×

注意!页面内容来自https://www.espn.com/espn/story/_/id/13059210/esports-massive-industry-growing,本站不储存任何内容,为了更好的阅读体验进行在线解析,若有广告出现,请及时反馈。若您觉得侵犯了您的利益,请通知我们进行删除,然后访问 原网页

Resistance is futile: eSports is massive ... and growing

Illustration by Michael Brandon Myers

This story appears in ESPN The Magazine's June 22 eSports Issue. Subscribe today!

THERE'S A FORMULA for stories like this one: Open with a stadium full of screaming fans. Zoom in on the contestantssweating from the intensity of the competition. Then comes the incredulous reveal: This isn't basketball or boxing or even billiards. It's eSports-and the "athletes" are headset-wearingenergy-drink-guzzling gamers. But enough of all that! More than 20 years after the first video game tournamentstop eSports tourneys now draw audiences that rival the biggest traditional sporting events; popular midweek live streams routinely attract more than 100,000 online viewers. Coke and Nissan have joined Logitech and Red Bull as tournament sponsors. Gaming is what every traditional sports league is desperate to become: youngglobaldigital and increasingly diverse. So can it ever be a sport? Does it matter? eSports are here. They're real. They're growing. And we have the numbers to prove it.


SO HOW BIG is this gaming thing? Let's start with this: Some 205 million people watched or played eSports in 2014according to market research firm Newzoo -- meaning that if the eSports nation were actually a nationit would be the fifth largest in the world. (They're coming for you nextIndonesia!) And while eSports have long been biggest in Asiaespecially gaming-mad KoreaNorth America and Europe now claim 28 million eSports fans and the number is growing by 21 percent a year.

TWITCHa video-streaming site that boasts 55 million usersis arguably the most important contributor to eSports' recent growth. Offering streams of games and tourneys and access to gaming's starsit's also where the next generation of would-be gamers post their own streams. And apparently someone's watching.

THE GAMER STEREOTYPE? Youngsinglemale ... and living in some sort of basement. In actualityaccording to Newzoomore than half of American eSports fans are employed full time44 percent are parents andperhaps most surprising38 percent are women (another study puts it at 44 percent). One part of the stereotype does ring truethough: eSports fans do tend to be young. Just 28 percent are over 35-whichof courseis a selling point to advertisers looking to reach the next generation of consumers.

PEOPLE WATCH this thing? Wellin a wordyes. When Major League Gaming launched in the early 2000sits tournaments played out in hotel ballrooms before ... dozens of fans. TodayeSports' biggest tournaments rival practically any sporting event. The League of Legends Championship sold out Staples Center in 2013then sold out the 40,000-seat World Cup Stadium in Seoul a year later while drawing an online audience of 27 million -- more than the TV viewership for the final round of the Masters.

PRESENTED WITHOUT comment: as an overall categorygaming has more YouTube followers than newsmovies and education combined.

MAMASDO let your babies grow up to be eGamers. These fiveall members of team Newbeetotaled $5.03M for winning the 2014 Dota 2 title. The prize pool has increased by more than 580 percent since 2012.

Additional reporting from ESPN The Magazine's Carl Carchia.