Dr. LAM Gigi2025-11-242025-11-242025Leisure/Loisir, 2025.1492-77132151-2221http://hdl.handle.net/20.500.11861/26146The United States is the largest esports market in the world. The present study examined the U.S. esports industry by applying the systems thinking literacy model. The esports ecosystem was examined by clarifying the linkage among six macro systems (i.e. information and communications technology, education, nongovernmental organizations, government engagement, social acceptance, and industry configuration). Although the United States generally excels in information technology, a considerable gap in Internet access exists, which in turn affects the training and performance of esports teams. Game publishers have been proactive and successful in persuading the U.S. government to officially recognize esports and grant visas to foreign esports players. The proactive approach is evident through initiatives such as franchise models and import rules, which have directly polarized the salary of esports players and affected local talent development. The government engages in dialogue with nongovernmental organizations and actively promotes K-12 education, scholastic esports and collegiate esports.enEsportsEcosystemThe United StatesSystems Thinking Literacy ModelEsports ecosystem in the United StatesÉcosystème du sport électronique aux États-UnisPeer Reviewed Journal Article10.1080/14927713.2025.2539701