In the Quarantine Age, an indoor sport seizes center stage

Four men appeared on my television at 2 p.m. in neat rectangles. The backgrounds varied. Barren white walls in one, a few frames in another. A window, some furniture. They all had headsets. One wore a burgundy suit and tie. The others went more casual in the confines of their homes.
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The gathering resembled the Zoom video chats we have staged with coworkers and friends since the coronavirus outbreak shut down pretty much everything. But this setting was different than our virtual happy hours and mundane meetings.

It was the broadcast for the League of Legends Championship Series (LCS). League of Legends, a multiple-player online battle arena game developed by Riot Games and released in 2009, is the most popular esports title in the world with up to eight million gamers logging on daily to play on their computers. The LCS, which was created in 2012, is the game’s highest level of competition in North America.

It is also one of the few remaining live entertainment options afloat during the COVID-19 pandemic.

Thousands were concurrently watching the stream, presented by a large mainstream advertiser, State Farm, on Twitch and YouTube. It was back online after a one-week hiatus, pushing forward when much of society had skidded to a halt. The matches, regularly held in West Los Angeles in front of a few hundred fans, were staged remotely.

“We feel like we’re weathering the storm pretty well,” LCS commissioner Chris Greeley said, “but obviously, as it is for everyone, it’s still a storm.”

I’m a casual gamer. Stick and ball sports were my preference growing up, though in recent years my time has been limited to playing shooters online with friends. It’s a social activity, and one of the few available since COVID-19 arrived. After downloading the game on my laptop, I tried following along with the ad hoc broadcast, curious and confused. I didn’t know the rules or the point of the game but, holed up in my apartment, I welcomed the live competition. The pickings have never been slimmer on a Saturday afternoon.

This should be one of the most exciting periods on the sports calendar. The NCAA Tournament going mad, the start of baseball season, battles for playoff seeding in the NBA, the Masters right around the next magnolia bush, even the XFL for a football fix if mock NFL drafts didn’t suffice.

But those events were postponed for the foreseeable future, if not canceled completely, leaving playing video games — and watching others play them — as two of the limited choices left to sate our social and entertainment thirst. As stadiums and arenas go silent, there is a growing din in a corner of the landscape that until now has largely been drowned out by more traditional, mainstream sports.

It’s coming from the more than 150 million Americans who identify as gamers, and not just the influencers who have become wealthy stars: Ninja, PewDiePie, PrestonPlayz, Markiplier. It’s NBA stars challenging each to other to Call of Duty; teens playing Fortnite at 3 a.m. on indefinite leave from school; 9-to-5 workers at home sneaking in FIFA games between Zoom meetings. It’s me.

Esports were built for the quarantine culture because, to some degree, isolation always has been a part of its DNA. And with hundreds of millions now shut-in for the time being, an already robust community senses an opportunity.

This could be esports’ moment.

“It is an absolutely terrible thing that’s happening around the world,” Ryan Friedman said. “Obviously, it’s a huge net negative, but with the cancellation of traditional sports, a lot of people who would have never given esports a chance are going to start at least looking into it and that’s a good opportunity for esports to draw in a bunch of new viewers.”

Friedman is the chief of staff of Dignitas, an organization with teams in various esports acquired by the Philadelphia 76ers in 2016. He is also the younger brother of Andrew Friedman, the Dodgers’ president of baseball operations. While Andrew’s team sat idle on opening day last week, wondering if Major League Baseball would have a 2020 season, Ryan’s franchise, one of the 10 in the LCS, stayed busy.

Esports — broadly defined as professional competition using video games — had several major events on the calendar canceled, but most entities have been able to continue competition knowing an amplified audience is available. Evidence of the opportunity is found on Twitch, the go-to streaming platform for casual and professional gaming.

“With the cancellation of traditional sports, a lot of people who would have never given esports a chance are going to start at least looking”. Ryan Freidman, Brother of Dodgers President Andrew Friedman.

People are streaming and watching streams more than ever since the outbreak began taking hold, according to TwitchTracker.com and SullyGnome.com, which monitor Twitch audiences. The platform has set all-time highs this month in peak daily active users (22.7 million), average concurrent viewers (1.6 million), and number of streamers (65,000).

“In esports, the show can go on,” esports lawyer Bryce Blum said. “We can transition back to our roots.”

The increase has not, however, been as uniform for conventional esports events. A few esports have seen instant growth in viewers, such as Rocket League and the ESL Pro League, a 24-team Counter-Strike: Global Offensive competition that recently enjoyed its most-watched broadcast day in history. Conversely, League of Legends has experienced a year-over-year jump of around 20,000 viewers on Twitch this month but has seen a dip since the LCS opened its spring season to great fervor in late January.

The industry is nascent but not new with consumers around the world. Money has flooded into the space over the last decade to fuel a booming enterprise that has eclipsed $1 billion globally. And plenty of that capital has been supplied by leaders in traditional sports.

In 2016, Dodgers co-owner Peter Guber and Ted Leonsis, owner of the NBA’s Washington Wizards and NHL’s Washington Capitals, led a group that bought controlling interest in Team Liquid, recognized as the most successful esports organization in history. Dan Gilbert, owner of the NBA’s Cleveland Cavaliers, invested in an organization and the Golden State Warriors founded one in 2017.

A member of Team OOB in action during the League of Legends World Finals at the Girl Gamer Esports Festival in Dubai in February.
A fan watches the final match of the 2018 League of Legends World Championship in South Korea.

The infusion accelerated the industry’s expansion. Live competitions with massive audiences became common. Events filled Staples Center and Madison Square Garden. Millions of dollars have been awarded to players in different games, and several players boast career earnings of more than $1 million.

In recent weeks, traditional sports entities with esports partnerships have turned to the virtual world after their schedules were abruptly detonated. Leonsis’ Monumental Sports and Entertainment Group recently began airing one-hour video game simulations of previously scheduled Wizards and Capitals games on NBC Sports Washington. Formula 1 ran a race with professional drivers and gamers that aired on Twitch. On Friday, MLB held a tournament with four major leaguers on MLB: The Show 20 and steamed it on different platforms.

NASCAR aired a virtual version of the Dixie Vodka 150 at Homestead-Miami Speedway on FOX two Sundays ago with the participants using racing simulators remotely. The real-life NASCAR racers who participated were not rookies to the platform — racers have used virtual simulators as practice tools for the real thing for years. The results were proof.

Denny Hamlin, a three-time Daytona 500 winner, edged out retired driver Dale Earnhardt Jr. for the win in a $40,000 iRacing rig at his house, barefoot with his daughter cheering behind him. NASCAR Hall of Famer Jeff Gordon was one of three people on the call for the 35-car race from a studio in Charlotte. The inaugural event drew more than 900,000 viewers, making it the highest-rated esports television program in history.

“NASCAR’s transition [to esports] has been the most intriguing.”

On Sunday, Timmy Hill, a 27-year-old pro driver who has never won a NASCAR Cup Series race, won the second virtual race at Texas Motor Speedway.

NASCAR chief digital officer Tim Clark said the plan is to continue staging virtual versions of its races, following the usual schedule, until its season resumes. As it stands, the on-track season is suspended until May 9.

For its part, the League of Legends Championship Series confronted the coronavirus outbreak like traditional sports leagues, realizing quickly that continuing as usual was irresponsible.

A day after announcing plans to proceed without a studio audience, media and non-essential personnel, the league on March 13 postponed that weekend’s competition entirely. Four days later, the league announced it was going remote for the foreseeable future.

Greeley, the commissioner, said the decision was not easy. In-person events not only make for better entertainment, but better competition. Playing remotely could lead to slower connections, which impacts gameplay. And players are less supervised, opening opportunities for cheating. The league spent the next week devising a plan to limit network issues and rule-breaking.

League of Legends players take part in a live streaming event in Montpellier, France, in September.

On Wednesday, LCS announced the rest of the season, including the finals, which originally were scheduled to be held in a 12,000-seat stadium at the Dallas Cowboys’ practice facility in Frisco, Texas, April 18-19, would take place online.

“We can play from home,” said Steve Arhancet, co-owner and CEO of Team Liquid, the reigning LCS champions. “That makes us a much more resilient entertainment industry when it comes to competitive sports.”

The 10-team LCS returned from its one-week postponement with five matches. The battles comprised Week 8 of the competition’s spring split. A team named Cloud 9 won both of its matches, improving its league-best record in the march toward a $200,000 prize pool to supplement player salaries that average more than $300,000.

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The four neat rectangles were back on my television after the final match on March 22. The host, in the top left, thanked everyone who made the event possible. He implored the audience for feedback to improve. They were poised to return the next weekend. After another week without sports, I was too.

By Jorge Castil
March 29, 2020

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For more information about Contender eSports, check out our FAQs.

Esports offer fans alternate entertainment

As the coronavirus situation continues to evolve, ripple effects have caused mass cancellations throughout the sports and entertainment world. This opens the door for alternative forms of media to enter into the viewing spectrum.

In recent weeks, major sports, including NBA, NHL, MLB, and MLS, suspended their seasons. With the questions concerning the months ahead, it remains uncertain when and if these leagues can continue.

With social distancing recommendations coming from government officials, avid sports fans are found with more time on their hands and nothing to watch. However, various nontraditional sports leagues have continued action due to the versatility of their structures.

The most prominent of which is esports, competitive gaming leagues revolving around strategic teamwork within the industry’s most popular titles and real-life simulations.

Brett Payne, the owner of Contender eSports, an esports gaming center franchise based in Springfield, said transitioning during this time of isolation has been difficult for all businesses; however, it is “one that is much smoother for the esports world.”

“Everyone has been seeing events get canceled,” Payne said. “However, with the capability for players to compete together online from remote locations, we have been able to continue on with our events — just in a modified format.”

Contender holds events nightly, which are now strictly online. Audiences can view competitions through services such as Twitch and Facebook Live.

“Typically, we don’t stream events in order to encourage people to come in to watch live and meet others,” Payne said. “Given the circumstances, online live streaming services allow us to continue to hold our events and give people access to view them.”

Payne said he believes the ability to continue pushing out content online right now is key to potentially increasing esports viewership over the next few months.

A problem with online competitions is when players are on their own personal internet connections, slow internet speeds can cause “lag input,” where the player’s poor connection causes the game to run less smoothly. Sometimes this can result in players being disconnected from games.

Jesse Skaggs, a former professional Halo player, now runs Contender’s online streams and said he believes he’s seen an increase in audience participation over the last few weeks, despite Contender’s actual game floor closing.

“Viewership is up but not with competitive play,” Skaggs said. “Many mainstream gamers such as Ninja (Tyler Blevins) have seen jumps in viewership because young audiences simply have more free time right now.”

Skaggs said a perfect example of esports gaining interest is the “eNASCAR” virtual race which was run on Sunday. Racers competed in a virtual simulation of a race at the Homestead-Miami racetrack. Denny Hamlin, a professional NASCAR driver, won the race.

“It is a full-on racing experience that is highly accurate to the real thing,” Skaggs said.

Skaggs said with this format, NASCAR was still able to produce a race while avoiding crowds — and probably did so at a much lower production cost than it took to host an actual race.

Skaggs said he doesn’t think esports is going to take over traditional sports anytime soon, but said: “The industry is rapidly growing and now is a good time, with everything going on, for new viewers to be introduced to what (esports) has to offer.”

By Noah Tucker, Sports Reporter, The Standard
March 24, 2020

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For more information about Contender eSports, check out our FAQs.

Springfield eSports Arcade Offers Unique Opportunity

A little trash talk and razor-sharp focus. It sure seems a lot like sports.

“You’ve got football, you’ve got tennis, you’ve got baseball, you’ve got basketball. With eSports, we have League of Legends, we have [Super] Smash [Bros], we have Apex [Legends], we have FIFA,” said Contender eSports CEO and Founder Brett Payne.

A rapidly growing industry, eSports is competitive video-gaming and the passion that comes with it.

“You can’t imagine the number of people playing and yelling and screaming and cheering,” Payne said.

He saw that passion and decided to found Contender eSports.

Contender eSports Springfield

Springfield arcade manager Jesse Skaggs says it’s the perfect place for gamers in the Ozarks to share their competitive spirit.

“Not everybody can afford a computer like this at home to have that opportunity,” Skaggs said.

Just like a traditional sports venue, Contender eSports in Springfield is now closed to the public, but unlike a basketball gym or a baseball field, closing the doors doesn’t mean the action stops.

“We’re approaching this as a new grand opening,” Payne said. “We are doubling down on our marketing, on our efforts and working with people. This is not a slow time for us at all.”

Instead, the ongoing pandemic forcing people to stay home is driving them online.

“We’re actually seeing growth in that aspect,” Skaggs said. “Because you don’t have to show up. That’s problem number one.”

Skaggs, a former professional Halo player, also played college baseball at Southwest Baptist University.

He often hosts Contender customers on Twitch, a live streaming platform that’s helped eSports explode around the globe.

“When I was 18, I had to make the choice between college baseball and pursuing competitive gaming… If I would’ve known eight years down the road [playing Halo] there’s going to be 44 million people watching me play a pro video game that I was competitive at, I probably would’ve opted out of the college baseball option then,” Skaggs said.

He says as you learn about pro gaming, you notice the similarities between that and professional sports.

“[Pro gamers] have nutrition plans, they have weight lifting plans,” Skaggs said. Yeah, they’re sitting behind a screen for 12 hours in a day, but in the other six, they’re literally training themselves to be able to do that for 12 hours.”

Even those dedicated professionals started out as beginners.

“It’s cool to be able to give the opportunity of what it is now, that’s my biggest thing of doing this as a career is now I can be like ‘hey, this is an option for you’,” Skaggs said.

Just maybe, it’ll click for Springfield’s next professional gamer.

By Mark Spillane
March 25, 2020

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For more information about Contender eSports, check out our FAQs.

Local eSports leaders to create a league for high schoolers

SPRINGFIELD, Mo- Contender eSports, and the Drury eSports team are squading up to create a league for high schoolers in Springfield.

Contender eSports is Springfield’s only eSports gaming center. Brett Payne owns the Springfield location and the franchise nationwide, with the corporate office in Springfield at the Missouri State eFactory.

Brett started the company towards the end of 2018 and wanted it to be a place for the community to come and enjoy it.

Brett Payne, Founder and CEO – Contender eSports

“There was an opportunity for us to kind of standardize this and make sure that we have a way for every city in the United States to have its own brick and mortar esports facility,” says Brett.

Brett is no stranger to video games. He has four kids ranging from 27 to 6-years-old. So he understands the parental perspective with kids and video games.

He says since the gaming center has opened, it opened last week, parents are shocked with how family-friendly of a place it is.

“They come in here; they see so many people while they’re playing. They sit on the couches, they talk with their other friends. They know that this is a very family-friendly place, so we try to make it really really safe for everybody,” says Brett.

The mission of Contender is to reach gamers of all ages. To reach high school students, they are creating gaming leagues for high schoolers in Springfield.

Contender and the Drury eSports team are hoping to create the league in the coming weeks.

“We’re working together to start the first Springfield eSports high school league. So parents that have been arguing with their kids about playing various games all of a sudden are going to see those kids competing against other high schools here,” says Brett.

Esports: nothing but (inter)net for a group of Drury athletes Drury eSports Head Coach

Michael Jones says Drury’s role is to coach the students on teamwork.

“We’re offering the expertise in how do you run a team? What are the duties of a couch? There’s a lot of teachers and faculty members that are stepping up that are seeing this as something their students are passionate about, and they want to support that. So we’re volunteering to offer mentorship and coaching to these young gamers so that they can learn how to be part of a team,” says Michael.

Until the leagues are set in stone, high schoolers are still welcome to play with friends at Contender.

In more eSports news, Drury will be hosting an eSports festival at the O’Reilly Family Event Center on February 22nd and 23rd.

According to a press release from Drury, “Teams in the Midwest Esports Conference will hold official competitions in a double, round-robin regular season in the game League of Legends. In addition to spectating the conference’s League of Legends contests, attendees can sign up for tournaments in a variety of games.”

By Chris Six
Feb 10, 2020 / 06:25 PM CST / Updated: Feb 10, 2020 / 06:27 PM CST

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For more information about Contender eSports, check out our FAQs.

eSports Joins the Big Leagues

With one of the fastest growing fan bases in pro sports, a youthful global audience that’s already larger than Major League Baseball’s and top players who are quickly joining the ranks of millionaires – eSports have entered the mainstream phenomenon.

Did you know?

  • The eSports monthly audience in 2018 has reached 167M and is predicted to reach 276M by 2022.
  • eSports rivals traditional pro sports. eSports viewership is already outpacing some major league sport audiences. Unlike traditional sports, most eSports viewership is online.
  • Who’s Watching? A young, digital and global audience.
  • Lucrative monetization opportunities arise as a result. Like traditional sports, media rights will eventually become the largest source of eSports revenue, followed by sponsorships.
  • Landmark media deals are taking shape. To date, there have been several landmark media rights deals.
  • Player earnings are surging. Growing prize pools are a key factor in audience growth and player earnings are beginning to resemble other pro sports.
  • Traditional pro sports are joining in. eSports keep fans engaged during the offseason. For developers, tournaments can further grow audiences, engagement, and monetization
  • There’s no stopping eSports. Audiences, prize pools and monetization opportunities will be growing rapidly over the next five years.

Watch what happens when a Goldman Sachs analyst plays with the pros. 

View the Infographic and read the full article by Goldman Sachs.

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