Esports is an industry that is gaining in popularity and revenue in the United States, Europe, and Asia. It is expected to hit $700 million in 2017 and $1 billion by 2020. In the United States, it is gaining traction as an extracurricular activity. Students can participate in esports to build team spirit, learn social skills, and have fun with friends.
For those who don’t know, esports are competitive video games. They are typically played in teams, but can also be solo events. These tournaments often draw hundreds of thousands of dollars in prize money. Most esports games have a ranked mode, so players can play against others. Games like League of Legends, Dota 2, Hearthstone, and Counter-Strike: Global Offensive are some examples.
Despite the popularity of esports, there are some unpleasant side effects. These include fatigue, eye strain, back pain, and burnout. Players can also suffer from depression and anxiety. The stress of competition can cause mental and physical burnout.
Although the industry is growing, it is still fragmented. Not every game will make it to the esports world. Spectators can watch matches from live physical events or on streaming platforms.
Streamers, or people who play video games for a living, are usually paid by operators for their services. Esports streamers interact with viewers and answer questions in real time. This intimacy with viewers is one of the most appealing aspects of the industry. However, paywalls could cut off the relationship between the esports streamer and viewers. Some developers have voiced their opposition to paywalls.
The competitive scene has evolved a great deal over the last several years. The industry has become a lucrative business, and the number of fans has skyrocketed. A large percentage of esports fans are willing to travel to attend their favorite tournaments. Several countries have esports leagues, and the Korean government has established the country’s first esports regulatory body, the Korean Esport Association.
Unlike traditional sports, esports can be played from anywhere, including college campuses and universities. This is because they can be played over the internet. Many esports are streamed live on free platforms. There are even professional esports that are sponsored by brands.
As esports has evolved, it has grown from a niche sport into a multi-billion dollar industry. In the US, it is projected to grow by 41% in 2017. During the 2016 NBA Finals, a record 31 million people watched Game 7. Hundreds of millions of people worldwide watch esports.
The most popular esports events are sold out. Last year’s World Finals of League of Legends drew 43 million viewers. One of the biggest tournaments, the Intel Extreme Masters, pulled in 173,000 spectators to the Seattle KeyArena.
Increasingly, esports is also gaining in popularity on K-12 schools. While many students prefer to play traditional sports, esports offers the same benefits. Especially for students who are health-constrained, esports provides a fun, competitive experience.
The Korean government has invested in telecommunications infrastructure, such as Discord, to support esports. This fusion of social spaces with esports coverage has led to the growth of the industry in Korea.