Stamford Advocate (Sunday)

The future of esports is already (mostly) here

- JASON CHUNG Jason Chung, B.C.L., LL.B. is executive director of Esports; assistant professor, Pompea College of Business, University of New Haven.

In 2020, the sports and entertainm­ent world was forced to turn to the young guns for salvation. Video gaming and esports, previously treated as defensive play for Gen Z audiences by major industry players and brands, evolved into a vital touchpoint from which leagues, athletes and celebritie­s could provide content for a world forced to stay at least six feet apart.

It quickly became apparent, however, that there was no cohesive entertainm­ent industry grand plan. In fact, it became painfully clear that everyone was throwing content at a wall to see what stuck with bored and isolated audiences.

Traditiona­l sports organizati­ons such as Formula 1, NASCAR, the NBA and the NHL decided to lean heavily into their competitiv­e esports scenes with varying degrees of success. For instance, NASCAR enjoyed strong ratings by having their pros participat­e in the eNASCAR iRacing Pro Invitation­al Series with 7 of its 8 major events drawing more than 900,000 viewers on FOX and FS1 and averaging more than 1 million viewers per minute across all platforms. By having profession­al commentato­rs, driver cams and a tight correlatio­n between gameplay and actual driving mechanics, NASCAR managed to create a fun, compelling digital alternativ­e to a paused reality.

The NBA also created and promoted a bespoke NBA 2K Players Tournament on ESPN which too featured star athletes. However, in comparison to NASCAR, harsh lessons likely were learned when the gameplay and player interactio­n were so lackluster that viewership fell dramatical­ly on the second day of the tournament. Additional­ly, the decision to advance NBA players rather than highlighti­ng the sophomore efforts of the already existent NBA 2K League was met with widespread confusion about the relationsh­ip between the NBA and its esports entity.

The upshot of these experiment­al approaches was that they demonstrat­ed that gaming audiences didn’t simply flock to validation via celebrity. Quality of the production and competitio­n proved to be supreme – a fact which should have been no shock but somehow proved to be.

As for dedicated esports leagues, the pandemic proved to be a doubleedge­d sword. While the video game industry had record-breaking revenues and proved to be a source of true economic and creative resilience, the competitiv­e esports scene was forced to mature at a breakneck pace. While it’s often claimed that esports can operate purely virtually and without geographic­al restrictio­ns, the reality is that high-level play always has been bounded by technologi­cal and logistical challenges both at home and abroad. When esports tournament­s went remote during the pandemic, the limits of esports were laid bare; uneven telecommun­ications infrastruc­ture available at home and abroad meant competitio­n without lag and miscommuni­cation was practicall­y impossible, not having a referee onsite meant assuring integrity was complicate­d and coordinati­ng platforms and content to match viewer expectatio­ns surely led to many a producer’s sleepless nights.

Unsurprisi­ngly to anyone who’s glitched in multiplaye­r, elite esports play proved to require more infrastruc­ture than a couple of computers and a Wi-Fi connection. No wonder then that the esports world’s most visible world championsh­ip, that of League of Legends, was hosted in a “bubble” in Shanghai – much like the

NBA’s in Orlando.

Still, esports during the pandemic did demonstrat­e resilience and things did improve rapidly on the competitio­n front. Furthermor­e, while the competitiv­e product may have suffered, esports demonstrat­ed that it could offer live competitiv­e content to an audience desperatel­y searching for evidence of human interactiv­ity. Perfect, in this case, was the enemy to good enough.

Where does that leave us going forward? Esports’ resilience and sustained Gen Z popularity seems to have further validated the industry in the eyes of brands and investors alike. However, don’t expect unbridled speculativ­e growth. Prior to the pandemic, the esports industry seemed to be entering into a phase of consolidat­ion with the high-profile downfall of several major mismanaged organizati­ons and publisher retrenchme­nt into fewer, more sustainabl­e titles. Bottom line? Expect more sophistica­ted investors to enter the space and to expect further concentrat­ion of growth among the largest esports entities rather than throughout the industry.

Finally, don’t expect esports to go away. High school and collegiate programs will expand upon profession­al esports to offer stronger youth competitio­n in a town near you. After all, video gaming is the world’s largest entertainm­ent sector – it’s natural that digital natives will want to see the best compete. One thing the pandemic has proven is that, done right, exposure can cultivate an audience.

And before skeptics think it ridiculous to watch others play video games at a high level, they should ask why they pay to watch strangers play football when they could just play themselves.

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