The Economist - USA (2020-06-27)

(Antfer) #1

50 International The EconomistJune 27th 2020


2 known by his tag “Faker”, may be the high-
est-paid sportsman in his country.
Older sports are moving in. f1’s e-sports
competition existed before covid-19
brought it to television, as did enascar
races. Michael Jordan, a retired basketball
star, is among those to have invested in
Team Liquid, which plays in around a doz-
en e-sports. In November Manchester City,
an English football club, unveiled its pro-
fessional “fifa” team—based in South Ko-
rea. Games of “Starcraft”, a strategy game,
were first screened on cable tvthere in the
1990s. Korean teenagers play, after school
and before private tuition, in internet ca-
fés, known as “pc bangs” (pcrooms).
Activision Blizzard, a publisher, runs
leagues for “Call of Duty” and “Overwatch”,
two first-person shooter games. These are
modelled on conventional sports leagues,
with teams that rent stadiums and play at
home and away. Being based in a specific
city enables teams to generate local sup-
port, as well as revenue from local spon-
sors, says Ben Spoont, the ceoof Misfits
Gaming, which owns the Florida Mayhem
“Overwatch” team.

Crowding in
Last year Epic Games, the publisher of
“Fortnite”, launched a “World Cup”. Any-
one could apply to play: 40m did so. The fi-
nals filled 19,000 seats of the Arthur Ashe
stadium in New York and $30m of prize
money was dished out to the winners.
Though South Korea remains a leader in
e-sports, China is catching up. The island
of Hainan, popular for its beach resorts,
has set aside $141m to subsidise interna-
tional e-sports. In Hangzhou government
money has been used to build an “e-sports
town”, featuring a 56,000-square-foot
(5,200-square-metre) arena, which is
home to the Chinese “League of Legends”
games, sponsored by Tencent. There are
also shops, a training academy and an e-
sports-themed hotel.
For a generation that lives chiefly on-
line anyway, games are a means of socialis-
ing, like traditional sports. Thurston Jepps,
a 12-year-old from London, mainly plays
“Minecraft”, a free-roaming construction
game, and “Overwatch”. He guesses that at
least four-fifths of the time he spends play-
ing is with friends online, rather than
alone. Logging into his Xbox and seeing
who is online is a little like going to the
park to see who is around for a kick-about.
“I don’t often play single-player games un-
less I am kinda lonely,” he says. “Playing
alone is very uncool.” Sometimes he and
his friends play competitively, but often
they just hang out and talk on voice-chat.
E-sports are different in some respects,
however. Nobody owns the game of soccer
or basketball. That is not true of e-sports.
Publishers control the games. And grass-
roots do not exist in the same way. Children

are not encouraged to play video games at
schools; most amateur teams exist only
online; the pathway into playing profes-
sionally is unclear. Some teams are trying
to change that. Mr Spoont’s firm has held
“block parties’’ to encourage parents to
take the game seriously. His teams have
scouts to recruit the best players interna-
tionally, much as other sports do. But he
admits that there is a long way to go. “Par-
ents are rightly anxious,” says Mr Spoont,
who limits his six-year-old’s screen time.
These games bring with them fears that
do not apply to kicking a football around a
pitch. Fewer people now worry about viol-
ent video games causing real-world vio-
lence, but newer concerns have arisen. Last
year lawyers in Canada filed a suit on be-
half of two sets of unidentified parents ac-
cusing Epic Games of bringing in psychol-
ogists to help make “Fortnite” more
addictive. Players are encouraged to buy
“battle passes” to customise their charac-
ters. For all that executives talk about me-
dia rights and sponsorship, much of the e-
sports industry is cross-subsidised by

money made on in-game purchases. The
prize money at the “Fortnite” World Cup
came from Epic, which made $1.8bn last
year from microtransactions in the game.
The free-to-play model may bring in
millions more players, but it also relies on
a small minority spending extravagant
sums on virtual uniforms. Britain’s Depart-
ment for Culture, Media and Sport has just
launched a call for evidence to look at “loot
boxes”—virtual purchases that some cam-
paigners think are akin to gambling. The
sale of loot boxes can create bills that go be-
yond what parents can afford. Last year
Valve, the makers of “Counter-Strike”, an-
other shooter game, banned the trading of
virtual items which were being used to
launder money.
Gambling is another worry. Just as it did
with baseball in the 1920s, gambling on e-
sports threatens to undo the professional-
ism of the league. “Counter-Strike”,
“League of Legends” and “Overwatch” have
all had match-fixing scandals. Some play-
ers have resorted to doping—Adderall, a
stimulant prescribed to treat attention-
deficit disorder, has been used to stay alert
during long sessions.
And then there is politics. In the Gulf
states and China governments have
cracked down on political activism spread
via video games. In Hong Kong “Animal
Crossing”, a video game, stopped being
sold in April after it was used by virtual
protesters to mock Beijing.

Not just a game
As games evolve more into social net-
works, it is also harder to control the con-
tent that children see. And unlike the text
on social networks such as Twitter and Fa-
cebook, voice chat is harder to moderate.
Rodolfo Rosini, a technology entrepreneur
in London, says he has no trouble with his
son Finn making friends online, but wor-
ries about the “toxicity” of some games he
and his children play. On games like “Over-
watch”, which mostly have a young-adult
audience, bullying is common. Racism is
especially common on some American
servers, he says. Encountering racist
chants is also a risk of going to a football
match—but it is easier for parents to avoid.
If anything checks the rise of e-sports
competing with football or basketball for
the world’s attention, though, it may be
that video games move too fast. “League of
Legends” has been going for a decade;
“Counter-Strike” is almost two decades
old. That is an aeon for a video game still to
be played. But compared with sports that
were codified in the 19th century, it is short.
The Overwatch League has struggled over
the past year as some of its players have
switched to “Valorant”, a new shooting
game, or from playing in teams to stream-
ing live on YouTube. In the end, there may
simply be too many games to try. 7

Home runs
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Source: Twitchtracker.com

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2019 2020

Call of Duty:
Modern Warfare

Fortnite

League of Legends

WHO declares covid-19 a pandemic
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