A trend towards
dedicated gaming arenasin London highlights the growth in competitive gaming.
Nicole Kobie enters the world of eSports
M illion-dollar prizes.
Millions of fans. Live commentary. Doping. You know a sport’s entered the
mainstream when it starts ticking off these achievements. Even if, arguably,
it’s not a sport at all.
Research from analyst
firm SuperData suggests there are 134 million eSports viewers around the world
– and that’s doubled in the past year. The market’s worth $72 million in Europe
and $143 million in the US, though Asia dominates at $374 million, led by Korea
and China.
The day we attended,
during the $14,000 Play Like A Legend FIFA 2015 tournament, it wasn’t difficult
to find a seat – despite the finals being touted as a “match of titanic
proportions” by a commentary team featuring two former champions. That’s right:
not only do people pay $20 for a ticket to watch others play console games, but
there’s a commentary team, instant replays, reaction shots of players’ faces
when they concede a goal, and even post-match interviews.
Despite these
trimmings, FIFA isn’t the most popular game, as Call of Duty, DotA, League of
Legends, Hearthstone and Counter-Strike are all much bigger draws.
Playing the game
eSports first started
in the late 1990s, said James Dean, managing director at ESL, one of the
original eSports organising bodies: “In its very basic form, it started with casual
groups of friends challenging each other for pride or a token wager, much like
many traditional sports. Over time, the stakes became higher, and eventually
professional tournaments started to appear.”
Like other sports, the
number of fans watching is greater than the capacity of the stadiums. ESL’s
Counter-Strike: Global Offensive event in Germany in August had 11,000 visitors
each day, but topped 27 million unique viewers online. “What was once a small,
tight-knit community of dedicated gamers has dramatically changed over the past
ten years,” said Dean. “Some of our biggest tournaments, such as ESL One and
IEM, are regularly attracting millions of unique viewers over the course of a
weekend, and it keeps growing year upon year.”
Consequently, Dean
argued that eSports can already be considered a mainstream pursuit, with
figures “rivalling the viewership of several mainstream sports”. A report from
analysts Newzoo claimed eSports is on a par with ice hockey, with gaming
competitions boasting 89 million fans last year versus 94 million for the
winter sport. And hockey isn’t doubling its fan base annually. “As soon as the
current demographics mature we should hopefully witness greater acceptance
across the board,” Dean added. “We just need to melt away the stereotypes.”
Demographic split
Gaming is hugely
popular around the world across many platforms, predoiminantly onsoles,
computers or smartphones. It may come as a surprise that gaming is a few
percentage points more popular among women than men. But, when it comes to
competitions, female players are rare – not a single woman competed at the
Gfinity event we attended. Women were in the audience, but make up only 18% of
attendees, according to an Eventbrite report.
ESL hopes that changes.
“Attitudes are rapidly changing, which is really helping to stimulate growth,”
said Dean. “The traditional gamer stereotype is slowly dissolving, leading to
better gender representation both in tournaments and within the millions that
watch both online and offline.”
Dean argued that the
power of eSports is that anyone can play. “It gives individuals with limited
lifestyles a chance to compete within virtual arenas, and gives those infused
with the competitive spirit an avenue to excel,” he said. “There are no real
barriers to entry, that’s the real appeal. We see both males and females taking
part, with many teams having players ranging from 16 to 32 years of age. It’s
an inclusive experience.”
Doping scandal
With mainstream success
comes mainstream challenges. This summer, leading professional gamer Kory
Friesen admitted that his entire team took the drug Adderall while competing in
an ESL Counter Strike: Global Offensive tournament. He suggested his team
wasn’t the only one using the amphetamine, saying on YouTube that “everyone
does Adderall”.
ESL disputes this. The
organisation tested players at a recent tournament, but didn’t find a single
case of doping. “Although we are yet to find any proof of substance abuse within
any of our competitions, we have recently established an industry-leading
anti-doping policy to protect both teams and players,” said Dean.
Want to play?
Adderall aside, what
does it take to play professionally? Anyone can enter the online tournaments,
but you have to be good to advance. We asked Frenchman Brian Savary – better
known as “Vitality Brian” – what it takes: “I started at the beginning of FIFA
2014, so I’ve played for two years,” he said. He reached the final in his first
big tournament. “After that, I was like ‘whoa – I can do this’. So I continued
and I’ve won Gfinity [tournaments] two times since.”
Savary was one of the
favourites going into the tournament, although commentators expressed concern
he hadn’t been playing enough. “We have to practice a lot each day. For FIFA...
maybe five games each day. For this [tournament], I couldn’t because I have
summer work near my parents’ house, and they haven’t got an Xbox so I haven’t
trained a lot. Not at all, really.” The pundits were right: Savary placed
second to another favourite, Spencer “xL HugeGorilla” Ealing, who took home
$7,000.
Why choose FIFA and not
more popular competitions? “I’ve played football in real life since I was
four,” he said. “I’m not bad at [real] football, I play in the seventh league
in France, but I think I’m better at FIFA.”
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