The Rise of ESports

The common image of ESports was not positive. Most people thought that ESports, especially video games, were not considered as sports because ESports players do not use their physical abilities and are focused on the younger generation. However, the stereotype is changing because of the impact of the Coronavirus.

Governments in each country are giving regulations that do not allow people to gather in one area to prevent the spread of COVID-19. In July 2020, the world’s most popular sports festival, the Olympics in Tokyo, underwent unprecedented changes. The International Olympics Committee did not allow private audiences to spectate in the games. This change brought significant effects to players’ conditions either positively or negatively because the audience’s cheering or booing is an essential part of a sports’ culture.

On the other hand, the ESports industry is facing totally opposite conditions. Due to the fact that ESports do not get an impact from COVID-19, there is a tendency that regular sports audiences are changing their interest to E-Sports. For evidence, a niche global market earned $980 million from ESports revenues in 2019. This number is an amazing result compared to $190 million in 2014. Moreover, although there were only 50 E-Sports teams in the US, more than 170 schools and 5,000 students are generated for competing in the ESports industry today.

E-Sports industries are constantly growing. Also, the major activity referred to as a “game” is looking over the place of regular sports. More people should change their stereotype of E-Sports and focus on the special industries.

By: Jaeho Ahn