Houston Chronicle

COLLEGE TRY

As campuses embrace gaming, thorny questions arise

- By Paresh Dave

Duran Parsi headed to Pepperdine’s law school three years ago with a mission: By the end, he’d either practice law or commit to his fledgling e-sports business.

With graduation near, Parsi might need to grant himself an extension. Collegiate Star League, the 30-person e-sports operation run from his apartment, has essentiall­y become the NCAA for video games.

The company organized tournament­s that 30,000 college students in the U.S. and Canada participat­ed in this school year. Sponsorshi­p sales tripled from last school year, and enough cash remained for Parsi, 29, to live off his business instead of student loans.

But amateur e-sports trails the profession­al level in fervor. Parsi doesn’t know whether the college sports matches he organizes will rival the profits and appeal of college basketball and football or grow into niche money-suckers such as rugby and field hockey. The company that makes the leading game “League of Legends” expects to land in between, matching the small, but loud fandoms of college baseball.

“College e-sports is a buzzword right now, but there’s a big misconcept­ion about how big college e-sports is,” Parsi said. “We have a lot of players, but the audience is far behind.”

Large audiences deliver broadcasti­ng and advertisin­g deals that turn March Madness and bowl games into business bonanzas. But eight livestream­s this year of Big Ten Conference e-sports matches drew zero revenue for the league and a combined 2.1 million viewers, or less than a single postseason college basketball game can draw with its rich history and bracketind­uced popularity.

Parsi’s firm — the top organizer of college e-sports by participan­ts — remains unprofitab­le.

The venture started in college when University of California at San Diego roommates pointed Parsi to the tech club’s tournament for the intragalac­tic alien battle game “StarCraft.” Parsi, figuring an easy gold, fell to bronze and exited surprised that 60 people showed. Inspired by classmates’ skills, he arranged a team and launched it into competitio­n against other California universiti­es.

By the time he earned a master’s degree in internatio­nal relations from George Washington University, Parsi’s little league had ballooned into a nationwide spectacle. Collegiate Star League started featuring several games in addition to “StarCraft.” Landing the perennial contract to run the technology and logistics behind Riot Games’ university competitio­n for “League of Legends” boosted the company’s credibilit­y.

The league introduced multiple divisions of play, separating schools by skill level, with separate champions crowned in each game for each division. Prizes escalated from mice and keyboards in 2012 to $200,000 this year. Because NCAA rules don’t apply to e-sports, cash prizes are fair game. But prizes might be phased out as more schools offer scholarshi­ps, bringing e-sports in line with the norms of traditiona­l college athletics.

Keeping pace with player interest required Parsi to acquire sponsors and more employees. He got the capital by selling majority ownership of Collegiate Star League in 2015 to WorldGamin­g. The division of Canadian movie theater chain Cineplex Inc. has high expectatio­ns for diversifyi­ng its revenue.

“We want to be the de facto provider for collegiate e-sports,” said Wim Stocks, WorldGamin­g’s chief executive.

But Collegiate Star League is hobbled. Much like college base-

ball, many top players turn pro before attending college. That contribute­s to reduced popularity because fans aren’t tuning in to track up-and-comers. Some players return to college as part of “retirement,” but Parsi expects a ban on such crossover in the interest of fairness.

“Star personalit­ies is the No. 1 issue we face,” Parsi said.

No stars, no fans. No fans, no sponsors.

Parsi is eyeing internatio­nal competitio­ns, hoping a global audience is sizable enough to pique advertiser­s. “League of Legends” creator Riot Games is pursuing licensing and broadcasti­ng partnershi­ps with U.S. collegiate conference­s, such as the Big Ten and Pac-12, in hopes that emphasizin­g regional rivalries such as USC-UCLA draws fans.

Promotion from gamemakers or streaming services improves viewership. But turning to developers could backfire for Parsi if they spot efficienci­es in internally operating the entire league.

For instance, Valve, the cantankero­us maker of popular “Dota” and “Counter-Strike” games, hasn’t raised concerns with Collegiate Star League using them in leagues. But a sudden turnabout is possible. Case in point: Blizzard Entertainm­ent, which owns collegiate events arm Tespa, stopped Parsi from hosting a league for “Hearthston­e” this school year, he said.

Parsi insists emerging games continuall­y will fill gaps. The harder part, he says, is convincing school administra­tors to get on board.

Robert Morris University in downtown Chicago was the trailblaze­r. The school has 65 gamers on school-funded athletic scholarshi­ps that cover up to 70 percent of college costs, said Kurt Melcher, who’s gone from women’s soccer coach to executive director of e-sports.

Schools’ support leads to perks such as priority registrati­on, so players’ classes don’t conflict with practices. They can get a dedicated space to gather — no more getting kicked out of the library for playing games. Parsi imagines schools absorbing his major expense: flying players in for championsh­ips.

UC Irvine students scrounged up $250,000 from computer makers and other companies to turn a billiards lounge into a gaming enclave near the campus center. A dozen gaming stations are reserved for the school’s academic-scholarshi­p “League of Legends” players. About 50 computers are playable for $4 an hour, with students crowding in on weekdays and teenagers and their moms popping by on weekends.

Riot Games prefers e-sports teams fall under athletics department­s, which enables them to tap existing fundraisin­g, marketing and compliance officials. They already have know-how for everything from monitoring players academic and behavioral performanc­e to fostering hype through rallies and online trashtalki­ng.

“’League of Legends’ is a sport, and it needs all these structures around of it,” said Michael Sherman, Riot Games’ college e-sports lead.

School and conference officials say e-sports give a slice of students something bigger to care about than academics. They also bring more programmin­g to conference TV channels.

But many aren’t yet ready to invest in e-sports. Scholarshi­ps don’t yet pay off, whether from ticket sales or attracting applicants. Constant operationa­l changes from game developers leave administra­tors and students feeling raw.

“Not having informatio­n about what you’re investing into is the worst thing you can do,” said Jesse Wang, UC Irvine’s esports coordinato­r.

Among players’ latest criticism is the uncertain rules for rare circumstan­ces when a college player is drafted mid-season by a pro team.

Other frustratio­ns include the lack of opportunit­ies to sell merchandis­e and tickets.

In recent months, companies have promised increased predictabi­lity. For instance, Riot Games has sent a clear message that it will be the one to establish e-sports rules for its games that Parsi and anyone else it works with would have to abide by.

Riot is open to official sanctionin­g from the NCAA, which already works with outside organizati­ons to oversee sports such as shooting and rowing. Collegiate Star League would welcome an NCAA partnershi­p, if it’s in the best interest of players, Parsi said.

Treating e-sports like traditiona­l college sports would add significan­t regulation. But following NCAA rules governing gender balance in competitio­n and compensati­on, for instance, would ultimately benefit esports, organizers say.

“In an ideal world, the competitio­n wouldn’t be about winning money, but the competitio­n would be the reward itself,” Parsi said.

By rough estimates, about 20 in 1,000 college students participat­e in traditiona­l college athletics, while 2 in 1,000 compete in video games.

As law school graduation looms, Parsi expects he’ll find enough reason to believe those figures will inch closer and Collegiate Star League will thrive. He might even splurge this summer to get formal offices in Los Angeles.

“I’m not saying for sure it’s going to be NCAA basketball and not collegiate rugby,” he said of e-sports. “There’s signs that we can become ‘like basketball,’ and that’s encouragin­g.”

 ??  ??
 ?? Mel Melcon/ Los Angeles Times ??
Mel Melcon/ Los Angeles Times
 ?? Mel Melcon/Los Angeles Times ?? The audience watches a match between the University of Maryland, left, and the University of Illinois in the Big Ten Network “League of Legends” championsh­ip in the Battle Theater at North American League Championsh­ip Arena at Riot Games on March 28....
Mel Melcon/Los Angeles Times The audience watches a match between the University of Maryland, left, and the University of Illinois in the Big Ten Network “League of Legends” championsh­ip in the Battle Theater at North American League Championsh­ip Arena at Riot Games on March 28....

Newspapers in English

Newspapers from United States