VANLOO, Cameron (2026) Cosmetic Capital: The Virtual Skin Economy and Its Value-Capture Implications for Esports Teams in Overwatch and Rainbow Six Siege. Self.
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This paper analyzes the market for cosmetic virtual items (“skins”) as a distinct revenue architecture within esports and examines the mechanisms by which publishers convert skin-market demand into financial value for professional teams. Building on established sport-economics governance theory and legal-economic scholarship on publisher control of esports, the paper integrates the emerging financial-economics literature on virtual-item returns, consumer-behavior research on cosmetic-purchase motivation, and the gambling-adjacency literature on loot boxes and skin betting to construct a comparative model of team-level value capture in Overwatch and Rainbow Six Siege. Using primary publisher documentation, the paper contrasts Blizzard Entertainment’s Overwatch League and Overwatch Champions Series models, in which a defined share of team-branded cosmetic revenue is paid directly to participating organizations, with Ubisoft’s Rainbow Six Siege model, in which cosmetic-item revenue is channeled indirectly into tournament prize pools rather than distributed as direct organizational revenue. The analysis finds that these two publisher-designed architectures produce materially different risk and incentive structures for teams: direct revenue-sharing (Overwatch) converts fan cosmetic spending into comparatively stable, engagement-linked organizational income, whereas prize-pool-mediated funding (Rainbow Six Siege) ties the same underlying consumer demand to competitive outcome uncertainty, concentrating value capture among a small number of top-performing organizations. The paper concludes that the skin economy, while nominally a peripheral monetization feature, functions as a substantive and publisher-controlled instrument of value distribution across the esports ecosystem.
| Item Type: | Other |
|---|---|
| Uncontrolled Keywords: | virtual goods, cosmetic monetization, skin economy, esports team revenue, Overwatch, Rainbow Six Siege, publisher governance |
| Faculty: | School of Digital, Technologies and Arts > Esports |
| Depositing User: | Cameron VANLOO |
| Date Deposited: | 23 Oct 2026 15:16 |
| Last Modified: | 23 Oct 2026 15:16 |
| Related URLs: | |
| URI: | https://eprints.staffs.ac.uk/id/eprint/9806 |
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