SEATTLE — A bewitching
creature — half woman, half deer — battles a shaman and a sentient tree.
Lightning bolts strike. Weapons explode. Nasty spells are cast.
The video game Dota 2,
like so many across the Internet, transports teams of players from their
bedrooms to a verdant virtual world where they smite each other through
keyboard and mouse clicks. Except on this sunny day in July, every attack and
counterattack by a five-person team set off an eruption of cheers — from the
more than 11,000 spectators crammed into this city’s basketball arena.

The contestants were
gunning for a big piece of the $11 million in total prize money, the most ever
at a games tournament. And the game’s developer, the Valve Corporation, moved
another step closer to securing gaming’s legitimacy as a major-league spectator
sport.
Having already upended
the entertainment world — global revenue for games is $20 billion higher than
the music industry’s and is chasing that of the movie business — the games
industry has turned its ambitions toward the lucrative world of professional
video game competition, widely known as e-sports.
The signs of success
already mirror the achievements of major sports. Game tournaments sell out
giant arenas, and some attract at-home audiences larger than those of top
traditional sporting events. Madison Avenue’s highest fliers, like Coca-Cola
and American Express, have lined up as sponsors. Prize money has soared to the
millions of dollars, and top players earn six- or seven-figure incomes and
attract big and passionate followings, luring a generation of younger players
to seek fame and fortune as gamers.
Last year, the State
Department began granting visas to professional gamers, under the same program
used by traditional athletes. This fall, Robert Morris University in Chicago
will dole out over $500,000 in athletic scholarships to gamers, the first of
their kind in the United States, and Ivy League universities have
intercollegiate gaming. Last week, the web giant Amazon announced it was buying
Twitch, a hugely popular video streaming service used by gamers, for $970
million in cash.
“This stuff is
expanding out of control,” said James Lampkin, a product manager for ESL (for
Electronic Sports League), one of the biggest e-sports leagues, which had
73,000 attendees at a four-day tournament in Katowice, Poland, in March. “We
have no idea what the limits are.”
Game competitions have
been around for decades, but what was happening at that arena in July would
have been unthinkable, even laughable, only a few years ago. As broadband
Internet access and free-to-play games have spread, gaming competitions have
multiplied in size and frequency around the world, going beyond early
strongholds like South Korea.
At the Seattle event,
cheering fans, many dressed in costumes to look like game characters, hoisted
national flags to show support for their favorite teams. Commentators, known as
casters, offered play-by-play. Confetti rocketed into the crowd when the
winners were crowned.
More than 70 million
people worldwide watch e-sports over the Internet or on TVs, according to
estimates by SuperData Research. South Korea even has a TV channel devoted
largely to e-sports. A championship tournament last October for League of
Legends, an arena battle game, streamed around the world, attracting 8.5
million simultaneous online viewers at its peak — the same as the peak
viewership for the deciding game of professional hockey’s Stanley Cup finals in
June. This year, the League of Legends championship is expected to attract
40,000 to 50,000 attendees to a soccer stadium in Seoul.
As the fan base and
money in e-sports have ballooned, multiple independent game leagues have
emerged, including ESL and Major League Gaming, that collectively put on dozens
of competitions a year. Game publishers host events, too, seeing irresistible
opportunities to promote their games.
One of the most ambitious
publisher-led efforts is from the creator of League of Legends, Riot Games,
which operates leagues around the world. For the last two years, another
publisher, Activision Blizzard, has put up $1 million in prize money for a
championship in Los Angeles for its combat shooting game Call of Duty.
“I don’t think we’ve
ever seen the opportunities for e-sports as promising as they are today,” said
Robert A. Kotick, chief executive of Activision Blizzard.
Big Money, Deep Access
The roots of e-sports
trace to the 1990s with the advent of fighting and shooter games like Street
Fighter and Doom. Tournaments in those days were humble affairs, held in
crowded hotel ballrooms in front of a few hundred people. Even the winning
players often lost money after travel and hotel bills.
“I was the guy spending
$1,000 to go win $800,” said Marcus Graham, an e-sports commentator and former
professional gamer who now works for Twitch.
Deeper public interest
in competitive gaming materialized in the early 2000s, especially in South
Korea, where providing cheap and fast Internet access was a national priority
and locals were wild for StarCraft, a science fiction strategy game. But the audience
really started growing with the advent of free-to-play games like League of
Legends, which was released in 2009.
The most fanatical
gamers can spend an almost limitless amount of money on virtual goods in
free-to-play games, buying special powers or tools, for example. But the vast
majority of players never spend a penny in them, and the games have developed
huge followings as a result. League of Legends has 67 million monthly players,
about the combined population of California and Texas.
Even with the number of
participants mushrooming, the Internet has forged a tighter link between fans
and players than almost any other sport. Twitch, a website started in 2011,
lets players stream video of their playing sessions over the Internet from PCs
and consoles.
More than 55 million
people visited Twitch in July to watch and interact with one another. The site
has also become a lucrative source of revenue for gamers, who can make money
through a mix of advertisements, subscription fees and donations from viewers.
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