A Life or A Hobby?


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The words “Video” and “Game” have been together since the beginning of video games back in 1947. It wasn’t until 1958 when these games were recognized and viewed by audiences of all ages. Gaming became popular soon after in the public eye.

The original arcade release of “Donkey Kong” launched nation competition to see who could set the highest score on their local machine. “Space Invader” tournaments drew about 10,000 people. Video games were popular, even if considered nerdy, but they were kept out of the spotlight. With no way to broadcast to larger audiences, local competitive events stayed local. Players who devoted their time and energy to video games were shamed as nerdy, and a most people considered gaming to be only a hobby. But like in every other industry out there, the internet changed everything. The industry of video games evolved; it wasn’t the creators of the games that pushed these competitions forward, it was the players. They decided which games rise and which fall. Players could stream their content online, and are now recognized by the public and US government for their profession as a gaming professional.

Beginning with Blizzard Entertainment’s “StarCraft” release in 1998, players were required to make hundreds of decisions and actions every minute. Controlling armies and micro managing new bases of operation. All to destroy the opponent they fought against and receive the satisfaction of the “GG”, or “Good Game”. Audiences would drown themselves in the hype of the game, and the entertainment of the player’s downfall at the hands of their enemy. As the popularity of events such as these increased, the notion of broadcasting video games on television and on various websites such as “Twitch” took hold. And thus “eSports” was born. On Twitch alone, more than 715,00,000 people watch competitive gaming. Controversy soon took to this name, and a vital question was asked, “Is this a lifestyle, a profession, or is it just a nerdy hobby?”

Business Or Pleasure?

Starcraft's widely known character "Sarah Kerrigan" fights off the Protoss army.
Starcraft's widely known character "Sarah Kerrigan" fights off the Protoss army.

To some people, the word “eSports” means nothing. A culture of video game players existed, but they were just that -- people with a serious interest in playing games for pleasure. Seemingly out of nowhere though, the eSports industry started to be taken seriously. Major consumer brands have already become a part of the eSports revolution such as Coca-Cola, Red Bull and Monster. Companies such have these have benefited by the sponsorship and awareness the eSports events receive. They have earned a substantial amount due to advertising, sponsorship, and merchandising.

Players make quite an earning as well. Korean League of Legends player, “Faker” has taken home around $515,000 in prize money since 2013. That's around $150,000 a year in prize money alone.

The “DOTA 2” top tournament prize was over a million dollars. The players are also fined for cheating. League of Legends
player, Azubu Frost, fined $30,000 for cheating during a playoff game.

A SuperData brief from May 2015 indicates that the global eSports market is worth $612 million and its audience is 134 million and growing.

The viewers don’t watch for the game played, they watch for the players themselves. These players are the most elite in their field, and they hold the most influence, power, and loyalty of eSports viewers. Sponsoring companies have looked at the potential of the eSports industry and its fans from all angles, from gaming preferences to spending habits and hobbies.

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Is it just a Game?external image TI4.png

From starting out as a mere hobby, video games slowly evolved to include a competitive ingredient. It began as highscores and leader boards and grew into multiplayer campaigns to be played with friends – with or against them. These days, advancements in the online technology has allowed players from different parts of the world to come together and compete against one another. Promoting unity and the very nature of “GG”. ESPN broadcasted the coverage on the DOTA 2 pre-show in 2014 on their website and Heroes of the Storm on ESPN 2. With all these progressions in eSports industry, there is a topic of discussion among fellow eSports fans and skeptics that rose with it: should eSports should be considered as a sport?

eSports tests the player’s’ skill, teamwork and their indomitable will to victory. It affects not just their mental well-being but also their physical well-being, for a sound brain can only do so much in competitive eSports. The reaction time and visual processing of professional gamers are better than most in human society. Unsurprising, given what a professional gamer experiences even in the first 10 minutes of a DOTA 2 or League of Legends match. A split-second difference determines a phenomenal 30-yard pass to a receiver in a football match. That’s also the time it takes for a sniper to take out an opponent by simply clicking the right mouse button in Counter Strike – Global Offensive.

References

https://www.superdataresearch.com/esports-brief/
http://esports-marketing-blog.com/esports-hours-watchted-twitch-july-2016/#.WKpvPjsrKHs
http://www.forbes.com/sites/darrenheitner/2015/10/15/the-business-of-esports-is-on-pace-to-explode/#5de409136d87
http://esports.inquirer.net/7118/why-does-esports-needs-to-become-a-sport
http://digitalcommons.cwu.edu/cgi/viewcontent.cgi?article=1689&context=source
http://www.recode.net/2014/6/22/11628222/what-are-esports-a-pro-video-gaming-guide-for-the-rest-of-us
Images gathered from various sources through images.google.com