The Guardian (Charlottetown)

‘Little League for esports’ hopes to organize youth gaming

- BY JAKE SEINER

Christian Pineda plays a lot of video games, but he’s best at “Minecraft.” Hunched over a laptop in the front row of a half-full movie theatre last month, the 13-year-old eagerly showed off why.

“I basically know the controls like the back of my hand,” he said before turning his focus back to a tight match against a rival team from Boston.

Christian claims to be shy at school, but here, he’s a vocal leader on a New York team of nearly 20 esports competitor­s, some as young as 6 years old. With a spot in the league finals on the line, Christian tapped away at his keyboard and excitedly discussed tactics with teammates.

The group was strategizi­ng over pickaxes and archers, not pitchers and catchers, but the focus on teamwork and communicat­ion could have come straight from the bench at a youth baseball game.

At Super League Gaming events like this, that’s the goal.

“Like Little League for esports,” said Super League CEO Ann Hand.

Super League is trying to bring structure to an industry devoid of it at the youth level. The organizati­on was founded in 2015 and runs national leagues for three esports games: “Minecraft” for players in elementary and middle school, and “League of Legends” and “Clash Royale” for older players. Kids are often introduced to competitiv­e video games via “Minecraft” before graduating to “League of Legends,” giving them a place to train and play throughout their teenage years and beyond - the “League of Legends” competitio­ns don’t have an age limit. Super League Gaming has tens of thousands of players, although not all attend every live event, and its “Minecraft” championsh­ip has been turned into a reality TV show on Nickelodeo­n.

The hope is that Super League can close a major gap in the esports ecosystem for young gamers, particular­ly in the U.S. The industry is set to eclipse $1 billion soon, and there are more profession­al opportunit­ies than ever. Pros in the NA LCS - the top North American “League of Legends” circuit - averaged over $300,000 in salary this season, and many colleges now provide esports scholarshi­ps. Careers in esports coaching or game design are increasing­ly in demand, too.

But to pursue those jobs, players need to start early.

Esports pros often peak in their early 20s, and elite talents in countries like South Korea are being identified before reaching middle school.

The relatively weak U.S. gamer pool is holding back North American franchises from competing on an internatio­nal stage. Esports powerhouse Cloud9 became the first NA LCS club to make the semifinals at the League of Legends World Championsh­ip this year, and it only had one U.S. player in its starting lineup. The lacklustre American feeder system was a talking point when NA LCS franchise owners met this summer.

“A lot of our amateur system has fallen away,” said NA LCS Commission­er Chris Greeley. “I think we all agree that it is shallower right now than it could be and should be.”

Riot Games, which publishes “League of Legends” and manages its profession­al circuits, is partnered with Super League and hopes the organizati­on can boost the reputation of American gaming.

Super League uses proprietar­y software to pair players with competitio­n at the appropriat­e skill level, and its weekly inperson events allow for stronger developmen­t than if players were left to practice alone.

Super League also makes it easier for pro franchises to scout players and evaluate their talent and makeup.

 ?? AP PHOTO ?? In this Nov. 17 image provided by Super League Gaming, New York Fury team competitor­s react during a Super League Gaming competitio­n against a team from Boston at City Center 15 Cinema de Lux in White Plains, N.Y.
AP PHOTO In this Nov. 17 image provided by Super League Gaming, New York Fury team competitor­s react during a Super League Gaming competitio­n against a team from Boston at City Center 15 Cinema de Lux in White Plains, N.Y.

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