113 million hardcore
fans worldwide
147 million occasional
viewers
The Conversation
US$252 million in
global revenues
a predicted total prize
pool of $71 million for all tournaments and competitions.
No, these numbers don’t
refer to a traditional mainstream sport like football or basketball. Rather,
they come from a sport that saw its major surge begin a mere 10 years ago, a
sport whose global revenue has already surpassed the revenue of the entire
music industry by $20 billion in 2014, a sport that giant brands like
Coca-Cola, Red Bull, American Express, Intel and Samsung are vying to sponsor.
I’m talking about
eSports – also known as competitive gaming, electronic sports or professional
gaming – a type of video game competition where professional players battle for
the highest rank and the top prize.
With an rapidly
expanding global fan base and an increasingly organized industry business
model, eSports has now become a real deal – so real that participants now
qualify for the application of US P-1 Visa, a type of visa that’s long been
reserved for professional athletes.
But how did eSports
become so big, so fast? And what factors have contributed to its growth?
The rise of eSports
Fun fact on the
earliest known video game competition: on October 19 1972, a group of students
at Stanford University competed in an “intergalactic spacewar olympics.”
The prize? A one-year
subscription to Rolling Stone.
But the winners of
today’s eSports tournaments can expect a bit more: the International 2015 Dota
2 Championship – which took place earlier this month – had a prize pool of over
$18 million, making it the largest ever for a single tournament.
Just a decade ago, the
first-ever professional video gamer, Johnathan “Fatal1ty” Wendel, appeared on
the cover of BusinessWeek, with an eight-page feature detailing the rise of the
industry.
Back then, the Cyberathlete
Professional League (CPL) was just starting to eke into the nation’s
consciousness. In the five years leading up to the feature, “Fatal1ty” had won
more tournaments and pulled in more prize money than any other gamer: more than
$350,000. In 2005, he won the big prize of $500,000 at the CPL finals, which
were partially broadcast on MTV. Intel was the primary sponsor for the CPL
11-event world tour, with other backers such as Samsung, AMD and Tylenol.
Both CPL and the
Electronic Sports League (ESL) started in 1997. According to an infographic
from ESL, its number of registered gamers grew to one million in its first
eight years. By 2013, that number had grown to over four million. ESL
communities could be found in 46 countries, with over 883,000 registered teams
and more than 30,000 new gamers joining the league every month.
Meanwhile, the League
of Legends 2014 World Championships had more than 32 million viewers online –
which was more than 2014 Stanley Cup Finals, Game 7 of the 2014 World Series
and Game 7 of the 2014 NBA finals.
Forces behind the
growth
The major factors
behind the growth of eSports include the popularity of new platforms for
viewing video games, new business models and a surge in “Geek Pride.”
The core reasons,
though, center around the creation and growth of new platforms – especially
streaming platforms like Twitch, where audiences can see live streaming of
professional players competing with each other almost every day. They might
tune into see teams of the best players battle head-to-head across multiple
battlefields, in both small skirmishes and intense 5v5 competitions.
These new platforms
have broken down walls that previously limited the gaming experience to just
the players in the game. They’ve attracted more people to the community, while
allowing for two-way interaction within the space.
For example, streaming
platforms like Twitch (which Amazon acquired last year for $970 million) have
provided incentives for both professional players and audiences to gather and
interact. For professional players, they can gain income through a combination
of advertisements, subscription fees for streaming their games and donations
from viewers, which has made making a living by playing video games an
attainable goal.
For audiences, streaming
makes eSports extremely accessible. Fans don’t even need to be especially
skilled at playing video games to participate; they can simply sit back and
enjoy the games.
According to Newzoo
Global eSports Audience Model, about 40% of eSports viewers don’t play the
games themselves. What’s more, audiences can actually engage with players via
Twitch, sending real-time comments or questions to players as the competitions
stream. Some players will respond, while others will even invite viewers to
join in on the game.
The win-win model of
streaming platforms has triggered great interests in eSports. According to a
2014 report from Twitch, there were 16 billion minutes watched, 100 million
unique viewers and 1.5 million unique broadcasters every month on Twitch.
What’s more, the number of peak concurrent viewers just crossed two million.
The prosperity of
platforms like Twitch has greatly increased awareness of eSports and generated
huge revenues for the industry. These revenues behind eSports, meanwhile, have
attracted big name brands, such as Nvidia, Intel and Samsung, to make more
investments.
Money from these
investments is then used to innovate new streaming platforms such as Hitbox,
Mobcrush and Kamcord, which further increase awareness and create large gaming
communities, while leading to more revenue opportunities for gamers and brands
alike. This healthy innovation cycle in eSports business is a major support
behind the surge of professional gaming.

Another factor could be
attributed to the fact that the term “geek” has seen a resurgence. “Geek” and
“nerd” are no longer derogatory terms. In a way, they’ve become mainstream – an
identity popularized by a number of new outlets, including Nerdist Industries
and the community Geek and Sundry.
Today, with the popularity
of the expression “Geek Pride,” people who are intelligent and have prowess in
the virtual space are eager to find a way to unleash and publicly promote their
passions. eSports have simply become a new way to demonstrate Geek Pride.
With our culture now
taking eSports seriously – and as someone who studies gamers and gaming data –
I see immense possibility and potential for eSports and greater spectator
interaction in this brave new world.
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