APC Australia

Sport or slouch?

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The esports world is a strange beast. Competitio­n is so ingrained in human nature that competitiv­e games have been around since the early days of Spacewar!, and real-world tournament­s for arcade titles such as Street Fighter were popular across the US and Asia throughout the ’90s and the early 2000s. The huge success of StarCraft in South Korea saw major matches televised for increasing­ly significan­t cash prizes. Fighting games, shooters, and MOBAs (multiplaye­r online battle arenas, such as League of

Legends) dominated the market, and still do. Only in the past decade, though, has the esports scene achieved widespread appeal. Major publishers started setting up their own events, while streaming platforms such as Twitch offered new routes into the competitiv­e scene.

The esports formula is something many developers have tried to tap into, with varying degrees of success. For every Overwatch and Valorant, there is (or was) a Battleborn and a

Lawbreaker­s. Building the perfect esports game is an art that seemingly has yet to be mastered, but that hasn’t stopped the games industry from making its money.

It’s been a lot of money, too. The esports industry surpassed a billion dollars in net worth in 2020, and is showing no signs of slowing. COVID-19 actually led to an uptick in interest, with more people picking up gaming in lockdown and turning to profession­al streamers for advice.

The debate as to whether games can be considered a real sport will probably continue to rage for a few more decades, despite esports becoming increasing­ly prominent on platforms like ESPN and even being recognised by the Olympic Committee in 2017.

 ??  ?? League of Legends has a huge esports scene. Pre-COVID, packed arenas like this were common.
League of Legends has a huge esports scene. Pre-COVID, packed arenas like this were common.

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