North America accepts eSports with open arms

Sports November 16, 2011

While eSports may not be taking the world by storm just yet, the phenomenon is taking root in North America. With the advent of online streaming and the release of new gaming titles, the popularity of eSports is growing at an incredible rate.

Riley Blott, UVic student and ace Starcraft 2 player.

The term “eSports” refers to the competitive play of video games and the broadcasting of these competitions. The idea of playing video games professionally originated in South Korea, where the best pro gamers are seen as celebrities, and tournaments are broadcast on television.

One of the main reasons why eSports is finding a home in North America is the release of the game Starcraft 2, which has become the most popular eSport in the world.

Starcraft is a good example of a catalyst for this whole movement,” says Riley Blott, a University of Victoria student who has been playing the game for 14 years and is currently in the top two percent of North American players.

“Because eSports are so competitive, and because the social media is getting more of these videos out there, people are starting to realize that not only is it fun to play, but it’s actually really fun to watch,” says Blott.

Like lots of other sports, professionals make big bucks at the top tournaments, but the underlying theme of eSports is entertaining the audience.

“eSports are just like any other sport,” says UVic student Geoff Sinclair. “It’s about getting together with your friends, watching your heroes duke it out.”

At the heart of the eSports movement is the community, who are constantly recruiting friends and spontaneously organizing eSports events at the grassroots level.

“It’s up to the audience to get the word out and to grow the community,” says Sinclair.

One example of this is BarCraft, where Starcraft 2 tournaments are streamed live to televisions in bars. Catering to eSports’ young male demographic, the BarCraft events are a mixture of drinking, socializing, and watching video-game tournaments.

Streaming has had a huge impact on the movement as well, bringing financial feasibility to what was once only a hobby.

“Some people, if they can produce enough good content,” explains Blott, “and they can get a large enough fan base, they can make a profit off of it.”