Wednesday, March 6, 2019

The Sport of Gaming

Can gaming's growth now offer opportunity for content specialization? In February, 2019, tech and sports entrepreneurs invested $17.3 million to develop the sports content and global expansion of the European company, G2 Esports.

     As mentioned in the earlier post, "Looking for a Position as a Top Analyst or a Young Voter?," recruiters now visit gaming competitions to hire winners in what is becoming a $150 billion dollar international gaming phenomena. Companies recognize some youngsters grow up with a talent for gaming development and hire employees at age 16.

     Stadiums where spectators watch gamers and teams play "League of Legends", eat snack food, and purchase jerseys and miniature statues of professional, hall-of-fame players attract sponsors in South Korea, China, Russia, and Canada. Tournament prizes totaled $150 million in 2018.

     By 2019,  since influential gamers attracted millions of followers, some like Ninja (Tyler Blevins) and PewDiePie (Felix Kjellberg) also racked up funds from endorsements and merchandise. Ninja hawks a graphic novel and his famous headbands.

     China's Tencent company provided the "Honour of Kings" game played as a demonstration event at the 2018 Asian Games. Although the International Olympic Committee decided against including electronic sports at the 2020 Summer Olympics in Tokyo, they will be an official part of the 2020 Asian Games. 

   

   

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