competitive video gaming
Competitive Video Gaming Could Be the Newest Olympic Sport. Here's What It Would Look Like
The space could pass for a TV control room at any major sporting event. A few dozen workers were wearing headsets, looking at a maze of computer screens. But here, footsteps away from the frigid beach in the coastal South Korean city of Gangneung--which is hosting figure skating, hockey and other arena ice events at the 2018 Winter Olympic Games in PyeongChang--NBC wasn't covering curling. Instead ESL, a company that organizes competitions in e-sports, or competitive video gaming, was streaming the semi-finals of a tournament hosted by Olympic sponsor Intel on the Olympic Channel. The stakes were particularly high, and not just for the competitors.
Japan's professional video game sector advances to next level
The Japan eSports Association, which promotes the competitive playing of video games, is nudging the sector toward professional status. JeSPA uses the term e-sport to refer to video games ranging from shootout arcade games to team-based tournaments set on a virtual pitch. It is hard to put a figure on the number of enthusiasts worldwide, but around 100 million are thought to play regularly and seriously. The tournament wound up with finals in five games on March 12 and 13 in the Tokyo neighborhood of Toyosu. The finale was a round of the fighting game "Guilty Gear Xrd -Sign-," which attracted 350 players and roughly 1,000 spectators, while more than 10,000 people followed it on Dwango's Nico Nico Live website. The winner -- who goes by the name of Dogura -- told The Japan Times he considers video games to be "sport performed with your brain."
Japan's professional video game sector advances to next level
The Japan eSports Association, which promotes the competitive playing of video games, is nudging the sector toward professional status. JeSPA uses the term e-sport to refer to video games ranging from shootout arcade games to team-based tournaments set on a virtual pitch. It is hard to put a figure on the number of enthusiasts worldwide, but around 100 million are thought to play regularly and seriously. The tournament wound up with finals in five games on March 12 and 13 in Toyosu, Tokyo. The finale was a round of the fighting game "Guilty Gear Xrd -Sign-," which attracted 350 players and roughly 1,000 spectators, while more than 10,000 people followed it on Dwango's Nico Nico Live website.
Big players enter 747M 'eSports' market
Teams representing the University of California, Berkeley and Arizona State compete in the Grand Final of last year's Heroes of the Dorm tournament at the Shrine Expo Hall in Los Angeles. By the end of this week, four teams will advance to determine a champion after an intense multi-week competition. Their names will look familiar -- UConn, Miami and Oregon -- and monetary stakes are high, to the tune of 500,000. They're battling with video game controllers in the growing arena of competitive video gaming, whose increasing popularity has attracted the attention of big names in tech and media, from Electronic Arts to ESPN to Yahoo'We have the early markers of what will ultimately make eSports mainstream," says Joost van Dreunen, CEO of SuperData Research, which gathers data on the global games market. But it could require a generational shift before competitive video gaming -- known to many as "eSports" -- formally becomes mainstream entertainment. On April 3, the "Heroic Four" will be determined in Heroes of the Dorm, a competitive video game tournament hosted by Blizzard Entertainment, based on its action game Heroes of the Storm. For the second year, teams representing colleges from across the U.S., including the University of Connecticut and Arizona State University, are playing for glory and more than 500,000 in scholarships and prizes, including a free ride through school for the winning team. Fans watch the action online on ESPN, Twitch and YouTube, and they can even join tournament pools, where the winner with the most accurate bracket snags 10,000. It's the latest example of competitive video gaming's increased following, as younger fans gravitate towardeSports. The market is valued at 747 million, according to SuperData, and is expected to more than double to 1.9 billion in three years. The rising audience -- SuperData estimates it at 134 million as of last year -- is pushing video game publishers and cable networks to create competitive video game experiences and explore broadcasting options. The eSports market is young. Whalen Rozelle, Director of eSports at Riot Games -- makers of the hit competitive game League of Legends -- says it's still in "our pre-teen phase," with plenty of room to grow. "The industry still hasn't really figured out'is every game an eSport?
Big players enter rising 'eSports' market
Teams representing the University of California, Berkeley and Arizona State compete in the Grand Final of last year's Heroes of the Dorm tournament at the Shrine Expo Hall in Los Angeles. By the end of this week, four teams will advance to determine a champion after an intense multi-week competition. Their names will look familiar -- UConn, Miami and Oregon -- and monetary stakes are high, to the tune of 500,000. They're battling with video game controllers in the growing arena of competitive video gaming, whose increasing popularity has attracted the attention of big names in tech and media, from Electronic Arts to ESPN to Yahoo, as they see a growing audience eager to learn about the competitive scene and engage more in games at the center of its rise. 'We have the early markers of what will ultimately make eSports mainstream," says Joost van Dreunen, CEO of SuperData Research, which gathers data on the global games market. But it could require a generational shift before competitive video gaming -- known to many as "eSports" -- formally becomes mainstream entertainment. On April 3, the "Heroic Four" will be determined in Heroes of the Dorm, a competitive video game tournament hosted by Blizzard Entertainment, based on its action game Heroes of the Storm. For the second year, teams representing colleges from across the U.S., including the University of Connecticut and Arizona State University, are playing for glory and more than 500,000 in scholarships and prizes, including a free ride through school for the winning team. Fans watch the action online on ESPN, Twitch and YouTube, and they can even join tournament pools, where the winner with the most accurate bracket snags 10,000. It's the latest example of competitive video gaming's increased following, as younger fans gravitate towardeSports. The market is valued at 747 million, according to SuperData, and is expected to more than double to 1.9 billion in three years. The rising audience -- SuperData estimates it at 134 million as of last year -- is pushing video game publishers and cable networks to create competitive video game experiences and explore broadcasting options. The eSports market is young. Whalen Rozelle, Director of eSports at Riot Games -- makers of the hit competitive game League of Legends -- says it's still in "our pre-teen phase," with plenty of room to grow. "The industry still hasn't really figured out'is every game an eSport?