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.
“Gaming isn’t the kind
of platform it was when we were kids,” said Matt Wolf, 45, a veteran of the
games business who now leads Coca-Cola’s efforts to explore investments in
gaming. “It’s a major mass media platform that now has multiple forms of
consumption.”
The draw for marketers
is the audience: mostly employed men, 18 to 35 years old, a group that has
become harder to reach with conventional TV advertisements. Major video game
competitions and online streaming sites offer companies new ways to find them.
The idea among game
companies is that the marketing dollars from outside companies offer a virtuous
cycle. More marketing money leads to better production values, which in theory
will lead to increased interest in gaming.
And the more people who
become interested in gaming, the more money there will be to spend on the
games.
“Now, because games are
run as continuous services where people can spend money as they play along, the
game companies have bigger incentives to engage and entertain people
continuously,” said Peter Warman, chief executive of Newzoo, a research firm
that has studied e-sports.
Still, for the cycle to
continue, the industry will most likely need to overcome some long-held
opinions on games and gamers — in particular, that the skills involved are
inferior to conventional forms of athletic excellence. When ESPN2, the cable
sports channel, ran a show about the Dota 2 tournament in July, Twitter was
flooded with derogatory comments about e-sports being shown as a sport.
Mr. Lampkin of ESL said
he wasn’t worried about such attitudes. The argument over whether professional
gaming is a sport in the traditional sense, he said, is beside the point now.
“If you don’t want to
call it athletics or sports, that doesn’t mean anything to me,” he said. “That
doesn’t change the reality of the massive growth we’re seeing.”
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