Are eSports real sports, a money pump, or both?

What are non-e sports for that matter?  Via Liam Boluk, I read this from Prashob Menon:

Last year’s League of Legends championship, for example, drew nearly 30 million viewers, putting it in line with the combined viewership of the 2014 MLB and NBA finals, or the series finales of Breaking Bad and Two and a Half Men, plus the Season 4 finale of Game of Thrones. As with most sports, competitive gaming is now firmly entrenched in the US college system, with the country’s largest collegiate league counting more than 10,000 active players, some of whom are on full athletic scholarships. Eager to capitalize on growing interest in the sport, Major League Gaming (MLG) opened the first dedicated domestic eSports arena in October 2014, and major brands such as Ford, American Express and Coke have begun forming partnerships with game developers, teams, players, event organizers and video distributors. The US Department of State has been issuing athlete visas to competitive gamers since 2013.

It’s becoming increasingly difficult to say eSports aren’t “real” sports, but the bigger question is whether it even matters. The media business is about eyeballs, and audiences are turning up in droves for the likes of Defense of the Ancients and League of Legends.

The economics indeed do not look so bad:

Moreover, eSports fans, unlike linear TV viewers, are highly engaged in the content. Major League Gaming, for instance, consistently beats the industry average on key digital ad metrics such as completion rates (90% vs. 72%), click-through rates (4% vs. 2%), and ad viewability (99% vs. 44%).

Here is Wikipedia on eSports.  I believe I have timed my birth at more or less the right time, so I will die of old age just when such institutions are taking over the world and pushing out baseball’s eight-team American League, as it ruled in 1968.

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