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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.
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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.
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