“…This statement was supported by the best practice study from one research article, and the result was the most threatening elements are disreputable behavior, negative media influence, the industry's infancy, the videogame's short lifespan, long-term investments, poor performance, and the low visibility outside Twitch and YouTube. As such, brands must be in sync with the audience, punish disreputable behavior, promote gaming's acceptance, study the market, and commit to long-term investments (22). This was related to the result from the previous research, and the result was concept of Esport consumption in marketing by developing the experiential perspective of competitive gaming (23).…”