ESports, or computer sports, is broadly understood as competitions in virtual space modeled by computer technologies, in particular video games. Its modern name "esports" as a spreading competitive movement, received in 1999 during the press release of the creation of the Association of online players (Online Gamers Association) [22]. In the same year, one of the European players compared eSports with traditional sports and was right. Over the past almost two decades, eSports has been recognized as an official sport in many countries around the world. Our country was actually the first country where eSports were ranked as official sports, and in 2017 it was recognized as an Olympic sport of the second order, and, moreover, in August of the same year, the IOC allowed the inclusion of eSports in the program of the 2024 Olympic games. By now, eSports has become not only one of the most popular sports and entertainment industries, but also a powerful, growing business sector. Thus, the total revenue of companies operating in the field of eSports around the world in 2017 increased by 33%, to $ 655 million., in 2018, it will grow even faster, and by the end of the year will increase by 38.2%, to $ 906 million., and will exceed $ 1.6 billion in 2021. The world's largest eSports markets in North America (forecast for 2018 - $ 345 million).), China ($ 164 million.), South Korea [8]. With regard to our country, in 2017 it became the leader in terms of revenue (about $ 38 million).) in the eSports market among the European countries studied. By the end of 2018, we expect an increase of 18% to $ 45 million., in 2019 - almost to 53 million [20]. Nevertheless, despite the active development of eSports as an economic institution, its legal framework still needs to be carefully developed. Subjects of the professional esports ecosystem. One of the key players in the eSports market are computer game companies, some of which are now recognized as official disciplines (today, the main officially recognized disciplines are such as Dota 2, Counter-Strike: Global Offensive, FIFA 17, World of Tanks, etc.) at eSports tournaments. According to the analytical Agency Newzoo (Newzoo's 2017 Global Games Market Report), over the past five years, revenues from sales of games in the world have increased by 56%, or $ 70 billion., reaching a record high of $ 109 billion. according to the results of 2017. According to forecasts, by 2020, the capitalization of the global video game market will amount to $ 128.5 billion. (+15.2% compared to this year's level) [9]. In terms of monetization, the most successful projects are League of Legends, Dungeon Fighter Online, Crossfire, FIFA and GTA franchises. Now in-game purchases bring publishers less than half of revenue, but in 2019 their share will reach 52%, analysts predict [18]. It should be noted that such types of disciplines as shooters and fighting games are still under consideration. their introduction to the status of official disciplines will also contribute to the growth of revenues of game producers, as well as other subjects of the eSports ecosystem.