A
sold-out crowd packed Seattle’s KeyArena in early August for a sporting event
with a larger prize pool than any event on the PGA Tour this season. And the
participants didn’t even leave their seats.
Competitive
video gaming—known to fans and players as eSports—is exploding in popularity
across the world. According to Superdata Research, the global eSports market is
valued at $612 million, with the Asian market accounting for 61% of that
figure. Tournaments are regularly viewed by tens of thousands of fans in large
arenas and watched by tens of millions online on streaming services like
YouTube, Twitch.tv and even ESPN3. This year, NBA point guard and Dota 2
fanatic Jeremy Lin did color commentary during a tournament.
But
no tournament is bigger than The International Dota 2 Championships, which
concluded Aug. 8. The fifth edition of The International (TI5) had a total
prize pool of over $18 million and the winning five-man team split a $6.6
million grand prize. In the five years since the event began, the purse has
jumped from $1.6 million to over $18 million, funded largely by fans. Valve,
which publishes Dota 2 and organizes the tournament, contributes $1.6 million
to the pool. The rest of the prize money comes from sales of game add-ons. Dota
2’s massive base of recreational players can contribute to the annual
“Compendium,” $10 at a time. Each purchase unlocks in-game features such as
characters, maps and cosmetic items.
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“It’s kind of like a digital booklet,” says
Orrin Xu, the manager of LGD Gaming, the third-place team at this year’s
International. “The Compendium itself can do little cool things as you buy more
credits for it. That costs additional money and that additional credit also
goes into the prize pool. That’s what pushed it this year to that $18 million
mark.”
Raising
as much prize money as possible has become viewed as a challenge by Dota fans.
“It’s
almost like a community goal to see as high a number as possible,” says Justin
Dellario, a global eSports manager for Razer, a gaming equipment maker that
sponsors hundreds of eSports competitors. “You have people who maybe don’t play
Dota every day that log on to be a part of spending money to increase the prize
pool.”
Professional
eSports players have other ways of making money, though. Some are paid salaries
by their teams—into the six figures for top players—and they also rake in
endorsements and sponsorship money. The typical eSports jersey (yes, they wear
jerseys) is covered in ads for gaming gear and energy drinks. Others are paid
to livestream their gaming sessions on sites like Twitch.tv, which was
purchased by Amazon last year for nearly $1 billion. Livestreaming is what
makes the top gamers so popular and helps them draw the massive social media
followings that make them so attractive to advertisers.
“Livestreaming
has really revolutionized the way eSports stars communicate directly with their
fanbase,” Xu says. “Just being able to be there live in sync with the player.”
Call
of Duty player Matt Haag (aka NaDeSHot) parlayed a massive online following
into millions in endorsements, leading to an appearance on Forbes’ “30 under
30” this year. He has more Twitter followers than DeMarcus Cousins and DeAndre
Jordan combined, and nearly two million subscribers on YouTube, where his
videos have been viewed over 222 million times.
Some
organizations don’t allow much room for a player to go out to receive
individual sponsorship. Some certain game genres or communities are more
favorable for that,” Dellario says. “In the communities where that’s popular,
one of which is Call of Duty, there are players whose salaries are actually
pretty low but they may be contracted individually to stream on a specific
platform and they’re getting paid a million dollars for that, and then they’re
receiving endorsements from companies like RedBull just to be an individual
RedBull athlete and maybe the organization isn’t sponsored by RedBull. One such
player like that is NaDeSHot. NaDeSHot, last year, this is unconfirmed and just
what appears on Reddit, but people say he made $13 million last year between
winnings, individual endorsements and salary.”
Since
the boom in eSports revenues is so recent (The International’s prize pool has
jumped by $17 million in five years) there is some concern over whether these
young people will be able to properly manage their sudden windfalls. Haag, for
example, is 23, and 16-year-old Syed Sumail Hassan took home $1.32 million as a
member of the winning team at TI5. Will eSports competitors soon have agents
like traditional athletes?
“I
think it’s definitely coming,” Dellario says. “You have these 16-year-old kids
who in the last 12 months made over $2 million playing eSports. They need
management and mentorship in that area.”
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