Gaming is one of the fastest growing and most lucrative segments of the online entertainment sector. Since most of us now own a smart device with the capability of supporting ever more elaborate gaming software, and the existence of a thriving app market with many titles utilising a free-to-play model many would now be considered gamers that twenty years ago would not.
The average age of a gamer has increased to 33 years old as both a generation of gaming kids and the perception of the hobby have matured into adulthood. Titles are routinely developed for the grown-up market as well as for all other age groups.
Within these booming participation numbers, many casual gamers have also graduated to the world of competitive gaming, which is a separate success story unto itself. Esports (short for electronic sports), as it has come to be known, are organised video game competitions between teams or individual athletes including leagues, tournaments and impressive prize pools.
The Origins of Esports
Arguably, it was online poker games that were the flag bearers for this new sporting phenomenon. Many still debate whether online poker qualifies as an e-sport with the game so easily transferred to the real world but the turning point was when Chris Moneymaker made history by becoming the first World Series of Poker (WSoP) bracelet winner that qualified in an online tournament.
Nowadays online-only poker tournaments come with comparable prestige to the traditional formats, something which has enabled talented players otherwise unable to travel or from developing parts of the world to compete and prosper in the sport.
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Competitive video gaming has its roots as far back as 1972 as home consoles became more affordable and widespread. The inaugural national Space Invaders tournament in 1980 in the United States received over 10 thousand applicants.
The success of esports as we know it today has the internet to thank which has allowed teams around the world to compete before the finalists are selected to meet in person, often at some kind of arena.
E-sports and the Mainstream
The argument persists whether video gaming on the whole (including esports) can be considered part of the mainstream. Certainly within the wider media, when celebrities made famous from streaming or gaming industries appear on network television they're often referred to as going mainstream but esports viewership numbers tell a different story.
The online streaming platform Twitch boasts an average of over 2 million viewers and 100 thousand channels at any one time, and 60 thousand hours of content are watched daily. It's only a matter of time before the old guard are forced to accept this burgeoning sector as part of the recognized entertainment landscape.
One such example of an esports personality that has found success in other areas is Richard Tyler Blevins aka Ninja. Ninja found fame on YouTube and Twitch playing the Battle Royale title Fortnite and has since received movie and TV work.
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E-sports Cycling
The UCI Cycling Esports World Championships uses Zwift exercise bike technology to connect riders around the globe competing in a variety of cycling disciplines. Many cycling pros have started participating in the esports world championships which levels the playing field in terms of equipment required to perform at high levels.
British champion Cameron Jeffers was recently stripped of his title after revealing that he had acquired the Z1 Concept bike, the most powerful in the game by using a program to simulate the hours of riding necessary to obtain it. While he did not cheat during the championships themselves, he still faces a ban and a fine and the practice has been dubbed 'digital doping'.
Cycling has struggled with doping scandals over the last thirty years and cheating within esports is also a very real concern.
Formula E Racing
E-sports have begun to make an impact on sports in the real world. Formula E, the single-seater championship for electric cars, is most popular with a younger generation of motorsports fans. During a Formula E race, viewers are able to vote for their favourite drivers and the five that receive the most votes are awarded 'Fanboost'.
Attack Mode is another feature of Formula E races. Fans of F-Zero, Wipeout or even Mario Kart will be familiar with a part of the track that when driven over gives the driver a temporary power boost – Formula E employs a similar system. Attack Mode and Fanboost are both examples of a real-world sport adopting ideas originating in video games and are testament to the impact the world of esports is beginning to have.
The Future of Esports
Esports continue to become more organised and regulated. The top-flight teams now often have managers, coaches, and sponsorship deals and occasionally live under the same roof at a sort of training camp.
As more money flows into the sport, it will continue to attract a new generation of players and the stigma of choosing esports as a career option will continue to disintegrate. And who can argue, that e-sports prize money reached over $200 million dollars in 2021.
While roughly half of all gamers are female, only a very small number of online esports athletes are women and the question remains as to what can be done to balance out these figures.
The rise and rise of the world of esports show no sign of slowing down. If you'd not previously been aware of the behemoth that esports is becoming, one thing is for certain, you soon won't be able to avoid it.