The Japan Esports Union, or JESU, is the first national eSports union in Japan. JESU was formed as an amalgamation of the Japan e-Sports Association, eSports Promotion Organization and Japan eSports Federation. The union hopes to promote and supplement the growth of eSports in Japan, and aims to grow the popularity in Japan to the levels seen in Korea and the US. With eSports audiences expected to grow to 300 million people by 2019, and again to 500 million in 2020, JESU is hoping to play a pivotal role in eSports in Japan.
Prior to the formation of the Japan Esports Union, gaming tournaments in Japan rarely gained traction. This is due in part to the cap on cash prizes in Japan, as the Act against Unjustifiable Premiums and Misleading Representations restricted prizes at a maximum of 100,000 yen. JESU is hoping to change this by issuing licenses to gamers to bypass this law. By increasing prize pools, JESU expects to raise the stakes on tournaments and entice more viewers with more important events.
Nationwide eSports Leagues
The 'Japan Esports Union' is the First Cohesive eSports League in Japan
Trend Themes
1. National Esports Unions - The formation of national eSports unions are trending as seen in Japan's creation of the Japan Esports Union (JESU), presenting an opportunity for other countries to form similar organizations.
2. Increasing Prize Pools - The need to bypass anti-gambling laws and cap on cash prizes, as demonstrated by JESU, presents an opportunity to harness the power of crowd-funding and sponsorships to increase prize pools and attract more viewers.
3. Esports Popularity Growth - The rapidly growing eSports industry, with audiences expected to reach 500 million by 2020, presents an opportunity for companies to invest in the development of eSports technology and marketing strategies.
Industry Implications
1. Sporting Goods - Companies in the sporting goods industry have the opportunity to expand their product line to include goods for eSports players.
2. Gaming - The gaming industry has the opportunity to develop partnerships with eSports leagues and support the growth of eSports by providing better infrastructure and technology.
3. Entertainment - The entertainment industry can leverage the popularity of eSports to create new content, such as documentaries and films, for the growing market of eSports fans.