What is Esports?
Form of competition
using video games
Esports, short for electronic sports, is a form of
competition using video games.[1] Esports often takes the form of organized,
multiplayer video game competitions, particularly between professional players,
individually or as teams. Although organized competitions have long been a part
of video game culture, these were largely between amateurs until the late
2000s, when participation by professional gamers and spectatorship in these
events through live streaming saw a large surge in popularity.[2][3] By the
2010s, esports was a significant factor in the video game industry, with many
game developers actively designing and providing funding for tournaments and
other events.
The most common video game genres associated with esports
are multiplayer online battle arena (MOBA), first-person shooter (FPS),
fighting, card, battle royale and real-time strategy (RTS) games. Popular
esports franchises include League of Legends, Dota, Counter-Strike, Valorant,
Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others.
Tournaments such as the League of Legends World Championship, Dota 2's
International, the fighting game-specific Evolution Championship Series (EVO)
and Intel Extreme Masters are among the most popular in esports. Many other
competitions use a series of league play with sponsored teams, such as the
Overwatch League. Although the legitimacy of esports as a true sporting
competition remains in question, they have been featured alongside traditional
sports in some multinational events in Asia, with the International Olympic
Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience
of esports would grow to 454 million viewers, with revenue increasing to more
than US$1 billion, with China accounting for 35% of the global esports revenue
in 2020.[4][5] The increasing availability of online streaming media platforms,
particularly YouTube and Twitch, have become central to the growth and promotion
of esports competitions.[3] Despite viewership being approximately 85% male and
15% female, with a majority of viewers between the ages of 18 and 34, female
gamers have also played professionally.[6][7][8] The popularity and recognition
of esports first took place in Asia, seeing significant growth in China and
South Korea, with the latter having licensed professional players since 2000.
Despite its large video game industry, esports in Japan is relatively
underdeveloped, with this being largely attributed to its broad anti-gambling
laws which prohibit paid professional gaming tournaments.[9][10] Outside of
Asia, esports are also popular in Europe and the Americas, with both regional
and international events taking place in those regions.
History
Early history (1972–1989)
Attendees of the 1981 Space Invaders Championships attempt
to set the highest scoreThe earliest known video game competition took place on
19 October 1972 at Stanford University for the game Spacewar. Stanford students
were invited to an "Intergalactic spacewar olympics" whose grand
prize was a year's subscription for Rolling Stone, with Bruce Baumgart winning
the five-man-free-for-all tournament and Tovar and Robert E. Maas winning the
team competition.[11]
Contemporary esports has roots in competitive face-to-face
arcade video game competitions. A forerunner of esports was held by Sega in
1974, the All Japan TV Game Championships, a nationwide arcade video game
tournament in Japan.[12][13][14] The tournament was intended by Sega to promote
the play and sales of video games in the country. There were local tournaments
held in 300 locations across Japan, and then sixteen finalists from across the
country competed in the final elimination rounds at Tokyo's Hotel Pacific.
Prizes awarded included television sets (color and black-and-white), cassette
tape recorders and transistor radios. According to Sega, the tournament
"proved to be the biggest event ever" in the arcade game industry,
and was attended by members from leading Japanese newspapers and leisure
industry companies.[12] Sega stressed “the importance of such tournaments to
foster better business relationships between the maker-location-customer and
create an atmosphere of competition on TV amusement games".[13][12] In
1977, Gremlin Industries (a year before being acquired by Sega) held a
marketing stunt to promote their early arcade snake game Hustle in the United
States, involving the "Gremlin Girls" who were a duo of professional
female arcade players called Sabrina Osment and Lynn Reid.[15][16] The pair
travelled across 19 American cities, where players could challenge them in
best-of-three matches for a chance to win money. The duo were challenged by a
total of 1,300 players, only about seven of whom managed to beat them.[16]
The golden age of arcade video games was heralded by Taito's
Space Invaders in 1978, which popularized the use of a persistent high score
for all players. Several video games in the next several years followed suit,
adding other means of tracking high scores such with high score tables that
included the players' initials in games like Asteroids in 1979. High
score-chasing became a popular activity and a means of competition.[17] The
Space Invaders Championship held by Atari in 1980 was the earliest large scale
video game competition, attracting more than 10,000 participants across the
United States, establishing competitive gaming as a mainstream hobby.[18]
Walter Day, owner of an arcade in Iowa, had taken it upon himself to travel
across the United States to record the high scores on various games in 1980,
and on his return, founded Twin Galaxies, a high score record-keeping
organization.[19] The organization went on to help promote video games and
publicize its records through publications such as the Guinness Book of World
Records, and in 1983 it created the U.S. National Video Game Team. The team was
involved in competitions, such as running the Video Game Masters Tournament for
Guinness World Records[20][21] and sponsoring the North American Video Game
Challenge tournament.[22] A multicity tour in 1983, the "Electronic
Circus", was used to feature these players in live challenges before
audiences, and draw more people to video games.[17] These video game players
and tournaments were featured in well-circulated newspapers and popular
magazines including Life and Time and became minor celebrities at the time,
such as Billy Mitchell.[23][24] Besides establishing the competitive nature of
games, these types of promotional events all formed the nature of the marketing
and promotion that formed the basis of modern esports.[17]
In 1984, Konami and Centuri jointly held an international
Track & Field arcade game competition that drew more than a million players
from across Japan and North America. Play Meter in 1984 called it "the
coin-op event of the year" and an "event on a scale never before
achieved in the industry".[25] As of 2016, it holds the record for the
largest organized video game competition of all time, according to Guinness
World Records.[26]
Televised esports events aired during this period included
the American show Starcade which ran from 1982 to 1984 airing a total of 133
episodes, on which contestants would attempt to beat each other's high scores
on an arcade game.[27] A video game tournament was included as part of TV show
That's Incredible!,[28] and tournaments were also featured as part of the plot
of various films, including 1982's Tron.[29] In the UK, the BBC game show First
Class included competitive video game rounds featuring the contemporary arcade
games, such as Hyper Sports, 720° and Paperboy.[30][31] In the United States,
the Amusement Players Association held its first U.S. National Video Game Team
competition in January 1987, where Vs. Super Mario Bros. was popular among
competitive arcade players.[32]
The 1988 game Netrek was an Internet game for up to 16
players, written almost entirely in cross-platform open source software. Netrek
was the third Internet game, the first Internet game to use metaservers to
locate open game servers, and the first to have persistent user information. In
1993 it was credited by Wired Magazine as "the first online sports
game".[33]
Growth and online
video games (1990–1999)
The fighting game Street Fighter II (1991) popularized the
concept of direct, tournament-level competition between two players.[34]
Previously, video games most often relied on high scores to determine the best
player, but this changed with Street Fighter II, where players would instead
challenge each other directly, "face-to-face," to determine the best
player,[34] paving the way for the competitive multiplayer and deathmatch modes
found in modern action games.[35] The popularity of fighting games such as Street
Fighter and Marvel vs. Capcom in the 1990s led to the foundation of the
international Evolution Championship Series (EVO) esports tournament in 1996.
Large esports tournaments in the 1990s include the 1990
Nintendo World Championships, which toured across the United States, and held
its finals at Universal Studios Hollywood in California. Nintendo held a 2nd
World Championships in 1994 for the Super Nintendo Entertainment System called
the Nintendo PowerFest '94. There were 132 finalists that played in the finals
in San Diego, California. Mike Iarossi took home 1st prize. Blockbuster Video
also ran their own World Game Championships in the early 1990s, co-hosted by
GamePro magazine. Citizens from the United States, Canada, the United Kingdom,
Australia, and Chile were eligible to compete. Games from the 1994
championships included NBA Jam and Virtua Racing.[36]
Television shows featuring esports during this period
included the British shows GamesMaster and Bad Influence! the Australian game
show A*mazing, where in one round contestants competed in a video game face
off, and the Canadian game show Video & Arcade Top 10.
In the 1990s, many games benefited from increasing internet
connectivity, especially PC games. Inspired by the fighting games Street Fighter
II, Fatal Fury and Art of Fighting, id Software's John Romero established
competitive multiplayer in online games with Doom's deathmatch mode in
1993.[37] Tournaments established in the late 1990s include the Cyberathlete
Professional League (CPL), QuakeCon, and the Professional Gamers League. PC
games played at the CPL included the Counter-Strike series, Quake series,
StarCraft, and Warcraft.
Global tournaments
(2000–present)
The growth of esports in South Korea is thought to have been
influenced by the mass building of broadband Internet networks following the
1997 Asian financial crisis.[38] It is also thought that the high unemployment
rate at the time caused many people to look for things to do while out of
work.[39] Instrumental to this growth of esports in South Korea was the
prevalence of the Komany-style internet café/LAN gaming center, known as a PC
bang. The Korean e-Sports Association, an arm of the Ministry of Culture,
Sports and Tourism, was founded in 2000 to promote and regulate esports in the
country.[40] Minister of Culture, Sports, and Tourism Park Jie-won coined the
term "Esports" at the founding ceremony of the 21st Century
Professional Game Association (currently Korean e-Sports Association) in
2000.[41]
"Evo Moment 37", also known as the "Daigo
Parry", refers to a portion of a Street Fighter III: 3rd Strike semi-final
match held at Evolution Championship Series 2004 (Evo 2004) between Daigo
Umehara (playing Ken Masters) and Justin Wong (playing Chun-Li). During this match,
Umehara made an unexpected comeback by parrying 15 consecutive hits of Wong's
"Super Art" move while having only one pixel of vitality. Umehara
subsequently won the match. "Evo Moment #37" is frequently described
as the most iconic and memorable moment in the history of competitive video
gaming. Being at one point the most-watched competitive gaming moment of all
time, it has been compared to sports moments such as Babe Ruth's called shot
and the Miracle on Ice.[42]
In April 2006 the G7 teams federation were formed by seven
prominent Counter-Strike teams. The goal of the organization was to increase
stability in the esports world, particularly in standardizing player transfers
and working with leagues and organizations. The founding members were 4Kings,
Fnatic, Made in Brazil, Mousesports, NiP, SK-Gaming, Team 3D.[43] The
organization only lasted until 2009 before dissolving.[44]
The 2000s was a popular time for televised esports.
Television coverage was best established in South Korea, with StarCraft and
Warcraft III competitions regularly televised by dedicated 24-hour cable TV
game channels Ongamenet and MBCGame.[45] Elsewhere, esports television coverage
was sporadic. The German GIGA Television covered esports until its shutdown in
2009. The United Kingdom satellite television channel XLEAGUE.TV broadcast
esports competitions from 2007 to 2009. The online esports only channel ESL
TV[46] briefly attempted a paid television model renamed GIGA II from June 2006
to autumn 2007. The French channel Game One broadcast esports matches in a show
called Arena Online for the Xfire Trophy.[47] The United States channel ESPN
hosted Madden NFL competitions in a show called Madden Nation from 2005 to
2008.[48] DirecTV broadcast the Championship Gaming Series tournament for two
seasons in 2007 and 2008.[45] CBS aired prerecorded footage of the 2007 World
Series of Video Games tournament that was held in Louisville, Kentucky.[49] The
G4 television channel originally covered video games exclusively, but broadened
its scope to cover technology and men's lifestyle, though has now shutdown.[45]
During the 2010s, esports grew tremendously, incurring a
large increase in both viewership and prize money.[50][51] Although large
tournaments were founded before the 21st century, the number and scope of
tournaments has increased significantly, going from about 10 tournaments in
2000 to about 260 in 2010.[3] Many successful tournaments were founded during
this period, including the World Cyber Games, the Intel Extreme Masters, and
Major League Gaming. The proliferation of tournaments included experimentation
with competitions outside traditional esports genres. For example, the
September 2006 FUN Technologies Worldwide Webgames Championship featured 71
contestants competing in casual games for a $1 million grand prize.[52]
The popularity and emergence of online streaming services
have helped the growth of esports in this period, and are the most common
method of watching tournaments. Twitch, an online streaming platform launched
in 2011, routinely streams popular esports competitions. In 2013, viewers of
the platform watched 12 billion minutes of video on the service, with the two
most popular Twitch broadcasters being League of Legends and Dota 2.[53] During
one day of The International, Twitch recorded 4.5 million unique views, with
each viewer watching for an average of two hours.[3]
The modern esports boom has also seen a rise in video games
companies embracing the esports potential of their products. After many years
of ignoring and at times suppressing the esports scene, Nintendo hosted Wii
Games Summer 2010. Spanning over a month, the tournament had over 400,000
participants, making it the largest and most expansive tournament in the
company's history. In 2014 Nintendo hosted an invitational Super Smash Bros.
for Wii U competitive tournament at the 2014 Electronic Entertainment Expo (E3)
press conference that was streamed online on Twitch.[54] Halo developers 343
Industries announced in 2014 plans to revive Halo as an esport with the creation
of the Halo Championship Series and a prize pool of US$50,000.[55] Both
Blizzard Entertainment and Riot Games have their own collegiate outreach
programs with their North American Collegiate Championship.[56][57] Since 2013
universities and colleges in the United States such as Robert Morris University
Illinois and the University of Pikeville have recognized esports players as
varsity level athletes and offer athletic scholarships.[58] In 2017, Tespa,
Blizzard Entertainment's collegiate esports division, unveiled its new
initiative to provide scholarships and prizes for collegiate esports clubs
competing in its tournaments worth US$1 million.[59] Colleges have begun
granting scholarships to students who qualify to play esports professionally
for the school. Colleges such as Columbia College, Robert Morris University,
and Indiana Institute of Technology have taken part in this.[60] In 2018,
Harrisburg University of Science and Technology began a tuition scholarship program
for esports players.[61]
In 2014, the largest independent esports league, Electronic
Sports League, partnered with the local brand Japan Competitive Gaming to try
and grow esports in the country.[62]
Physical viewership of esports competitions and the scope of
events have increased in tandem with the growth of online viewership.[63] In
2013, the Season 3 League of Legends World Championship was held in a sold-out
Staples Center.[64] The 2014 League of Legends World Championship in Seoul,
South Korea, had over 40,000 fans in attendance and featured the band Imagine
Dragons, and opening and closing ceremonies in addition to the competition.[65]
In 2015, the first Esports Arena was launched in Santa Ana,
California, as the United States' first dedicated esports facility.[66]
In 2021, China announced a law which forbade minors from
playing video games, which they described as "spiritual opium", for
more than three hours a week.[67] With China being a large market, the law
raised concerns about the future of esports within the country.[68][69][70]
Labeling competitive video games as a sport is a
controversial topic.[71][72][73] Proponents[74] argue that esports are a
fast-growing "non-traditional sport" which requires "careful
planning, precise timing, and skillful execution".[75] Others claim that
sports involve physical fitness and physical training, and prefer to classify esports
as a mind sport.[76][77]
Former ESPN president John Skipper described esports in 2014
as a competition and "not a sport".[78][79][80][81][82][83] In 2013
on an episode of Real Sports with Bryant Gumbel the panelist openly laughed at
the topic.[84] In addition, many in the fighting games community maintain a
distinction between their competitive gaming competitions and the more
commercially connected esports competitions of other genres.[85] In the 2015
World Championship hosted by the International Esports Federation, an esports
panel of guests from international sports society discussed the future
recognition of esports as a legitimate sport.[86]
Russia was the first country that classified
"cybersport" as an official sport discipline[87] on 25 July 2001.[88]
After a series of reforms in Russian sports, it was classified as a sport again
on 12 March 2004.[88][89][90][91] In July 2006, it was removed from a list of
sport disciplines because it did not fit the new sport standards.[92][93] On 7
July 2016, The Ministry of Sport decided to add cybersport the into sport
registry[94] and on 13 April 2017, esports become an official sport discipline
once again.[citation needed]
China was another one of the first countries to recognize
esports as a real sport in 2003, despite concerns at the time that video games
were addictive. Through this, the government encouraged esports, stating that
by participating in esports, players were also "training the body for
China".[95] Furthermore, by early 2019, China recognized esports players
as an official profession within the Ministry of Human Resources and Social
Security's Occupation Skill Testing Authority recommendations, as well as
professional gaming operators, those that distribute and manage esports
games.[96] By July 2019, more than 100,000 people had registered themselves as
professional gamers under this, with the Ministry stating that they anticipate
over 2 million such people in this profession in five years.[97]
In 2013, Canadian League of Legends player Danny
"Shiphtur" Le became the first pro gamer to receive an American P-1A
visa, a category designated for "Internationally Recognized
Athletes".[98][99] In 2014, Turkey's Ministry of Youth and Sports started
issuing esports licenses to players certified as professionals.[100][101] In
2016, the French government started working on a project to regulate and
recognize esports.[102] The Games and Amusements Board of the Philippines
started issuing athletic licenses to Filipino esports players who are vouched
for by a professional esports team in July 2017.[103][104]
To help promote esports as a legitimate sport, several
esports events have been run alongside more traditional international sports
competitions. The 2007 Asian Indoor Games was the first notable multi-sport
competition including esports as an official medal-winning event, alongside
other traditional sports, and the later editions of the Asian Indoor Games, as
well as its successor the Asian Indoor and Martial Arts Games, have always
included esports as an official medal event or an exhibition event up to now.
Moreover, the Asian Games, which is the Asian top-level multi-sport
competition, will also include esports as a medal event at the 2022 edition;
esports around games such as Hearthstone, Starcraft II, and League of Legends
were presented as an exhibition event at the 2018 Asian Games as a lead-in to
the 2022 games.[105][106] The 2019 Southeast Asian Games included six medal
events for esports.[107] Since 2018, World Sailing has held an eSailing World
Championship that showed a main sports federation embracing esports.[108] The
Virtual Regatta race shadowing the Vendee Globe was the first online game
believe to have in excess of 1,000,000 unique users[109]
Ahead of The International 2021, which was originally set to
take place in Stockholm in 2020, the Swedish Sports Confederation voted in June
2021 to deny recognition of esports as a sporting event, which jeopardized
plans for how Valve had arranged the event in regards to travel visas for
international players. Valve had tried to work with Sweden to accommodate
players, but eventually rescheduled the event to Romania instead.[110][111]
The 2022 Commonwealth Games will feature esports
competitions as a pilot ahead of being a potential full medal event for
2026.[112]
Olympic Games
recognition
The Olympic Games are also seen as a potential method to
legitimize esports. A summit held by the International Olympic Committee (IOC)
in October 2017 acknowledged the growing popularity of esports, concluding that
"Competitive 'esports' could be considered as a sporting activity, and the
players involved prepare and train with an intensity which may be comparable to
athletes in traditional sports" but would require any games used for the
Olympics fitting "with the rules and regulations of the Olympic
movement".[113] Another article by Andy Stout suggests that 106 million
people viewed the 2017 Worlds Esports competition.[114] International Olympic
Committee (IOC) president Thomas Bach has noted that the IOC is troubled by
violent games and the lack of a global sanctioning body for esports.[115][106]
Bach acknowledged that many Olympic sports bore out from actual violent combat,
but stated that "sport is the civilized expression about this. If you have
egames where it's about killing somebody, this cannot be brought into line with
our Olympic values."[106] Due to that, the IOC suggested that they would approve
more of esports centered around games that simulate real sports, such as the
NBA 2K or FIFA series.[116]
The issues around esports have not prevented the IOC from
exploring what possibilities there are for incorporation into future Olympics.
During July 2018, the IOC and the Global Association of International Sports
Federations (GAISF) held a symposium and inviting major figures in esports,
including Epic Games' Mark Rein, Blizzard Entertainment's Mike Morhaime, and
esports players Dario "TLO" Wünsch, Jacob "Jake" Lyon, and
Se-yeon "Geguri" Kim, for these organizations "to gain a deeper
understanding of esports, their impact and likely future development, so that
[they] can jointly consider the ways in which [they] may collaborate to the mutual
benefit of all of sport in the years ahead".[117][118] The IOC has tested
the potential for esports through exhibition games. With support of the IOC,
Intel sponsored exhibition esports events for StarCraft II and Steep prior to
the 2018 Winter Olympics in Pyeongchang, and five South Korean esports players
were part of the Olympic Torch relay.[119][120] A similar exhibition showcase,
the eGames, was held alongside the 2016 Summer Olympics in Rio de Janeiro,
though this was not supported by the IOC.
During the Eighth Olympic Summit in December 2019, the IOC
reiterated that it would only consider sports-simulating games for any official
Olympic event, but it would look at two paths for such games in the future:
those that promoted good physical and mental health lifestyles, and virtual
reality and augmented reality games that included physical activity.[121]
Leaders in Japan are becoming involved to help bring esports
to the 2020 Summer Olympics and beyond, given the country's reputation as a
major video game industry center. Esports in Japan had not flourished due to
the country's anti-gambling laws that also prevent paid professional gaming
tournaments, but there were efforts starting in late 2017 to eliminate this
issue.[10] At the suggestion of the Tokyo Olympic Games Committee for the 2020
Summer Olympics, four esports organizations have worked with Japan's leading
consumer organization to exempt esports tournaments from gambling law
restrictions. Takeo Kawamura, a member of the Japanese House of Representatives
and of the ruling Liberal Democratic Party, led a collation of ruling and
opposing politicians to support esports, called the Japan esports Union, or
JeSU;[122] Kawamura said that they would be willing to pass laws to further
exempt esports as needed so that esports athletes can make a living playing
these sports. So far, this has resulted in the ability of esports players to
obtain exemption licenses to allow them to play, a similar mechanism needed for
professional athletes in other sports in Japan to play professionally.[10] The
first such licenses were given out in mid-July 2018, via a tournament held by
several video game publishers to award prizes to many players but with JeSU
offered these exemption licenses to the top dozen or so players that emerge,
allowing them to compete in further esports events.[122] The Tokyo Olympic
Committee has also planned to arrange a number of esports events to lead up
into the 2020 games.[10] With the IOC, five esports events were set as part of
an Olympic Virtual Series from May 13 to June 23, 2021, ahead of the games.
Each event in auto racing, baseball, cycling, rowing and sailing will be
managed by an IOC-recognized governing body for the sport along with a video
game publisher of a game for that sport. For example, the auto racing event
will be based on the Gran Turismo series and overseen by the International
Automobile Federation along with Polyphony Digital. The baseball, cycling, and
sailing events will be based on eBaseball Powerful Pro Baseball 2020, Zwift,
and Virtual Regatta, respectively.[123]
The organization committee for the 2024 Summer Olympics in
Paris were in discussions with the IOC and the various professional esports
organizations to consider esports for the event, citing the need to include
these elements to keep the Olympics relevant to younger generations.[124]
Ultimately, the organization committee determined esports were premature to
bring to the 2024 Games as medal events, but have not ruled out other
activities related to esports during the Games.[125]
In September 2021, the Olympic Council of Asia announced
eight esports games will officially debut as medal sports for the 2022 Asian
Games in HangZhou, China.[126]
In December 2021, The International Olympic Committee (IOC)
confirmed its Olympic Virtual Series (OVS) will return in 2022. The first
edition of the OVS which ran from 13 May to 23 June, featured nearly 250,000
participants and had more than two million entries.[127]
In January 2022, The International Olympic Committee (IOC)
has announced the appointment of the organisation's first ever head of virtual
sport, tasked with the development of virtual sport for the global Olympic
body, increasing the organisation's engagement with gaming communities, and
overseeing the Olympic Virtual Series, IOC's first licensed non-physical sports
event. The inaugural series included virtual baseball, cycling, rowing,
esailing and motorsports events.[128]
In February 2022, the Commonwealth Games Federation
announced that esports would be included in the 2022 Commonwealth Games as a
pilot event, with the possibility of it being a medal event in the 2026
Games.[129] The inaugural Commonwealth Esports Championship will have separate
branding, medals, and organisation and will include both men and women's Dota
2, eFootball, and Rocket League events.[130]
Games
A number of games are popular among professional
competitors. The tournaments which emerged in the mid-1990s coincided with the
popularity of fighting games and first-person shooters, genres which still
maintain a devoted fan base. In the 2000s, real-time strategy games became
overwhelmingly popular in South Korean internet cafés, with crucial influence
on the development of esports worldwide. Competitions exist for many titles and
genres, though the most popular games[citation needed] as of the early 2020s
are Counter-Strike: Global Offensive, Call of Duty, League of Legends, Dota 2,
Fortnite, Rocket League, Valorant, Hearthstone, Super Smash Bros. Melee,
StarCraft II and Overwatch.[131] Hearthstone has also popularized the digital
collectible card game (DCCG) genre since its release in 2014.[132]
Video game design
While it is common for video games to be designed with the
experience of the player in game being the only priority, many successful
esports games have been designed to be played professionally from the
beginning. Developers may decide to add dedicated esports features, or even
make design compromises to support high level competition. Games such as
StarCraft II,[133] League of Legends,[134] and Dota 2[135] have all been designed,
at least in part, to support professional competition.
Spectator mode
In addition to allowing players to participate in a given
game, many game developers have added dedicated observing features for the
benefit of spectators. This can range from simply allowing players to watch the
game unfold from the competing player's point of view, to a highly modified
interface that gives spectators access to information even the players may not
have. The state of the game viewed through this mode may tend to be delayed by
a certain amount of time in order to prevent either teams in a game from
gaining a competitive advantage. Games with these features include
Counter-Strike: Global Offensive, Call of Duty,[136] StarCraft II,[137][138]
Dota 2,[139] and Counter-Strike.[140] League of Legends includes spectator
features, which are restricted to custom game modes.[141][142]
In response to the release of virtual reality headsets in
2016, some games, such as Dota 2, were updated to include virtual reality
spectating support.[143]
Online
A very common method for connection is the Internet. Game
servers are often separated by region, but high quality connections allow
players to set up real-time connections across the world. Downsides to online
connections include increased difficulty detecting cheating compared to
physical events, and greater network latency, which can negatively impact
players' performance, especially at high levels of competition. Many
competitions take place online, especially for smaller tournaments and
exhibition games.
Since the 1990s, professional teams or organized clans have
set up matches via Internet Relay Chat networks such as QuakeNet. As esports
have developed, it has also become common for players to use automated
matchmaking clients built into the games themselves. This was popularized by
the 1996 release of Blizzard's Battle.net, which has been integrated into both
the Warcraft and StarCraft series. Automated matchmaking has become commonplace
in console gaming as well, with services such as Xbox Live and the PlayStation
Network. After competitors have contacted each other, the game is often managed
by a game server, either remotely to each of the competitors, or running on one
of the competitor's machines.
Local area network
Additionally, competitions are also often conducted over a
local area network or LAN. The smaller network usually has very little lag and
higher quality. Because competitors must be physically present, LANs help
ensure fair play by allowing direct scrutiny of competitors. This helps prevent
many forms of cheating, such as unauthorized hardware or software modding. The
physical presence of competitors helps create a more social atmosphere at LAN
events. Many gamers organize LAN parties or visit Internet cafés, and most major
tournaments are conducted over LANs.
Individual games have taken various approaches to LAN
support. In contrast to the original StarCraft, StarCraft II was released
without support for LAN play, drawing some strongly negative reactions from
players.[144] League of Legends was originally released for online play only,
but announced in October 2012 that a LAN client was in the works for use in
major tournaments.[145] In September 2013, Valve added general support for LAN
play to Dota 2 in a patch for the game.[146]
Players and teams
Professional gamers, or "pro gamers", are often
associated with gaming teams and/or broader gaming associations. Teams like
FaZe Clan, 100 Thieves, Evil Geniuses, Team SoloMid, Cloud9, Fnatic, Counter
Logic Gaming, T1, G2 Esports, Team Envy, and Natus Vincere consist of several
professionals. These teams often cover multiple esports games within
tournaments and leagues, with various team makeups for each game. They may also
represent single players for one-on-one esports games like fighting games
within Evolution Championship Series, or Hearthstone tournaments. In addition
to prize money from tournament wins, players in these teams and associations
may also be paid a separate team salary. Team sponsorship may cover tournament
travel expenses or gaming hardware. Prominent esports sponsors include
companies such as Logitech and Razer.[147] Teams feature these sponsors on
their website, team jerseys[148] and on their social media, in 2016 the biggest
teams have social media followings of over a million.[149] Associations include
the Korean e-Sports Association (KeSPA), the International e-Sports Federation
(IeSF), the British esports Association, and the World esports Association
(WESA).
Some traditional sporting athletes have invested in esports,
such as Rick Fox's ownership of Echo Fox,[150] Jeremy Lin's ownership of Team
VGJ,[151] and Shaquille O'Neal's investment in NRG Esports.[152] Some
association football teams, such as FC Schalke 04 in Germany,[153] Paris
Saint-Germain esports in France;[154] Besiktas JK, Fenerbahce S.K., and
Galatasaray in Turkey; Panathinaikos F.C. in Greece either sponsor or have
complete ownership in esports teams.[155]
While different from the regimens of traditional sports,
esports athletes still have extensive training routines. Team Liquid, a
professional League of Legends team, practice for a minimum of 50 hours per
week and most play the game far more.[156] In April 2020, researchers from the
Queensland University of Technology found that some of the top esports players
showed similar aspects of mental toughness as Olympic athletes.[157][158] This
training schedule for players has resulted in many of them retiring an early
age. Players are generally in competition by their mid- to late-teens, with
most retiring by their late-20s.[159]
Leagues and
tournaments
In most team-based esports, organized play is centered
around the use of promotion and relegation to move sponsored teams between
leagues within the competition's organization based on how the team fared in
matches; this follows patterns of professional sports in European and Asian
countries. Teams will play a number of games across a season as to vie for top
positioning in the league by the end of that season. Those that do well, in
addition to prize money, may be promoted into a higher-level league, while
those that fare poorly can be regulated downward. For example, until 2018 Riot
Games runs several League of Legends series, with the League of Legends
Championship Series being the top-tier series. Teams that did not do well were
relegated to the League of Legends Challenger Series, replaced by the better
performing teams from that series. This format was discontinued when Riot opted
to use the franchise format in mid-2018.
Franchised leagues
A match from the second season of the Overwatch League,
occurring at Blizzard Arena in Los Angeles
With rising interest in viewership of esports, some
companies sought to create leagues that followed the franchise approach used in
North American professional sports, in which all teams, backed by a major
financial sponsor to support the franchise, participate in a regular season of
matches to vie for top standing as to participate in the post-season games.
This approach is more attractive for larger investors, who would be more
willing to back a team that remains playing in the esport's premiere league and
not threatened to be relegated to a lower standing.[160] Though the details
vary from league to league, these leagues generally require all signed player
to have a minimum salary with appropriate benefits, and may share in the team's
winnings. While there is no team promotion or relegation, players can be signed
onto contracts, traded among teams, or let go as free agents, and new players
may be pulled from the esports' equivalent minor league.
The first such league to be formed was the Overwatch League,
established by Blizzard Entertainment in 2016 based on its Overwatch game.[161]
Initially launched in 2018 with 12 teams, the league expanded to twenty teams
in 2019. Though the first two seasons were played at Blizzard Arena in Los
Angeles, the Overwatch League's third season in 2020 will implement the typical
home/away game format at esports arenas in the teams' various home cities or
regions.[162]
Take-Two Interactive partnered with the National Basketball
Association (NBA) to create the NBA 2K League, using the NBA 2K game series. It
is the first esports league to be operated by a professional sports league, and
the NBA sought to have a League team partially sponsored by each of the 30
professional NBA teams. Its inaugural season is set to start May 2018 with 17
teams.[163] Similarly, EA Sports and Major League Soccer (MLS) established the
eMLS in 2018, a league using EA's FIFA series.[164]
Activision launched its 12-team Call of Duty League in January
2020, following the format of the Overwatch League but based on the Call of
Duty series.[162]
Cloud9 and Dignitas, among others, have started development
of a franchise-based Counter-Strike: Global Offensive league, Flashpoint, in
February 2020. This will be the first such esports league to be owned by the
teams rather than any single organization.[165]
Tournaments
Esports are also frequently played in tournaments, where
potential players and teams vie to be placed through qualification matches before
entering the tournament. From there, the tournament formats can vary from
single or double elimination, sometimes hybridized with group stage.[166]
Esports tournaments are almost always physical events in which occur in front
of a live audience, with referees or officials to monitor for cheating. The
tournament may be part of a larger gathering, such as Dreamhack, or the
competition may be the entirety of the event, like the World Cyber Games or the
Fortnite World Cup. Esports competitions have also become a popular feature at
gaming and multi-genre conventions.[citation needed]
Although competitions involving video games have long
existed, esports underwent a significant transition in the late 1990s.
Beginning with the Cyberathlete Professional League in 1997, tournaments became
much larger, and corporate sponsorship became more common. Increasing
viewership both in person and online brought esports to a wider
audience.[2][167] Major tournaments include the World Cyber Games, the North
American Major League Gaming league, the France-based Electronic Sports World
Cup, and the World e-Sports Games held in Hangzhou, China.
The average compensation for professional esports players
does not compare to those of the top classical sports organizations in the
world. According to Julian Krinsky Camps & Programs website, the top
Esports player in the world earned around $2.5 million in 2017.[168][better
source needed] The highest overall salary by any esports professional at the
time was around $3.6 million. While prizes for esports competitions can be very
large, the limited number of competitions and large number of competitors ultimately
lowers the amount of money one can make in the industry. In the United States,
Esports competitions have prizes that can reach $200,000 for a single victory.
Dota 2 International hosted a competition where the grand-prize winning team
walked home with almost $10.9 million.[168]
For well established games, total prize money can amount to
millions of U.S. dollars a year.[169][170] As of 10 September 2016, Dota 2 has
awarded approximately US$86 million in prize money within 632 registered
tournaments, with 23 players winning over $1 million. League of Legends awarded
approximately $30 million within 1749 registered tournaments, but in addition
to the prize money, Riot Games provides salaries for players within their
League of Legends Championship Series.[171] Nonetheless, there has been
criticism to how these salaries are distributed, since most players earn a
fairly low wage but a few top players have a significantly higher salary,
skewing the average earning per player.[172] In August 2018, The International
2018, Valve's annual premier Dota 2 tournament, was held and broke the record
for holding the largest prize pool to date for any esports tournament, amounting
to over US$25 million.[173]
Often, game developers provide prize money for tournament competition
directly,[169] but sponsorship may also come from third parties, typically
companies selling computer hardware, energy drinks, or computer software.
Generally, hosting a large esports event is not profitable as a stand-alone
venture.[174] For example, Riot has stated that their headline League of
Legends Championship Series is "a significant investment that we're not
making money from".[175]
There is considerable variation and negotiation over the
relationship between video game developers and tournament organizers and
broadcasters. While the original StarCraft events emerged in South Korea
largely independently of Blizzard, the company decided to require organizers
and broadcasters to authorize events featuring the sequel StarCraft II.[176] In
the short term, this led to a deadlock with the Korean e-Sports
Association.[177] An agreement was reached in 2012.[178] Blizzard requires
authorization for tournaments with more than US$10,000 in prizes.[179] Riot
Games offers in-game rewards to authorized tournaments.[180]
Collegiate and school
leagues
In addition to professional and amateur esports, esports
have drawn attention of colleges and high schools since 2008.
Along with the bursting popularity of esports over the last
two decades came a demand for extended opportunities for esports athletes.
Universities across the world (mostly China and America) began offering
scholarship opportunities to incoming freshmen to join their collegiate esports
teams. According to Schaeperkoetter (2017) and others, the potential impact
that an esports program could have on a university, coupled with the growing
interest that universities are showing in such a program, combine to make this
line of research relevant in sport literature.[181]
As of 2019, over 130 colleges have esports-based variety
programs.[182]
Governing bodies
While game publishers or esports broadcasters typically act
in oversight roles for specific esports, a number of esports governing bodies
have been established to collectively represent esports on a national, regional
or global basis. These governing bodies may have various levels of involvement
with the esport, from being part of esports regulation to simply acting more as
a trade group and public face for esports.
The International Esports Federation (IESF) was one of the
first such bodies. Originally formed in 2008 to help promote esports in the
southeast Asian region, it has grown to include 56 member countries from across
the global. The IESF has managed annual Esports World Championships for teams
from its member countries across multiple games.[183]
The European Esports Federation was formed in April 2019 and
includes UK, Belgium, Germany, Austria, Hungary, France, Russia, Slovenia,
Serbia, Sweden, Turkey, and Ukraine. This body was designed more to be a
managing partner for other esports, working to coordinate event structures and
regulations across multiple esports.[184]
Additionally, trade groups representing video games have
also generally acted as governing bodies for esports. Notably, in November
2019, five major national trade organizations – the Entertainment Software
Association in the United States, the Entertainment Software Association of
Canada, The Association for UK Interactive Entertainment, Interactive Software
Federation of Europe, and the Interactive Games and Entertainment Association
of Australian and New Zealand – issued a joined statement for supporting the
promotion and participation of esports to respect player safety and integrity,
respect and diversity among players, and enriching game play.[185]
Criticisms and legal
problems
Ethical issues
Esports athletes are usually obligated to behave ethically,
abiding by both the explicit rules set out by tournaments, associations, and
teams, as well as following general expectations of good sportsmanship. For
example, it is common practice and considered good etiquette to chat
"gg" (for "good game") when defeated.[186] Many games rely
on the fact competitors have limited information about the game state. In a
prominent example of good conduct, during a 2012 IEM StarCraft II game, the
players Feast and DeMusliM both voluntarily offered information about their
strategies to negate the influence of outside information inadvertently leaked
to "Feast" during the game.[187] Players in some leagues have been
reprimanded for failure to comply with expectations of good behavior. In 2012
professional League of Legends player Christian "IWillDominate"
Riviera was banned from competing for a period of one year following a history
of verbal abuse.[188] In 2013 StarCraft II progamer Greg "Idra"
Fields was fired from Evil Geniuses for insulting his fans on the Team Liquid
internet forums.[189] League of Legends players Mithy and Nukeduck received
similar penalties in 2014 after behaving in a "toxic" manner during
matches.[190]
Team Siren, an all-female League of Legends team, was formed
in June 2013. The announcement of the team was met with controversy, being
dismissed as a "gimmick" to attract the attention of men.[191][192]
The team disbanded within a month, due to the negative publicity of their
promotional video, as well as the poor attitude of the team captain towards her
teammates.[193][194] Team Vaevictis attempted the same in 2018, with an
all-female roster in the LCL,[195] the top-level esports league in Russia. The
team was met with similar criticism.[196] Vaevictis went 0–14 in both splits,
and the LCL announced in February 2020 that Vaevictis would be disband due to a
failure to field a competitive roster.[197][198][199] The LCL put out a
statement saying: "The results of the 2019 season showed a huge difference
in Vaevictis Esports' results compared to other LCL teams, which is an
unacceptable level of competitiveness in a franchised league.
There have been serious violations of the rules in certain
esports. In 2010, eleven StarCraft: Brood War players were found guilty of
fixing matches for profit, and were fined and banned from future competition.
Team Curse and Team Dignitas were denied prize money for collusion during the
2012 MLG Summer Championship.[200] In 2012, League of Legends team Azubu Frost
was fined US$30,000 for cheating during a semifinal match of the world
playoffs.[201] Dota 2 player Aleksey "Solo" Berezin was suspended
from a number of tournaments for intentionally throwing a game in order to
collect $322 from online gambling.[202] In 2014, four high-profile North
American Counter-Strike players from iBuyPower, namely Sam "DaZeD"
Marine, Braxton "swag" Pierce, Joshua "steel" Nissan and
Keven "AZK" Lariviere were suspended from official tournaments after
they had been found guilty of match-fixing. The four players had allegedly
profited over US$10,000 through betting on their fixed matches.[203]
Gambling on esports using Counter-Strike: Global Offense
"skins", worth an estimated US$2.3 billion in 2015, had come under
criticism in June and July 2016 after several questionable legal and ethical
aspects of the practice were discovered.[204]
Performance-enhancing
drugs
Reports of widespread use of performance-enhancing drugs
(PEDs) in esports are not uncommon, with players discussing their own, their
teammates' and their competitors' use as well as officials acknowledging the
prevalence of the issue.[205][206][207] Players often turn to stimulants such
as Ritalin, Adderall and Vyvanse, drugs which can significantly boost
concentration, improve reaction time, and prevent fatigue.[205] Selegiline, a
drug used to treat Parkinson's disease, is reportedly popular, because like
stimulants, it enhances mood and motivation. Conversely, drugs with calming
effects are also sought after. Some players take propranolol, which blocks the
effects of adrenaline, or Valium, which is prescribed to treat anxiety
disorder, in order to remain calm under pressure.[206] According to Bjoern
Franzen, a former SK Gaming executive, it is second nature for some League of
Legends players to take as many as three different drugs before
competition.[208] In July 2015 Kory "Semphis" Friesen, an ex-Cloud9
player, admitted that he and his teammates were all using Adderall during a match
against Virtus.pro in the ESL One Katowice 2015 Counter-Strike: Global
Offensive tournament, and went on to claim that "everyone" at ESEA
League tournaments uses Adderall.[207] In 2020, former Call of Duty champion
Adam "KiLLa" Sloss told The Washington Post that one of the major
reasons he stopped competing in esports was the "rampant" use of
Adderall in the competitive scene.[209]
The unregulated use of such drugs poses severe risks to
competitors' health, including addiction, overdose, serotonin syndrome and, in
the case of stimulants, weight loss.[205][206] Accordingly, Adderall and other
such stimulants are banned and their use penalized by many professional
sporting bodies and leagues, including Major League Baseball and the National
Football League. Although International e-Sports Federation (IeSF) is a
signatory of the World Anti-Doping Agency, the governing body has not outlawed
any PEDs in its sanctioned competitions.[205] Action has been taken on the
individual league level, however, as at least one major league, the Electronic
Sports League, has made use of any drugs during matches punishable by expulsion
from competition.[210] Although not all players use drugs, the use of
over-the-counter energy drinks is common. These energy drinks are often marketed
specifically toward gamers, and have also faced media and regulatory scrutiny due
to their health risks.[211]
Player exploitation
There has been some concern over the quality of life and
potential mistreatment of players by organizations, especially in South Korea.
Korean organizations have been accused of refusing to pay competitive salaries,
leading to a slow exodus of Korean players to other markets. In an interview,
League of Legends player Bae "Dade" Eo-jin said that "Korean
players wake up at 1 pm and play until 5 am", and suggested that the
16-hour play schedule was a significant factor in causing burnout.[212]
Concerns over the mental health of players intensified in 2014 when League of
Legends player Cheon "Promise" Min-Ki attempted suicide a week after admitting
to match fixing.[213]
To combat the negative environment, Korean League of Legends
teams were given new rules for the upcoming 2015 season by Riot Games,
including the adoption of minimum salaries for professional players, requiring
contracts and allowing players to stream individually for additional player
revenue.[214]
Since esports games often requires many actions per minute,
some players may get repetitive strain injuries, causing hand or wrist
pain.[215] During the early development of the esports industry, sports
medicine and gaming-related injuries were ignored by players and organizations,
leading to some early player retirements.[216]
Economics
The League of Legends Championship Series and League of
Legends Champions Korea offer guaranteed salaries for players.[217] Despite
this, online streaming is preferred by some players, as in some cases,
streaming can be more profitable than competing with a team, and streamers have
the ability to determine their own schedule. The International tournament
awards US$10 million to the winners, however teams that do not have the same
amount of success often do not have financial stability and frequently break up
after failing to win.[218]
In 2015 it was estimated by SuperData Research, that the
global esports industry generated revenue of around US$748.8 million that year.
Asia is the leading esports market with over $321 million in revenue, with
North America at around $224 million, and Europe at $172 million. For
comparison, the rest of the world combines for approximately $29 million.[219]
Global esports revenue is estimated to reach $1.9 billion by 2018.
The number of female viewers has been growing in esports,
with an estimated 30% of esports viewers being female in 2013, a significant
increase from 15% the previous year.[citation needed] However, despite the
increase in female viewers, there is not a growth of female players in high
level competitive esports.[citation needed] The top female players that are
involved in esports mainly get exposure in female-only tournaments, most
notably Counter-Strike, Dead or Alive 4, and StarCraft II. Current all-female
esports teams include Frag Dolls and PMS Clan.[citation needed]
Gambling
Gambling on esports matches have historically been illegal
or unregulated by major markets. This created a black market via virtual
currency. In places where esports gambling is not officially recognized, the
lack of regulation has resulted in match-fixing by players or third parties,
and created issues with underage gambling due to the draw of video games. Some
games allow bets in their in-game currency,[220] while third-party gambling
platforms will often take bets placed using virtual items earned in games.[221]
In esports gambling, most bets and odds are structured in the same way as
traditional sports. Most gambling sites offering the booker service allow users
to bet based on the outcome of tournaments, matches or special esports titles.
On the other hand, due to the nature of esports, there are numerous innovative
ways to make bets, which are based on in-game milestones.[222] For example,
League of Legend bettors may place their money on which team/champion will take
the "First Blood".[223]
Esports gambling in the United States has been illegal under
the federal Professional and Amateur Sports Protection Act of 1992 (PASPA). The
Act prevented all but five states from allowing gambling on sporting
events.[221] However, regulation of esports betting still depended on state
law. Some betting houses in Nevada, where sports betting has been already
exempted under PASPA, classify esports as non-competitive "other
events" similar to the selection of the Heisman Trophy winner or NFL Draft
which are considered as legal.[221] Other companies established in the United
States allow betting on esports to international users but are restricted to
Americans. Nevada legalized esports gambling in June 2017, classifying esports
along with competitive sports and dog racing.[224] With the Supreme Court of
the United States's ruling in Murphy v. National Collegiate Athletic
Association in May 2018, PASPA was recognized as unconstitutional, as the Court
claimed that the federal government cannot limit states from regulating sports
betting. This created the potential for legalized esports-based betting in the
United States.[225] However, New Jersey, the state at the center of the Supreme
Court case, passed its bill to legalize sports gambling but restricted gambling
on esports to only international competitions where most players are over 18
years of age.[226] Without PASPA, interstate gambling on esports would be still
be limited by the Federal Wire Act, preventing users from betting on national
esports events outside of the state.[221]
In 2019, the countries where esports gambling is legal
include the UK, New Zealand, Australia, China, Spain, Canada, South Korea, and
Japan, and many of them are the international hosts for gaming
tournaments.[227] By the end of 2019, the state of New Jersey approved esports
betting, just in time for the finals of the LoL Worlds Cup 2019 final match,
which had over 4.000.000 spectators.[228]
The esports gambling industry has attracted criticism
because of its target audience. As a large part of the esports audience is
underage, governments and regulators have expressed skepticism regarding the
market and the possibility of underage gambling. Additionally, gambling
platforms have received criticism for their integration with the larger esports
industry.[229] Esports platforms regularly sponsor professional esports teams,
as happened with the contract between Betway and PSG.LGD team (Dota 2) in August
2019.[230]
Data analytics and
machine learning
With the growing popularity of machine learning in data
analytics,[citation needed] esports has been the focus of several software
programs that analyze the plethora of game data available. Based on the huge
number of matches played on a daily basis globally (League of Legends alone had
a reported 100 million active monthly players worldwide in 2016[231] and an
average of 27 million League of Legends games played per day reported in
2014[232]), these games can be used for applying big-data machine learning
platforms. Several games make their data publicly available, so websites
aggregate the data into easy-to-visualize graphs and statistics. In addition,
several programs use machine learning tools to predict the win probability of a
match based on various factors, such as team composition.[233] In 2018, the
DotA team Team Liquid partnered with a software company to allow players and
coaches to predict the team's success rate in each match and provide advice on
what needs to be changed to improve performance.[234]
Game cancellations
As more esports competitions and leagues are run entirely or
in portion by the video game publisher or developer for the game, the ongoing
viability of that game's esports activities is tied to that company. In
December 2018, Blizzard announced that it was reducing resources spent on the
development of Heroes of the Storm and canceling its plans for tournaments in
2019. This caused several professional Heroes players and coaches to recognize
that their career was no longer viable, and expressed outrage and
disappointment at Blizzard's decision.[235][236]
As with traditional sporting events, larger eSport events,
such as The International, usually feature live pre- and post-game discussion
by a panel of analysts (top), with in-match casting being done by play-by-play
and color commentators (bottom).News reporting
The main medium for esports coverage is the Internet. In the
mid-2010s, mainstream sports and news reporting websites, such as ESPN, Yahoo!,
Sport1, Kicker, and Aftonbladet started dedicated esports coverage.[237][238]
esports tournaments commonly use commentators or casters to provide live
commentary of games in progress, similar to a traditional sports commentator.
For popular casters, providing commentary for esports can be a full-time
position by itself.[239] Prominent casters for StarCraft II include Dan
"Artosis" Stemkoski and Nick "Tasteless" Plott. However,
the impact of COVID-19 pandemic affected how esports were covered in addition
to the sports themselves. Notably, ESPN's dedicated esports coverage was
shuttered in November 2020 as the network refocus on more traditional sports,
though said they would still have some coverage of esports events.[240]
In 2018, the Associated Press' AP Stylebook officially began
spelling the word as "esports", dropping support for both the capital
"S" and the dash between "e" and "sports" styles,
similar to how "e-mail" transformed with common usage to
"email".[241][242] Richard Tyler Blevins, better known as
"Ninja", became the first professional gamer to appear in a cover
story for a major sports magazine when he appeared in the September 2018 issue
of ESPN The Magazine.[243]
Internet live
streaming
Many esports events are streamed online to viewers over the
internet. With the shutdown of the Own3d streaming service in 2013, Twitch is
by far the most popular streaming service for esports, competing against other
providers such as Hitbox.tv, Azubu, and YouTube Gaming.[244][245] Dreamhack
Winter 2011 reached 1.7 million unique viewers on Twitch.[246] While coverage
of live events usually brings in the largest viewership counts, the recent
popularization of streaming services has allowed individuals to broadcast their
own gameplay independent of such events as well. Individual broadcasters can
enter an agreement with Twitch or Hitbox in which they receive a portion of the
advertisement revenue from commercials which run on the stream they
create.[247]
Another major streaming platform was Major League Gaming's
MLG.tv.[248] The network, which specializes in Call of Duty content but hosts a
range of gaming titles, has seen increasing popularity, with 1376% growth in
MLG.tv viewership in Q1 of 2014.[249] The 2014 Call of Duty: Ghosts broadcast
at MLG's X Games event drew over 160,000 unique viewers.[250] The network, like
Twitch, allows users to broadcast themselves playing games, though only select
individuals can use the service. For several years, MLG.tv was the primary
streaming platform for the Call of Duty professional scene; famous players such
as NaDeSHoT and Scump have signed contracts with the company to use its
streaming service exclusively.[251] In January 2016, MLG was acquired by
Activision Blizzard.[252]
YouTube also relaunched its livestreaming platform with a
renewed focus on live gaming and esports specifically.[253] For The
International 2014, coverage was also simulcast on ESPN's streaming service
ESPN3.[254] In December 2016, Riot Games announced a deal with MLB Advanced Media's
technology division BAM Tech for the company to distribute and monetize
broadcasts of League of Legends events through 2023. BAM Tech will pay Riot at
least $300 million per-year, and split advertising revenue.[255][256]
Television
Especially since the popularization of streaming in esports,
organizations no longer prioritize television coverage, preferring online
streaming websites such as Twitch. Ongamenet continues to broadcast as an
esports channel in South Korea, but MBCGame was taken off the air in 2012. Riot
Games' Dustin Beck stated that "TV's not a priority or a goal",[257]
and DreamHack's Tomas Hermansson said "esports have [been proven] to be
successful on internet streaming [services]."[258]
On the night before the finals of The International 2014 in
August, ESPN3 broadcast a half-hour special profiling the tournament.[254] In
2015, ESPN2 broadcast Heroes of the Dorm, the grand finals of the Heroes of the
Storm collegiate tournament. The first-place team from the University of
California, Berkeley received tuition for each of the team's players, paid for
by Blizzard and Tespa.[259] The top four teams won gaming equipment and new
computers. This was the first time an esport had ever been broadcast on a major
American television network. The broadcast was an attempt to broaden the appeal
of esports by reaching viewers who would not normally come across it. However,
the broadcast was met with a few complaints. Those living outside of the United
States were unable to view the tournament. Additionally, the tournament could
not be viewed online via streams, cutting off a large portion of viewers from
the main demographic in the process.[260]
In September 2015, Turner Broadcasting partnered with
WME/IMG. In December 2015, the partnered companies announced two seasons of the
ELeague, a Counter-Strike: Global Offensive league based in North America
including 15 teams from across the world competing for a $1,200,000 prize pool
each 10-week season. The tournament, filmed at Turner's studios in Atlanta, Georgia,
is simultaneously streamed on online streaming websites and TBS on Friday
nights.[261]
In January 2016, Activision Blizzard, publishers of the Call
of Duty and StarCraft series, acquired Major League Gaming. In an interview
with The New York Times about the purchase, Activision Blizzard CEO Robert
Kotick explained that the company was aspiring to create a U.S. cable network
devoted to esports, which he described as "the ESPN of video games".
He felt that higher quality productions, more in line with those of traditional
sports telecasts, could help to broaden the appeal of esports to advertisers.
Activision Blizzard had hired former ESPN and NFL Network executive Steve
Bornstein to be CEO of the company's esports division.[252]
TV 2, the largest private television broadcaster in Norway,
broadcasts esports across the country. TV 2 partnered with local Norwegian
organization House of Nerds to bring a full season of esports competition with
an initial lineup of Counter-Strike: Global Offensive, League of Legends, and
StarCraft II.[262][263]
In April 2016, Big Ten Network announced a collaboration
with Riot to hold an invitational League of Legends competition between two
universities from the collegiate Big Ten Conference, as part of Riot's
collegiate championships at PAX East.[264] On 17 January 2017, Big Ten Network
and Riot announced that it would hold a larger season of conference competition
involving 10 Big Ten schools.[265]
Nielsen Holdings, a global information company known for
tracking viewership for television and other media, announced in August 2017
that it would launch Nielsen esports, a division devoted to providing similar
viewership and other consumer research data around esports, forming an advisory
board with members from ESL, Activision Blizzard, Twitch, YouTube, ESPN, and
FIFA to help determine how to track and monitor audience sizes for esports
events.[266]
In July 2018, on the first day of the inaugural 2018
Overwatch League season playoffs, Blizzard and Disney announced a multi-year
deal that gave Disney and its networks ESPN and ABC broadcast rights to the
Overwatch League and Overwatch World Cup, starting with the playoffs and continuing
with future events.[267]