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Analysis and Technology

Video games take off as a spectator sport

By Douglas Heaven

9 January 2013

Âé¶¹´«Ã½. Science news and long reads from expert journalists, covering developments in science, technology, health and the environment on the website and the magazine.

The latest spectator sport

(Image: Oliver Yu/IPL/IGN Entertainment)

Editorial:Give video games a sporting chance

EVERY sport has its idols and superstars. Now video gaming is getting them too. Professional gaming, or e-sports, exploded in popularity in the US and Europe last year.

The scene has been big in Asia – particularly South Korea – for about a decade, with top players such as Lim Yo-Hwan earning six-figure salaries and competing for rock-star glory in Starcraft tournaments that attract audiences in the hundreds of thousands.

The phenomenon is taking off in the West partly because of improved video-streaming technology and large financial rewards. Video games are becoming a spectator sport, with certain players and commentators drawing massive online audiences.

And where people go, money follows. The second world championship of – a team-based game in which players defend respective corners of a fantasy-themed battle arena – was held in Los Angeles in October. The tournament had a prize pool of $5 million for the season, with $1 million going to winning team Taipei Assassins, the largest cash prize in the .

League of Legends has also set records for spectator numbers. More than watched the championship finals either online or on TV – a figure that dwarfs audience numbers for broadcasts of many traditional sports fixtures.

“More than 8 million people watched the finals of the League of Legends world championship”

But gamers don’t need to compete at the international level to earn money. Video-streaming software like makes it easy for players to send live footage to a website, where the more popular ones can attract upwards of 10,000 viewers – enough for some to make a living by having adverts in their video streams. Gamers can go pro without leaving their homes.

Currently, e-sports productions are handled by gaming leagues – but that could soon change. Last November saw two moves that will make it even easier to reach a global online audience. First, Twitch announced it would be , a widely used gaming platform. This would let gamers stream their play at the click of a button, making it easy for people around the world to watch.

Also in November came the latest release from one of gaming’s biggest franchises, Call of Duty: Black Ops 2, which has the ability to live-stream via YouTube . Another feature allows the broadcast of in-game commentary for multiplayer matches.

“I think we will reach a point, maybe within five years, where spectator features are a necessity for all big game releases,” says Corin Cole of e-sports publishing company in Huntingdon, UK.

David Ting founded the California-based , which hosts professional tournaments. He puts the popularity of e-sports down to the demand for new forms of online entertainment. “After 18 months, IPL’s viewer numbers are already comparable to college sports in the US when there’s a live event,” he says. “The traffic is doubling every six months.”

Ting sees motion detection, virtual reality and mobile gaming coming together to make physical exertion a more common aspect of video games, blurring the line between traditional sport and e-sports. “Angry Birds could be this century’s bowling,” says Ting.

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