eSports update

Saturday, September 8th, 2018

Tyler Cowen shares an eSports update:

Tournament prize pools now rival those for some of the biggest events in traditional sports, and global audiences for some big gaming events have surpassed 100 million viewers, driven largely by esports’ exploding popularity in Asia.

The lion’s share of esports revenue comes from corporate sponsorships, according to industry analysis firm Newzoo, with ticket sales, merchandising and broadcasting rights bringing in additional revenue. Newzoo estimates that esports will generate $345 million in revenue in North America this year, in addition to more than half a billion dollars in revenue overseas.

Commenter Stuart “worked in an earlier era of this business (2008)” and notes that “it is a weird world”:

A key challenge I perceived then as now is the opaque visible display of athleticism. The gap between a great tennis player and myself is quite easy to see. I can pick up a racket, but I can’t do much more. In contrast, I can play the same games as these pros and feel accomplished by virtue of a sliding scale of difficulty which games have relied on for decades. Certainly a youth league for Tennis offers a similar analogy to this, but games are designed to be winnable, creating some ambiguity about the difference between the average joe and the pros. The more one plays, the clearer the contrast becomes, but the level of understanding on the part of the general public to the nuance of this struck me then as the reason why it would not gain mass appeal.

What has happened in the intervening decade seems to be a continued disregard for any ‘mainstream’ audience but the continued development of a formerly niche viewership which can appreciate the nuance, strategy and skill on display.

Like other ‘nerdy’ pursuits, eSports still seem to wrestle with a hunger for mainstream acceptance (e.g. lobbying for inclusion in the Olympics), but are clearly at their best when speaking to their core, which is growing by the year.

As another commenter noted, the incentives are unusual in eSports, where a developer owns the game. “Imagine what the NFL would do differently if they were trying to maximize the number of people playing football instead of the number of people watching football.”

Leave a Reply