On Oct. 3, nearly a
thousand people will fill Southern California's newest sports arena, spending
up to $75 a seat to watch teams from across the continent battle for bragging
rights — and at least $20,000.
Twenty-four top stars
will compete, not in a kick-boxing ring or on a basketball court, but sitting
at computers. The video game action will be projected on giant screens as
spectators watch players cast spells online and slay enemies with virtual
weaponry.
The spectacle kicks off
the new eSports Arena in Santa Ana, a 15,000-square-foot, first-of-its-kind
U.S. gym and recreation center designed for video gaming. In recent years,
video game makers and event organizers have aggressively expanded the
professional tournament circuit. They increasingly see competitive gaming as a
lucrative business opportunity, a way to turn video gaming into a global
spectator sport.
Playing video games has
grown so competitive that 11,000 people last month flocked to Madison Square
Garden to watch the finals of a "League of Legends" tournament.
Millions more spectators gathered in living rooms, bars, movie theaters and
restaurants to watch the live stream.
It's adding up to a
fast-growing business, with $612 million in worldwide revenue expected this
year from sponsorships, ticket fees and merchandise sales, according to gaming
consultancy SuperData Research. But the 134 million fans haven't had many
permanent establishments where they can play and watch.
By filling that gap,
eSports Arena serves as a major test of how far the young community's
enthusiasm will stretch.
Tyler Endres and Paul
Ward, childhood friends stuck in the semi-pro gaming level, co-founded the
arena after spotting an opportunity. Traditional gaming cafes and eSports
promoters held only sporadic events. Endres and Ward knew they could offer
frequent, local competitions — and a place for amateur gamers to practice,
mingle and feel like a champion by playing on stage.
Like a gym, eSports
Arena offers memberships and passes. It also organizes leagues and hosts events
like the "Hearthstone" tournament Oct. 3-4, which will draw big-league
stars. Other event organizers may rent the space, which along with sponsorships
and online broadcast advertising will generate revenue.
Edward Zhao of gaming
consultancy Electronic Entertainment Design and Research in Carlsbad called
eSports Arena "another step offering validation that eSports is here to
stay."
Even in the minor
leagues, video game team is living the dream
Even in the minor
leagues, video game team is living the dream
It's just one approach
to ride the growth in the nascent eSports industry. This year, game developer
Riot Games opened an arena in West Los Angeles. Online broadcaster Major League
Gaming opened a 500-seat venue in Columbus, Ohio, last fall, with plans for an
18,000-seat stadium in China in 2017. Although fans can buy tickets to matches,
those operations don't accommodate casual players on a daily basis.
Super League Gaming, a
Santa Monica start-up, is running competitions inside movie theaters for the
first time this fall by renting them out during slow hours. In United Kingdom,
gaming company Affinity permanently transformed a film theater into a
gaming-events center earlier this year.
Howie's Game Shack — a
decade-old, small chain of hang-out spots for gamers with gaming devices galore
— is embarking on a major renovation to boost its ability to host competitions
as fans drink beer and wine from their seats. First up is the Mission Viejo
location.
"There's no
question that there's more interest than there has ever been," Chief
Executive Howard Maker said.
Howie's Game Shack and
eSports Arena fundamentally don't differ much from fitness centers Soul Cycle
and Cross Fit or electronic music events put on by promoter Insomniac. They've
succeeded by giving niche communities a physical space to congregate, analysts
said.
Joost van Dreunen,
chief executive of SuperData and an adjunct professor at New York University's
game center, compared amateur brackets at eSports Arena to his old,
Monday-night billiards league.
"Once you
understand video games through that lens, it suddenly doesn't seem too odd that
people like to compete, practice and share these experiences," he said.
"Video gaming has become a mainstream form of entertainment, allowing it
the critical mass necessary to make something like an eSports Arena financially
sustainable."
Mobcrush raises $11
million to get people watching others play mobile games
Mobcrush raises $11
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ESports Arena is housed
in a renovated, nearly century-old brick building in a quickly gentrifying
downtown Santa Ana that's become home to hipster stores and organic eateries.
The arena could spur further change: In Columbus, the tourism bureau found that
the MLG arena led to $4 million in visitor spending in less than a year.
A new power vault was
sunk into the street to handle the arena's huge electricity demands. Two fast
Internet connections — one for backup — were bought. The company's also making
major investments to secure computers from hackers, who seek to disrupt
tournaments for fun.
Sponsors such as
Corsair, Eizo and CyberPowerPC provide the gaming equipment, including 130
computer stations and 64 Xbox consoles neatly arranged on the arena floor.
There's also room for a
players' lounge, office space and video production. Space outside could handle
red carpet events, say the launch of a new game.
Ward and Endres hope
the arena's stage and broadcast set become a focal point for Southern
California eSports.
The arena plans to live
stream daily amateur battles. Endres said friends and relatives of college
students could go online to watch them play on stage. Commentators and award
ceremonies will add to the aura.
"We're selling an
experience, not Internet time," Endres said.
The ideas trace back
eight years when as Azusa Pacific University freshmen Endres and Ward organized
campus tournaments for the "Halo 2" Xbox game. The pair knocked on
dorms to borrow TVs and Xboxes. They got enough for 100 players in their first
tournament.
This time around,
Endres and Ward solicited investors and sponsors. They received a Small
Business Administration loan, checks from friends and family and a large
investment from an individual unconnected to the gaming industry.
They looked in Irvine,
close to game developers and large universities. But Santa Ana had more parking
and restaurants.
On a Sunday afternoon
in August, about 120 people streamed through the arena for a soft-launch
viewing party for the "League of Legends" championship broadcast.
Victor Hernandez and
his 11-year-old son, Ryan, sat in the front row.
"It's like being
at a football game," the dad said. "It's one thing to see a nice
play. Hearing the crowd react makes it better."
The ability to play
their games during intermissions lured some from viewing parties at theaters
and elsewhere. Roblen Guevarra, a UC Irvine graduate, and her friend Scott
Nieblas, a senior there, stream matches to a TV most weekends. They were as
hooked at the arena, heads cocked, mesmerized as characters dodged lasers,
swords and spears.
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Players hollered at
slayings in rapid succession, but mostly "ahhed" in awe of deft moves
by the two teams of five.
Peter DePaola and
Austin January, seniors at a high school near the arena, said the facility
beats lunchtime club meetings where they talk about games.
"When you see so
many people into what you are, even if it's nerdy, it's a community,"
January said.
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