eSports, an interesting entity in its own right, has generated much controversy in the recent decade. There is a fierce debate among video game and sports enthusiasts focused on the validity of playing video games as a sport. They both equally require skill, mental and physical, but the argument is that since eSports players can compete from a sitting position in a chair it isn’t a sport.
Regardless of your opinion on the validity as a “sport”, it can be said with certainty that the topic has evolved into a prevalent phenomenon. Exploring the history of the league and its organization will help discover how the process is able to generate revenue and a substantial fan base.
Professional video game playing was first conceived in 1993 but became practical in the early 2000’s. The most represented genre at that time was arcade style fighters. The problem with this gaming process at the time was the lack of viewing platforms available to show these contests. Jump to the mid-2010s and an abundance of streaming platforms such as twitch.tv have allowed fans to watch events through the internet at no cost from the streaming sites.
With this shift in availability of viewing, a trend shift in the genre of games has also occurred. The focus has shifted away from fighting games toward first-person shooters and MOBA’s (Massive Online Battle Arenas). The explosion in viewing has helped formulate a massive growth in revenue that could put them in comparison with major league North American sports from an economic perspective.
In 2016 eSports revenue reports shared a growth to $493 million dollars, up 7% from projected sales. This massive growth in revenue has led to eSports teams gaining popular corporate sponsors like Geico, Coca-Cola, and Nissan. This growth has made millionaires out of premier players, who are also able to earn additional income streaming their own videos of them playing video games on their own time. If eSports is able to continue this substantial growth in revenue, their organizers will be able to procure more sponsorship and more platforms for viewers, making the argument for its validity that more interesting.