1. History of e-Sports
  2. e-Sports in South Korea
  3. e-Sports in Europe
  4. e-Sports in Spain
  5. e-Sports as a sport
  6. Education and e-Sports
  7. E-Sport today

  1. Important figures in the sector
  2. Players
  3. Clubs
  4. Publishers
  5. Sponsors
  6. Press and specialised media
  7. Casters and Analysts
  8. Learning and training centres
  9. Event organisers
  10. Investors
  11. Figures from the world of politics
  12. Audience
  13. Streamers

  1. Business ideas
  2. The business of e-Sports
  3. Contribution to some businesses
  4. e-Sports market opportunities

  1. The influence of the players
  2. Importance of physical sport for players
  3. Health risks in eSports and burnout in professional gamers

  1. What is an eSports club?
  2. What are eSports clubs like?
  3. Types of clubs

  1. How to set up an eSports club?
  2. Getting noticed and competing
  3. eSports club signings
  4. Legal form of the clubs

  1. Basic concepts of administration
  2. Phases of administration
  3. Innovation management
  4. App for an eSports club

  1. The impact of sporting events
  2. eSports tourism opportunities
  3. Tourism trends within eSports
  4. Importance of events for the community
  5. The preparation of events

  1. Intel Extreme Masters
  2. League of Legends
  3. Counter Strike
  4. Hearthstone
  5. Overwatch

  1. E-Sports and Social Gaming
  2. The digital product: eSports
  3. Gamers Segmentation
  4. The Success of Twitch

  1. Introduction to Sports Sponsorship
  2. Phases of Sports Sponsorship
  3. Regulation of E-Sports Sponsorship
  4. E-Sports Sponsorship
  5. Types of Sponsorship in eSports

  1. The Profitability of Advertising in e-Sports
  2. Advergaming: a new advertising format
  3. Branded Content in eSports
  4. Storytelling
  5. eSports as a Communication Strategy
  6. Other advertising formats

  1. Basic aspects
  2. Codes of conduct
  3. Disciplinary bodies of the Spanish Professional Video Game League and their competences
  4. Disciplinary bodies of the Esports Integrity Commission
  5. The necessary regulation of e-Sports