The goal of this bachelor's thesis is to introduce the topic of electronic sports and the use of its marketing potential to the reader. It also focuses on its parallels with traditional sports and tries to show on examples of sponsoring, product placement, corporate social responsibilities, and pitfalls the differences and similarities of both fields. In the first part, the work deals with the phenomenology of sport, thanks to which it is possible to answer the question of whether esport can be considered a sport. Furthermore, the work deals with the history of esport in order to put the reader into the context of today's situation. The following chapters then explain the researched marketing tools and media on which we can watch sports and...