TechCentralTechCentral
    Facebook Twitter YouTube LinkedIn
    Facebook Twitter LinkedIn YouTube
    TechCentral TechCentral
    NEWSLETTER
    • News

      France’s Canal+ takes MultiChoice stake to 20%

      7 July 2022

      Huge Group to acquire what was Virgin Mobile in South Africa

      6 July 2022

      TechCentral needs your feedback – 2022 reader survey now live

      6 July 2022

      Call for ‘energy emergency’ to end load shedding

      6 July 2022

      What South Africa can learn from India’s IT boom

      6 July 2022
    • World

      Clear signs of trouble ahead for the global tech industry

      7 July 2022

      Elon Musk had twins last year with Shivon Zilis, one of his top execs

      7 July 2022

      China accuses US of ‘technological terrorism’

      6 July 2022

      Apple devices to get ‘Lockdown Mode’ to fight spyware

      6 July 2022

      Scientists at Cern observe three ‘exotic’ new particles

      6 July 2022
    • In-depth

      The bonfire of the NFTs

      5 July 2022

      The NFT party is over

      30 June 2022

      The great crypto crash: the fallout, and what happens next

      22 June 2022

      Goodbye, Internet Explorer – you really won’t be missed

      19 June 2022

      Oracle’s database dominance threatened by rise of cloud-first rivals

      13 June 2022
    • Podcasts

      Demystifying the complexity of AI – fact vs fiction

      6 July 2022

      How your organisation can triage its information security risk

      22 June 2022

      Everything PC S01E06 – ‘Apple Silicon’

      15 June 2022

      The youth might just save us

      15 June 2022

      Everything PC S01E05 – ‘Nvidia: The Green Goblin’

      8 June 2022
    • Opinion

      South Africa can no longer rely on Eskom alone

      4 July 2022

      Has South Africa’s advertising industry lost its way?

      21 June 2022

      Rob Lith: What Icasa’s spectrum auction means for SA companies

      13 June 2022

      A proposed solution to crypto’s stablecoin problem

      19 May 2022

      From spectrum to roads, why fixing SA’s problems is an uphill battle

      19 April 2022
    • Company Hubs
      • 1-grid
      • Altron Document Solutions
      • Amplitude
      • Atvance Intellect
      • Axiz
      • BOATech
      • CallMiner
      • Digital Generation
      • E4
      • ESET
      • Euphoria Telecom
      • IBM
      • Kyocera Document Solutions
      • Microsoft
      • Nutanix
      • One Trust
      • Pinnacle
      • Skybox Security
      • SkyWire
      • Tarsus on Demand
      • Videri Digital
      • Zendesk
    • Sections
      • Banking
      • Broadcasting and Media
      • Cloud computing
      • Consumer electronics
      • Cryptocurrencies
      • Education and skills
      • Energy
      • Fintech
      • Information security
      • Internet and connectivity
      • Internet of Things
      • Investment
      • IT services
      • Motoring and transport
      • Public sector
      • Science
      • Social media
      • Talent and leadership
      • Telecoms
    • Advertise
    TechCentralTechCentral
    Home»Top»The rise and rise of e-sports

    The rise and rise of e-sports

    Top By The Conversation1 November 2015
    Facebook Twitter LinkedIn WhatsApp Telegram Email

    gamer-640

    The final of the 2015 World Championship of League of Legends, a fantasy-themed, real-time strategy videogame, is being streamed worldwide by British broadcaster the BBC. Like the most popular of sporting occasions such as football tournaments and the Olympic Games, video-gaming tournaments attract thousands of spectators to arenas and millions more watching live broadcasts.

    So, how did videogames cross from being a bedroom activity to a highly competitive tournament sport with serious prizes to match?

    Videogames have always had passionate followers and conventions — Atari’s 1980 Space Invaders Championship had 10 000 entrants — but now they come with US$2m in prizes, big company sponsorship and streaming to audiences of hundreds of millions through services like twitch.tv.

    What was once “geek” culture has gone mainstream. Several generations since the late 1970s have grown up with games, which with increasing sophistication appeal to a broader and broader audience. Competitive sports have mass appeal; now e-sports and tournament video gaming follow the same path.

    Certainly, high-speed Internet has allowed games designers to concentrate on creating an online, multiplayer aspect to their games. The story of League of Legends begins with Starcraft, a 1998 science fiction-themed real-time strategy game from Blizzard Entertainment. While it was popular as a single player game, Blizzard’s online multiplayer matchmaking and ladder system Battle.net turned the game into a phenomenon. Head-to-head gaming has been around since the earliest days of Pong and the Atari 2600 in the late 1970s and early 80s, but with the addition of the Internet it became faster and easier to find opponents to play.

    Blizzard also made the Warcraft series, a fantasy-themed version of Starcraft. A community-created modification of Warcraft III produced a very fast-paced game called Defence of the Ancients that was popular on Battle.net, and this laid the ground for a new genre: the multiplayer online battle arena. League of Legends, from Riot Games, which came in 2009 fitted into this fast-paced, skill-based, and extremely social arena with quick matchmaking to find opponents.

    Alongside the development of the game and platform is what would in the past have been called “geek culture”, but is more likely to be referred to as “gamer culture” today. Home videogame consoles have been a common presence in living rooms for 20 years, but the demographic of those playing has changed. Figures from the Entertainment Software Association show that four out of five US households play games, with 44% of gamers now women, and the average age of 44 showing that many have been playing games for years.

    On the other hand, “casual games” such as those for mobile phones such as Candy Crush, have changed what we do with our spare moments. To put this in perspective, the most searched for game in the UK in 2014 wasn’t Destiny (best-selling game of the year) but mobile app game Flappy Bird. Flappy Bird and other casual games have become staples of public transport commutes rather than newspapers and books. We are all geeks now.

    Korea ahead of the curve
    Of anywhere in the world, it is South Korea that has most embraced online video gaming and e-sports: seven out of 10 players at the League of Legends 2015 World Championship have flown over from Korea. One view is that Korea is ahead of the curve, and a vision of what the UK could be like in 10 years.

    game-tournament-money
    Prize money from tournament videogaming, 1998–2014. Source: www.esportsearnings.com (click image to enlarge)

    Having spoken to Koreans about their love of videogames, even they admitted they didn’t really understand why Korea has embraced online e-sports with such a passion. It is a phenomenon that has been discussed in many books and journal articles. Some writers point to the early arrival of broadband (Korea still has the highest broadband Internet speeds in the world), and the fact that the country has the highest percentage of its population online (40m out of 50m people). I think it’s South Korea’s love affair with technology and the new, combined with a highly competitive culture.

    Tournaments supported by Korea’s ministry of culture, sports & tourism have certainly helped, playing a key role in establishing bodies such as the Korea e-Sports Association. Cash prizes have led to professionalisation of top players, with the cash income possible effectively turning competitive video gaming into a career path — hence the Korean word for it, pro-gaming — and gives younger gamers something to aspire to. In Korea (and beyond) top teams are turned into celebrities, driving gaming into the mainstream.

    So, how did we go from real sports to e-sports? We became gamer geeks. The young lady on her phone playing Clash of Clans or Candy Crush Saga is a glimpse of a possible future, with Korea perhaps the best vision of where the rest of the world is headed. Geek culture has already taken over our cinemas, spawning a steady stream of superhero movies, so perhaps it’s little surprise that the sports people want to watch are changing, too.

    Fans of popular sports such as football, rugby and cricket can probably rest easy for the moment, but there are probably young men and women right now who aren’t aspiring to rise to the top of these more traditional games, but who instead have been inspired to try their hand at tournament gaming.

    The rest of the world may be behind Korea’s gaming curve — but possibly not by that much.The Conversation

    • David Grundy is principal lecturer at Northumbria University
    • This article was originally published on The Conversation
    Share. Facebook Twitter LinkedIn WhatsApp Telegram Email
    Previous ArticleInvestigation launched into set-top box tender
    Next Article Audiences still love (the sexist) James Bond

    Related Posts

    Clear signs of trouble ahead for the global tech industry

    7 July 2022

    Elon Musk had twins last year with Shivon Zilis, one of his top execs

    7 July 2022

    China accuses US of ‘technological terrorism’

    6 July 2022
    Add A Comment

    Comments are closed.

    Promoted

    Following its acquisition by Schwarz Group, XM Cyber buys Cyber Observer

    7 July 2022

    Hot Ink certifies and diversifies to maintain competitive printing edge

    5 July 2022

    Increased flexibility with Dell Precision Mobile Workstations

    5 July 2022
    Opinion

    South Africa can no longer rely on Eskom alone

    4 July 2022

    Has South Africa’s advertising industry lost its way?

    21 June 2022

    Rob Lith: What Icasa’s spectrum auction means for SA companies

    13 June 2022

    Subscribe to Updates

    Get the best South African technology news and analysis delivered to your e-mail inbox every morning.

    © 2009 - 2022 NewsCentral Media

    Type above and press Enter to search. Press Esc to cancel.