The virtual grandstands of professional video gaming

By Brendan Keogh  Tue 3 Jun 2014
http://www.abc.net.au/news/2014-06-03/keogh-videogames-as-a-spectator-sport/5495870

http://www.abc.net.au/news/image/4760064-3x4-340x453.jpg

We're not likely to see a report on the 6 o'clock news about the latest League 
of Legend tournament, but with the help of services like Twitch, professional 
gaming is already a spectator sport, writes Brendan Keogh.

The idea of watching someone else play a videogame is pretty odd to a lot of 
people: videogames were made to be played, to be interacted with - why would 
you want to watch someone else play?

Yet, it wasn't that long ago that videogames were a very social, very local 
activity. We would go to friends' houses or sit in the lounge room with our 
siblings and pass around the controller, happily just watching and cheering (or 
jeering) from the sideline for a while. A generation before that, you would 
join the ring of people around the arcade cabinets, watching the lone player 
race up the high-score leaderboard.

But then, in that Janus-headed way that technology functions, high-speed 
internet came along and made videogames more social and, consequentially, a 
more solitary activity. 

We no longer needed to go to that friend's house: we just had to log into the 
same server and we could go fight goblins together without ever needing to see 
each other. The need to watch someone else play, or to have to share a single 
screen as we played together, was a limitation that videogames felt had to be 
overcome and, with high-speed internet, overcame it.

But something was lost. It became easier for people to play with each other 
across the world, but there were unique pleasures in watching other people play 
videogames - pleasures that are beginning to be rediscovered. This is most 
visible in the rise of 'e-sports' (professional, competitive videogame play) 
alongside the parallel rise of 'streaming' play on websites such as Twitch. 

Combined, these trends point towards the rise of videogame play as a spectacle, 
as a performance worth viewing in its own right, just like any other sport.

E-sports themselves are not a new phenomenon. Back in 1983, David Sudnow was 
already talking about the possibility of being a 'microathlete' at the game 
Breakout! in his book Pilgrim in the Microworld. Go back another decade, and we 
encounter an 'Olympics' tournament organised around the first videogame ever 
made. 

In South Korea in particular, where high-speed internet was adopted early, 
professional competitive play around the strategy game Starcraft was for years 
an almost mythical legend among Western gamers. When I say 'professional', I 
use the word no differently than I would if I were to refer to professional 
soccer or professional cricket: there are sponsoring deals, celebrity players, 
signature strategies and personalities. Arenas are filled with fans before a 
stage of the players sitting at their computers. Commentators move a spectator 
camera around the virtual battlefield and communicate with the players. 

It is, by all accounts, a virtual, professionalised sport.

But it is no longer just in South Korea that this happens. 

In the West, Riot Games's League of Legends in particular has a massive 
following among both players and spectators, with 67 million people playing 
monthly, and up to 32 million people tuning in to watch various championship 
games. Tournament news and a schedule of upcoming games to watch feature 
prominently on the game's website. Watching League of Legends is considered as 
an equally valid and worthy choice as playing.

This ability to watch competitive games from a distance, over the internet, has 
been a significant stepping stone in normalising e-sports. Spectators don't 
have to go to the grandstand (though that certainly still happens); instead, 
they can log into Twitch and watch a game play out in real-time, chatting to 
their friends in a chat window or on Twitter at the same time, while 
professional commentators breakdown each play. It's the equivalent of broadcast 
television discovering sports, and is really no different from watching the 
cricket on TV. 

Recent years have not seen the birth of professional videogame play; they have 
seen its normalisation.

Though, the idea of videogames being a sport is still a concept that many would 
balk at. For most sceptics, it is the supposed lack of physical exertion that 
makes the idea of videogames as a sport difficult to parse. Yet, as TL Taylor 
points out in her book Raising The Stakes, we have no issue considering chess, 
snooker, lawn bowls, and even poker as sports: many of which requiring less 
physical exertion than the professional e-sportsperson whose fingers are flying 
and tapping with the skill and attention of a virtuosic pianist.

The physical exertion criticism conceals a much more significant issue with 
videogames becoming a 'mainstream' professional sport: incoherent rules. For 
most videogames, unless you play them first, it can be difficult to really 
appreciate what, exactly, is going on. I can watch a game of AFL on TV and even 
if I don't know the rules, the leaps and kicks and marks are impressive enough 
in themselves for me to get something out of it as a spectator. In videogames, 
unless I have played League of Legends myself, it is much more difficult to 
really appreciate why that hero knocking that monster on the head with a staff 
10 times is impressive at all.

Beyond e-sports, even streaming single-player videogame play online has created 
mini-celebrities out of many players. They will play through the newest 
blockbuster releases, or maybe an obscure indie game, or, more often than not, 
a particularly frightening horror game. Often, their face will be in the 
corner, captured by their webcam, and for the audience watching from home, the 
stream is as much about the player's performance as it is about what happens in 
the game. Of course, for every professional, successful live streamer, there's 
a hundred more with only one or two viewers, as Maddy Myers rightly notes in a 
recent article. But not all of them want to be professional - sometimes it is 
nice to just play games with one or two friends (or strangers) and recapture 
that local, social sense of play. If e-sport is akin to seeing The Ashes at the 
MCG, then casual live streamers are pulling the bat and ball out at the family 
picnic.

We could ask whether or not videogames will ever become a 'mainstream' 
spectator sport, but the reality is that they already are. We're not likely to 
see Channel Nine report on the latest League of Legend tournament after the 
State of Origin on the 6 o'clock news, but across the internet we are already 
seeing the professional and amateur networks and practices we associate with 
other sporting cultures. Videogames have always been spectacular; now they just 
have spectators.

Brendan Keogh is a PhD candidate at RMIT and a freelance videogame critic and 
journalist. Follow him on Twitter @brkeogh.
--
Cheers,
Stephen

                                          
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