There are many models of which an E-Sports team organization can adopt. However there are two that stick out like a sore thumb; picking up traditional E-Sports titles and competing in leagues and tournaments, or a more mainstream approach where they pick up whatever title is hot in the mainstream...

There are many models of which an E-Sports team organization can adopt. However there are two that stick out like a sore thumb; picking up traditional E-Sports titles and competing in leagues and tournaments, or a more mainstream approach where they pick up whatever title is hot in the mainstream and do promotional work to spread awareness of gaming. These two models both have their ups and downs of course, but which one is better for the gamers, and the team itself?

Beginning with the hardcore model of attending LAN events, competing in online leagues and doing promotional product tours, it is easy to see how this sort of model can often be ostracised by the mainstream marketplace. With an image of pasty nerds who do nothing but game all day, breaking through the ignorant stereotype poses an obstacle straight from the get-go.

However this sort of a 'unity of gamers' makes for a very stable environment for teams giving them a fan base and community to work with daily. Over the past 10 years we haven't seen any drastic changes to the main E-Sports titles with CS1.6, Wc3 and SC still going strong. There have been minor discrepancies of course with the demise and revival of Quake titles and the recent introduction of World of Warcraft as a competitive title. This sort of stability offers teams the time needed to grow a loyal fan base; attending events and participating in leagues. Emulating the mainstream sports of today and taking time to grow the sport and the industry around it.

The downside to the hardcore model is that it lacks significant growth. Relying so much on its hallmark games to bring in the loyal crowds each time, there is an inherent lack of new blood into the E-Sports scene as a whole. Most people being introduce to gaming by their friends or family generally stick to the mainstream casual games and don't get to see what else gaming has to offer them. Mainstream awareness is the bitter sweet temptress that always leads E-Sports on, but never lets it suckle from her ample bosom.

On the other hand the mainstream gaming model seems to thrive on promotional work by enticing gaming enthusiasts and the general public by the more organized team models they present. Giving gamers a sort of accepted home and platform of which to feed their competitive tendencies team organizations that use mainstream games thrive on the constant new blood. Using popular games to do the work for them, teams adopt a more sugar coated model of E-Sports so that people are more likely to take notice. With such successful games as Guitar Hero, Rockband and World of Warcraft teams are able to not only entice players' of these games, but also gain the attention of the players friends and families as they are recognizable names to them as well.

The problem with this model until recent years was that popular games were a dime a dozen, changing month to month a new game would come and grab peoples attentions. Now however with constant updates, patches, expansions and sequels that sort of dog eat dog world has died down giving way to a new era of gamer who can practice his or her game and not be made out to be a social cretin.

When it comes down to which model is best for gamers the answer is simple, both are equal leaving everything up to the gamer. The longevity or popularity of a game relies solely on which game has the most people, so if you have a strong, large, dedicated group of gamers playing one single game, people will notice no matter the type of game, or the community surrounding said game. At that point the organizing model is irrelevant as the money will still flow due to the sheer numbers and demographic involved.

As for the team organizations themselves, the mainstream competitive gamers will always survive, however the hardcore E-Sports gamers rely on the mainstream model to introduce people to their scene. The mainstream teams having set up a gateway window so people can be introduced to a more hardcore platform of gaming taking place without much notice.