Video game warriors battle before 40,000 fans in China
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Roughly 40,000 spectators, giant screens, players glued to their keyboards, and 1-million-US-dollar-prize money for the winners all leads to the world of eSports in China, a country that has become a leader in competitive video game playing.
The final of the world championships for League of Legends, one of the most-played video games on the planet, took place Saturday in Beijing's "Bird's Nest", the national stadium built for the 2008 Olympic Games.
"The atmosphere is great! It's better than at home, no?" said Yu Yating, a 23-year-old customer service manager dressed in a cosplay outfit, long green wig, white mini-dress and a plastic golden scepter.
"I've been playing League of Legends since 2013 because I love the monster fights – it relaxes me," she explained, as screams broke out in the stands when the competitors arrived, ready to do battle.
Fans holding League of Legends signs /AFP Photo
Fans holding League of Legends signs /AFP Photo
As the excitement continues, one of the players slaughtered a virtual dragon, prompting howls of excitement.
"Oh, huge!", said 19-year-old student Qian Feng, one of the spectators following the multi-player game on three giant screens that were practically the height of the stadium.
Two-thirds of the audience was male, between age 15-35. Some, like Qian, had traveled a great way to watch the final in person.
"eSports have taken off in China because all young people have a computer now," he said.
"When I have classes, I play League of Legends with my friends an hour a day, otherwise we play all afternoon."
The awarding ceremony of the World Championships Final of League of Legends at the National Stadium Bird's Nest in Beijing on November 4, 2017. /AFP Photo
The awarding ceremony of the World Championships Final of League of Legends at the National Stadium Bird's Nest in Beijing on November 4, 2017. /AFP Photo
Tickets for the event cost between 280 to 1,280 yuan (40 to 190 US dollars) and sold out in minutes, with touts hawking them on the black market for up to 13,000 yuan.
The size of the audience for the League of Legends final, a game owned by Chinese Internet giant Tencent, matched that of the 2017 Europa League final between Manchester United and Ajax – without including the tens of thousands of fans streaming the match live through specialist websites.
'A computer is enough'
The packed event showcased China's ambition to become the world leader in electronic sports or eSports.
The fast-growing sport sees teams of professional video game players fight for large sums of money in front of an audience, usually in multipurpose arenas or stadiums. And its popularity is only expected to grow.
Audience watching teams competing on two big screens /AFP Photo
Audience watching teams competing on two big screens /AFP Photo
There are currently 191 million eSports fans around the world, and numbers are projected to increase by 20 percent by 2020, according to video game specialists Newzoo.
As purists question if video games even qualify as a sport, eSports are inching closer to official recognition after last weekend's meeting of Olympic representatives in Lausanne, Switzerland left open the possibility for a future Olympics event.
Meanwhile, eSports is set to have its own category at the 2022 Asian Games in Hangzhou in China. That comes as little surprise since Asia is a fast-growing market for video games.
"I also play traditional sports, badminton," said Li Hangtian, a 22-year-old student.
"Despite the fact that it's very popular in China, it is sometimes difficult and expensive to reserve a court, whereas I can practice eSports with my roommates where and when I want: a computer is enough."
Team Samsung Galaxy playing at the finals /AFP Photo
Team Samsung Galaxy playing at the finals /AFP Photo
Enthusiasm for the games shows no sign of slowing down. Global turnover from eSports is currently 696 million US dollars, with Newzoo saying it will climb to 1.5 billion US dollars in the next three years.
And Asia could be its future, with China currently accounting for "around 15 percent to 20 percent of global eSports revenue", said Ignat Bobrovich, chief executive of TwogNation, an international eSports management agency.
"North America is the biggest market for now, at 35 percent to 40 percent. But in two years' time, Asia, which is home to half the world's eSports fans, will easily outstrip this," he added.
Indeed, Saturday's face-off featured two South Korean teams, with Samsung Galaxy vanquishing SK Telecom T1 3-0 and pocketing around 1.7 million US dollars in winnings.