Esports is considered a global industry in every sense of the word. Not only are organisations and companies based in countries all around the world, but it’s not uncommon to see teams from Asia, Europe, and North America all coming together to compete at a single event.
This level of accessibility is undoubtedly amazing in terms of representation, but for the growth of esports too. The industry isn’t confined to a set number of countries, as long as you have a computer, a console, or a mobile phone, you can compete against fellow gamers.
Conversely, the international scale and exposure present many challenges. One of which is for organisations, the entities that house the very products that fuels esports – the players.
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