The Economist - USA (2020-06-27)

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otorracing has along and che-
queredhistoryofcheating,fromille-
galdesignstotheuseofnitrousoxideto
givecarsa boost.OnMay23rd,however,a
newtypeemergedwhena Formulaedriver,
DanielAbt,wasdisqualifiedforsubstitut-
inga teenagevideo-gamertodriveforhim.
Thecheatinghappenednotina realcarbut
ina virtualversionofthesport,playedon
theofficial“Formula1”videogame,organ-
isedtokeepfansamusedwhilerealracing
wasstoppedforthepandemic.Theraces
putcardriversupagainstprofessionalvir-

tualracers,andwerewatchedbyhundreds
ofthousandsofviewersontelevisionas
wellasYouTubeandTwitch,a live-stream-
ingserviceownedbyAmazon.
Thevirtualf1contestwasnottheonly
exampleofathletestakingtoa video-game
versionoftheirsportduringthepandemic.
In Britain Sky Sports, a broadcaster,
showedmatchesof“fifa”, a popularfoot-
ballgame,withplayersfromthereal-life
PremierLeague.InAmericanascarraces
havebeenheldvirtually,too.
Itmayseemsurprisingthatfansmight

besatisfiedbywatchinga virtualversionof
theirsport.Yetvideogameshavebeenqui-
etlybecomingmoreliketraditionalsports
forsometime.Covid-19,bykeepingath-
letes indoors, has given a boost to “e-
sports”—notjust virtual versionsof old
sports, but entirely new online games,
playedcompetitivelybyprofessionalsand
watchedbytensofmillionsofpeople.
Videogames,nowplayedoftenbyper-
hapsa quarteroftheworld’spopulation,
arenolonger just entertainment. Many
gamesaremorelikesomethingbetweena
sportand a social network. And games
havethrivedunderlockdown.Thenumber
of playerslogged into Steam,a popular
gamingplatform onpcs,reachedrecord
highs in late March, with 25m players
loggedinatone time.Nintendo’sshare
priceincreasedby45%inthemonthfrom
March16th.Twitchsawitstrafficjumpby
50%fromMarchtoApril.
Overthepastdecadethebusinessmod-
elofgameshaschangedradically.Revenue
usedtocomefromsellingblockbustersin-
gle-player games, suchas “Grand Theft
Auto”,ondisks.Nowthebiggest-grossing
games,suchas“Fortnite”or“LeagueofLeg-
ends”,are given away free and updated
constantly, with money made from in-
game purchases. They are more social,
morecompetitiveandarguablymoread-
dictive.Someofthemarebecomingcultur-
alphenomenaintheirownright.Execu-
tiveshopetheycanpersuademorepeople
towatchthem,buygearandcheerteamsas
theydowithtraditionalsports.
Take“LeagueofLegends”,perhapsthe
biggest e-sport in the world. It was
launchedin 2009 byRiotGames,anAmeri-
canfirmnowownedbyTencent,China’s
biggesttechfirm.Itisa complexstrategy
game,inwhichteamsoffiveplayerscom-
mand“heroes”inabattletodefeateach
other.Asmanypeopleplayitregularlyas
playtennis;atanyonetime,8mpeople
maybeonline.Italsosupportsa profes-
sionalgamethatis,atleastintermsofthe
numberofplayersearninga livingfromit,
alsolargerthantennis.Thefinal ofthe
LeagueofLegends WorldChampionship
lastyearwaswatchedliveby44mpeople.
BycomparisontheSuperBowl,America’s
biggestlivesportingevent,waswatchedby
roughlytwicethat.
Twelveprofessionalleaguesnowspan
allregionsoftheglobeexceptAfrica,with
120 franchised teamsand perhaps1,000
professionalplayers.Whereastennisstars
intheworld’stop 200 often struggleto
makea living,“LeagueofLegends”players
inAmericaareguaranteeda minimumsal-
aryof$75,000.There,playersareentitled
tothesamevisasthatotherforeignath-
letescanget.Theaveragesalaryiscloserto
$400,000, says Chris Greeley of Riot
Games. Lee Sang-hyeok, a Korean star,

E-sports

Legendsinlockdown


Thepandemichasacceleratedthegrowthofcompetitivevideo-gaming

The EconomistJune 27th 2020 49

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International

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