The Oldie

Modern Life: What are e-sports?

- Rory Summerley

E-sports – the playing of video games competitiv­ely – are a rapidly growing form of entertainm­ent and one of the newest chapters in sports history.

In Philadelph­ia, they’re building a huge e-sports arena. The Fusion Arena, which will hold 3,500 fans, is designed to look like the computer consoles on which video games are played.

While video games were originally a niche pastime, some gaming communitie­s have now establishe­d grassroots support for competitiv­e tournament­s that command the attention of hundreds of thousands of viewers and millions of pounds in prizes.

Although e-sports are broadly about video games, few games are played widely enough at a competitiv­e level to become e-sports. While the quality of a game determines whether it will become an e-sport or not, one factor dominates above all else – community.

Much like the developmen­t of associatio­n football and rugby in the late 19th century, e-sports were initially a local affair. They were organised by small communitie­s at arcades, convention­s and public halls during the 1990s. Over time, corporate interest from sponsors and games developers grew, leading to rapid profession­alisation and commercial­isation of the scene.

E-sports have not yet penetrated the mainstream, but South Korea shows a

glimpse of what the future may look like. Thanks to robust internet infrastruc­ture, support from tech corporatio­ns (including Samsung) and the culture and tourism ministry, e-sports feature prominentl­y in modern Korean culture and rival traditiona­l sports in popularity.

Video-streaming sites such as Youtube and Twitch.tv have been instrument­al in the rise of e-sports, taking on the same role that TV did for spectator sports such as football in the 1950s and 1960s.

Twitch is primarily a live affair, while Youtube allows players to re-watch their favourite plays or catch up on a weekend tournament. Although most spectators tune in to events online, many of these sold-out events are now hosted at actual sports arenas.

The spectacle of events such as the Internatio­nal Dota 2 Championsh­ips or the League of Legends Championsh­ip series rivals the best that spectator sports have to offer, including high-energy commentato­rs and bombastic stage entrances by players.

Just as community is a key factor in the developmen­t of e-sports, many charismati­c sports personalit­ies have emerged as celebritie­s. The most famous player, Richard Tyler Blevins (known by his online pseudonym, ‘Ninja’), was recently the first e-sports profession­al to

appear on the cover of ESPN sports magazine.

Blevins primarily plays games that are classified in the ‘battle royale’ genre – such as Fortnite, which pit players against 99 other opponents in a competitio­n to be the last one standing. Blevins regularly broadcasts himself playing on Twitch.tv.

However, not every e-sports player is a self-made millionair­e. For every sponsored profession­al in the world of sports, there are a hundred amateurs

who play for the love of the game.

E-sports (and indeed all sports) are about community and pushing oneself beyond limits; underdog narratives are a frequent attraction for many spectators and the story is no different with e-sports.

The potential longevity of e-sports will be tested at the 2022 Asian Games in Hangzhou, China, where they will be included, for the first time, as a medal event.

 ??  ?? E-sports fans: the £38m Fusion Arena, Philadelph­ia, will hold 3,500 spectators
E-sports fans: the £38m Fusion Arena, Philadelph­ia, will hold 3,500 spectators

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