusted platforms for sponsorships.

User Needs

Players

  • Transparent league structures.

  • Opportunities beyond single-title tournaments.

  • Sustainable career pathways.

Organizers

  • Reliable infrastructure (arenas, production, streaming).

  • Reduced dependency on publishers.

  • Scalable, repeatable tournament frameworks.

Fans & Brands

  • Engaging viewing experiences.

  • Merchandise and collectibles.

  • Trusted platforms for sponsorships.

User Needs

Players

  • Transparent league structures.

  • Opportunities beyond single-title tournaments.

  • Sustainable career pathways.

Organizers

  • Reliable infrastructure (arenas, production, streaming).

  • Reduced dependency on publishers.

  • Scalable, repeatable tournament frameworks.

Fans & Brands

  • Engaging viewing experiences.

  • Merchandise and collectibles.

  • Trusted platforms for sponsorships.

Process

Step 1: Competitive Analysis

Compared existing players: Nodwin Gaming, Skyesports, S8UL, Global Esports.

  • Strengths: grassroots engagement, publisher ties.

  • Weaknesses: fragmented IP, sponsor dependency.

  • Gap: No flagship national pro league.

Step 2: Service Blueprinting

Mapped stakeholder journeys:

  • Frontstage: players register, compete, stream, engage fans.

  • Backstage: publishers, production, sponsorships, event management.

  • Identified choke points → weak monetization, inconsistent league formats.

Step 3: Ecosystem Design

Defined a multi-layer platform model:

  1. Tournament Platform: National and regional leagues, scalable internationally.

  2. Content & Streaming: Esports-first OTT / creator-first streaming ecosystem.

  3. Infrastructure Services: White-label SaaS for universities, corporates, and regional organizers.

  4. Monetization: Sponsorships, brand partnerships, merchandising, premium passes.

Process

Step 1: Competitive Analysis

Compared existing players: Nodwin Gaming, Skyesports, S8UL, Global Esports.

  • Strengths: grassroots engagement, publisher ties.

  • Weaknesses: fragmented IP, sponsor dependency.

  • Gap: No flagship national pro league.

Step 2: Service Blueprinting

Mapped stakeholder journeys:

  • Frontstage: players register, compete, stream, engage fans.

  • Backstage: publishers, production, sponsorships, event management.

  • Identified choke points → weak monetization, inconsistent league formats.

Step 3: Ecosystem Design

Defined a multi-layer platform model:

  1. Tournament Platform: National and regional leagues, scalable internationally.

  2. Content & Streaming: Esports-first OTT / creator-first streaming ecosystem.

  3. Infrastructure Services: White-label SaaS for universities, corporates, and regional organizers.

  4. Monetization: Sponsorships, brand partnerships, merchandising, premium passes.

Process

Step 1: Competitive Analysis

Compared existing players: Nodwin Gaming, Skyesports, S8UL, Global Esports.

  • Strengths: grassroots engagement, publisher ties.

  • Weaknesses: fragmented IP, sponsor dependency.

  • Gap: No flagship national pro league.

Step 2: Service Blueprinting

Mapped stakeholder journeys:

  • Frontstage: players register, compete, stream, engage fans.

  • Backstage: publishers, production, sponsorships, event management.

  • Identified choke points → weak monetization, inconsistent league formats.

Step 3: Ecosystem Design

Defined a multi-layer platform model:

  1. Tournament Platform: National and regional leagues, scalable internationally.

  2. Content & Streaming: Esports-first OTT / creator-first streaming ecosystem.

  3. Infrastructure Services: White-label SaaS for universities, corporates, and regional organizers.

  4. Monetization: Sponsorships, brand partnerships, merchandising, premium passes.

Vision

India’s first structured, publisher-independent professional esports ecosystem.

Key Components

  • Flagship National League (multi-title, pro-level competition).

  • Esports Arenas & Studios (metro-based, scalable to international).

  • Streaming & Content Platforms (dedicated esports OTT).

  • Merchandising & Collectibles (non-tokenized digital + physical).

  • White-label Services (cloud-based tournament tech for B2B).

Impact & Outcomes

  • Audience Reach: 85M+ viewers by 2025.

  • Player Ecosystem: 1.5M competitive players, 250K+ teams.

  • Economic Impact: ₹1,600–1,800 crore (~US$190–215M) contribution by 2027.

  • Brand Opportunities: Sponsorships, OTT deals, merchandise, SaaS offerings.

Vision

India’s first structured, publisher-independent professional esports ecosystem.

Key Components

  • Flagship National League (multi-title, pro-level competition).

  • Esports Arenas & Studios (metro-based, scalable to international).

  • Streaming & Content Platforms (dedicated esports OTT).

  • Merchandising & Collectibles (non-tokenized digital + physical).

  • White-label Services (cloud-based tournament tech for B2B).

Impact & Outcomes

  • Audience Reach: 85M+ viewers by 2025.

  • Player Ecosystem: 1.5M competitive players, 250K+ teams.

  • Economic Impact: ₹1,600–1,800 crore (~US$190–215M) contribution by 2027.

  • Brand Opportunities: Sponsorships, OTT deals, merchandise, SaaS offerings.

Vision

India’s first structured, publisher-independent professional esports ecosystem.

Key Components

  • Flagship National League (multi-title, pro-level competition).

  • Esports Arenas & Studios (metro-based, scalable to international).

  • Streaming & Content Platforms (dedicated esports OTT).

  • Merchandising & Collectibles (non-tokenized digital + physical).

  • White-label Services (cloud-based tournament tech for B2B).

Impact & Outcomes

  • Audience Reach: 85M+ viewers by 2025.

  • Player Ecosystem: 1.5M competitive players, 250K+ teams.

  • Economic Impact: ₹1,600–1,800 crore (~US$190–215M) contribution by 2027.

  • Brand Opportunities: Sponsorships, OTT deals, merchandise, SaaS offerings.

Reflection

This project helped me practice service design at scale, applying UX principles not just to a product interface but to a multi-stakeholder ecosystem.

Key Learnings:

  • Designing at a systems level requires balancing player needs, organizer logistics, and sponsor monetization.

  • Transparency and structure are critical drivers of trust in esports.

  • A product isn’t just an app—it can be an ecosystem with players, fans, brands, and tech infrastructure all woven together.

If implemented, this ecosystem could position India as a global esports hub with sustainable growth for players, teams, and organizers.

Reflection

This project helped me practice service design at scale, applying UX principles not just to a product interface but to a multi-stakeholder ecosystem.

Key Learnings:

  • Designing at a systems level requires balancing player needs, organizer logistics, and sponsor monetization.

  • Transparency and structure are critical drivers of trust in esports.

  • A product isn’t just an app—it can be an ecosystem with players, fans, brands, and tech infrastructure all woven together.

If implemented, this ecosystem could position India as a global esports hub with sustainable growth for players, teams, and organizers.

Reflection

This project helped me practice service design at scale, applying UX principles not just to a product interface but to a multi-stakeholder ecosystem.

Key Learnings:

  • Designing at a systems level requires balancing player needs, organizer logistics, and sponsor monetization.

  • Transparency and structure are critical drivers of trust in esports.

  • A product isn’t just an app—it can be an ecosystem with players, fans, brands, and tech infrastructure all woven together.

If implemented, this ecosystem could position India as a global esports hub with sustainable growth for players, teams, and organizers.

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Let's discuss the next ambitious thing

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MY SOCIALS

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Let's discuss the next ambitious thing

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