  As the last years have shown a massive growth within the field of electronic
sports (eSports), several questions emerge, such as how much is it growing, and
will it continue to grow? This research thesis sees this as its statement of
problem, and further aims to define and measure the main factors that caused
the growth of eSports. To further enhance the growth, the benefits and
disbenefits of implementing Information Technology Management tools is
appraised, which additionally gives an understanding of the future of eSports.
  Through observation of the data collection, the themes games played, games
genre, and single-player or team-player was deemed most important. A
statistical analysis was additionally done on the numerical data, which showed
significant correlation between the themes prize pool, participants and
participating countries towards live audience. This indicates that the
mentioned themes affect how many people attends live eSport event. The analysis
also consists of a trend analysis, which presents that nearly every theme
analysed will continue to grow in a five-year period. The trend analysis
further expects a 305.51% growth in the live audience from 2014-2019, while the
virtual streaming audience is expected to experience a growth of 140.61%. To
enhance this growth, the research thesis recommends using the presented trends
and patterns found in the short-term, to conduct successful eSport events.
However, in the long-term an implementation of a Data-driven Decision Support
System can be done, which will periodically gather data to know the best
possible way to deliver eSport events to the eSport community.
