Abstract
This study explores the birth of side businesses that have made eSports the most popular competitive activity in the world, including streaming media, eSports gambling, and other industries, under the auspices of significant commercialization, while being powerful entertainment and spectacle in its own right. Some of the main reasons why eSports have become popular in the last decade are mainly sorted out as well as organized. Using the STEPPS analysis method, the internal factors, as well as the external factors, are studied mainly by using the most representative game of eSports, League of Legends. The analysis includes some attractive mechanics of the game itself besides gameplay, as well as the reasons that may lead people to share eSports games. Use the findings at the end to give some advice that emerging eSports manufacturers can refer to the industry standards, as well as the main features to attract players.