USA TODAY US Edition

NBA agreement targets gamers

- Sam Amick @sam_amick USA TODAY Sports

The NBA’s footprint was already expanding at an unreal rate, what with their massive television rights deal, games being played on internatio­nal soil, Developmen­t League expansion, virtual reality offerings and the like.

And now, by way of the announceme­nt on Thursday about their new NBA 2K eLeague partnershi­p with Take-Two Interactiv­e Software, that profile will include a wing for the video game community.

The joint venture, in which all 30 NBA organizati­ons could eventually have an e-team of their own with five profession­al gamers paid salaries to play a version of the popular NBA 2K video game, will be the first official e-sports league that is operated by a U.S. profession­al sports league. It is scheduled to launch in 2018, with the gamers expected to play with user-generated avatars.

“These are a completely different set of profession­al athletes,” Commission­er Adam Silver told USA TODAY Sports. “There’s a global pool of gamers. They come in all ages, and sizes and ethnicitie­s and sexes, and then we will at some point have a draft that will look somewhat similar to an NBA draft, in which the teams will select their players, and presumably on top of that they’ll have the ability to spot some great talent on their own, players who aren’t identified through sort of a league system. And that’s how we’ll form our teams.”

In his four-plus years as commission­er, Silver has proved to be exceptiona­l at staying ahead of the curve while growing the NBA’s brand. So when he tracked the booming growth in the gaming community, then spoke with Take-Two CEO and longtime acquaintan­ce Strauss Zelnick about the possibilit­y of forming a pairing, he saw yet another chance to reach new legions of fans.

“I think it was sort of a greatminds-think-alike moment,” Strauss told USA TODAY Sports. “Our colleagues on both sides of the table said, ‘Well, wouldn’t it be interestin­g to formalize this, and wouldn’t it be interestin­g to launch the first true competitiv­e gaming league, and wouldn’t it be interestin­g if we co-owned that, threw our fortunes together, and made this an incredibly high priority for both of our organizati­ons?’ And that’s where we find ourselves today.”

According to Strauss, there are “something like 250 million people who avidly consume competitiv­e gaming events, (and) the revenue associated with the business (of ) competitiv­e gaming is still relatively small — it’s about half a billion dollars.”

As Silver and NBA officials were well aware, that figure is growing by the day.

“It’s expected to grow rapidly,” Strauss said. “We fully believe that it will be well over a billion dollars as a market in the near future. Of that 250 million-person audience worldwide, about half that audience — about 125 million people — are avid consumers of competitiv­e gaming. They watch competitiv­e gaming events, largely online. It’s just beginning.”

Added Silver: “Fans and players of these games, who aren’t as expert as these profession­als, want to come into an arena and watch the very best play. So you can imagine a scenario where, (say) the new arena in Milwaukee, where there’s five-on-five competitio­n, just like NBA basketball, (and) it’s being projected on a huge, large high-definition screen, and fans are watching all the moves.”

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