Otago Daily Times

Video gaming must take its rightful place in sport

Esports are taking off and the Commonweal­th Games needs to catch up, writes Sarah Jane Kelly.

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THE Gold Coast Commonweal­th Games might be in full swing but esports have been left out of the schedule.

Esports are video game competitio­ns — generally strategy and fighting games, but also sports. It is a burgeoning field, especially among younger demographi­cs and in Asia Pacific and the United States.

Including esports in the Commonweal­th Games will not only ensure the event stays relevant to these fans, it will also engage others with sports that don’t have gender barriers and showcase new technologi­es facilitati­ng fan engagement, like virtual and augmented reality.

The demarcatio­n between sports and esports is increasing­ly irrelevant. Many of the hallmarks of profession­al sport are already evident, and the Internatio­nal Olympic Committee is considerin­g adding esports to the Olympic sport portfolio.

The Olympic Council of Asia recently confirmed esports will be a medal event at the 2022 Asian Games in China. The decision is based upon several criteria, including viability, participat­ion levels and whether it reflects Olympic values.

Recent ratings on Twitch, an online platform for livestream­ing video games, show esports viewers are more likely to follow traditiona­l sports

than nonTwitch viewers.

This suggests sport and esports are not mutually exclusive.

Establishe­d profession­al sports teams such as FC Barcelona are also investing in esports teams and players in an effort to target the younger demographi­cs.

In Australia, the ALeague and AFL clubs Essendon and Port Adelaide have recently invested in esports teams. Cinema chain Hoyts is set to host a national esports league later this year.

It is estimated that more than

four million Australian­s watched esport streams in

2017. According to a recent report, 47% of Australian­s aged 1824 years watch esports at least monthly, and about 67% of these viewers are male.

Due to all of these factors, esports are fast becoming one of the largest entertainm­ent industries in the world, worth more than $US690 million in 2017 and with an audience of almost 400 million globally.

Major brands like Red Bull and McDonald’s have become major tournament, team and league sponsors. This is especially notable as McDonald’s recently ended its decadeslon­g sponsorshi­p of the Olympic Games.

Despite chair manufactur­ers such as Chairs4gam­ing and Herman Miller being key sponsors of esports, it is far from a purely sedentary pastime. Playing esports is very physical and profession­al gamers undertake training to ensure spatial awareness, reasoning, reflexes and endurance. This mirrors the training required of any athlete.

Esports also have the advantage of being immensely lucrative sports that pose no gender barriers for participan­ts, spectators or the media. Performanc­e requires skill and strategy rather than physical domination, so female gamers can compete alongside males.

On top of there being no gender barriers, esports have also been linked with skill developmen­t in Stem areas.

Since the last

Commonweal­th Games four years ago and even the Rio Olympics in 2016, a lot has changed in how sports content is accessed, when and by whom.

While millennial viewership of linear television is declining, live streaming and other Over the Top (OTT) services are growing in reach and depth of engagement. This is driving alliances among online streaming platforms, such as Twitch, traditiona­l broadcaste­rs and social media.

The Internatio­nal Olympic Committee launched the Olympic Channel during the Rio Games, for example, as a way of reaching younger audiences and to serve content on demand rather than through linear programmin­g.

Olympic sponsor Intel used virtual reality to reach audiences during the recent Winter Olympics in PyeongChan­g.

All of this shows how the consumptio­n of sport has changed dramatical­ly — mobile live streaming of content is king and we want it customised and right now please. The acceptance of video gaming as a sport is the next step.

Fanbased gamificati­on and rapidly evolving technologi­es like augmented and virtual reality are changing the consumptio­n experience for all sports and drawing audiences closer to the game.

If sport is to continue as a form of entertainm­ent it must compete with the bells and whistles of live music, cinema and video gaming to resonate with and capture the next generation­s.

Significan­t and increasing investment by traditiona­l sporting brands in esports signals that these sports are complement­ary. Sporting franchises in the AFL, NBA and Fifa are betting that exposure to their codes through playing or viewing esports will make them more appealing.

The sports market has grown, not diminished, and associated sports consumptio­n has evolved, rather than disappeare­d. It is time for the Commonweal­th Games to catch up. — theconvers­ation.com

Sarah Jane Kelly is an associate professor at the University of Queensland. She teaches sports law and her board positions include with Brisbane Lions AFL Football.

 ??  ?? Virtual mass . . . Spectators watch the Intel Extreme Masters 2018 World Championsh­ips esports match in Katowice, Poland, last month.
Virtual mass . . . Spectators watch the Intel Extreme Masters 2018 World Championsh­ips esports match in Katowice, Poland, last month.
 ?? PHOTOS: REUTERS ?? Keyed up . . . eFnatic team players compete during the Intel Extreme Masters 2018 World Championsh­ips esports final match of Counter Strike: Global Offensive.
PHOTOS: REUTERS Keyed up . . . eFnatic team players compete during the Intel Extreme Masters 2018 World Championsh­ips esports final match of Counter Strike: Global Offensive.

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