The topic of eSports is often misunderstood and controversial; this is evidenced by the amount of misinformation thrown around the internet about what is actually means to be a part of a sport. The argument that physical skill is required flies out the window when you consider most video games that have a competitive scene require impeccable hand-eye coordination and reflexes. Gamers have to maintain their bodies and can acquire injuries of vital game-play pieces (hands, fingers, eyes) that require doctor’s visits and physical therapy. eSport gamers can benched, traded, and there are “Fantasy Football” style pick-your-players drafts. There is a ton of controversy and talk in the League of Legends community right now about the switches and picks for teams, and some wonder if Riot Games, the creator of the game, is starting to move towards a more restrictive team base, pushing out small independent teams in favor of established “brand” teams like Cloud9, TSM, SKT1, or Fnatic.
There is such a huge learning curve for games like League of Legends or Defense of the Ancients 2 (DOTA2), high level players really need to know the game inside and out; it isn’t just about knowing your own position, you have to know the intricacies of every other position, character, and essentially their “stats” and “secret moves” like in traditional sports games. Strategizing happens inside and outside of the games to the point of optimizing line-ups and a ton of other variables like you would in a standard sports game like football.
In the articles we read for this week it’s easy to see why games like these endure; the amount of time players can be relevant is extended because of the less physically-harsh nature of the activity, but no player is safe from the ravages of the fan base. Slip up for too long and you might be traded to a team that has a lot less spotlight — and sponsors. Eric Van Allen’s article “Why Streetfighter Endures: Community” sheds light on the nuances of gaming communities, the fan bases, and the nature of humans coming together to enjoy a favorite past time (Allen 2017). And it isn’t as if these types of games aren’t popular; in an article by blogger Simon Hattenstone entitled “The rise of eSports: are addiction and corruption the price of its success?” just this year revenue from eSports games have breached 465 million dollars — and it’s only rising (Hattenstone 2017).
And the power of these types of games don’t stop at revenue; the act of creating drafts and participating in gaming communities helps form identities for many young people, whether for good or bad (Stuemke 218–233). The power of engaging with a group of people whether through voice-chats, forums, or in-game text chat options allows for people to frame who they are and how they will present themselves. This sort of action has consequences, because the more a person acts a part the more that part becomes infused into their real-world personas.
Overall the power of gaming and eSports will only grow as it starts to trickle into mainstream media through television and streaming sites like Twitch.com and the functionalities of YouTube Gaming (which isn’t great, but hey). The sheer amount of attention, money, and the generating power of both of these factors suggests a long, healthy life for this new kind of entertainment.
References
Allen, E. V. (2017, January 20). Why Street Fighter Endures: Community. Retrieved December 11, 2017, from https://waypoint.vice.com/en_us/article/788v7z/why-street-fighter-endures-community
Hattenstone, S. (2017, June 16). The rise of eSports: are addiction and corruption the price of its success? Retrieved December 11, 2017, from https://www.theguardian.com/sport/2017/jun/16/top-addiction-young-people-gaming-esports
Stuemke, E. (2016). VoIP, Composition, and Membership: Constructing Working Identities Through Collaborative Play. In Play/Write by Eyman, D. & Davis, A.D. (2016).