e-Sports (Part 2): Reaching a Broader Audience.
In my previous post I addressed the idea of the transition of the playing field from a physical space to virtual, discussing the ways in which people view the concept of e-sports and the reasons behind their views. What I have not addressed, however, is the way that these games present themselves.
Before we continue with this post, I would like for you to watch the following clip. This is taken from a recent World of Warcraft tournament, in which players are pitted against each other in 3v3 combat.
The Problem of Viewability.
It is my belief that this clip portrays what is possibly one of the biggest problems that currently exists with gaming as a sport – viewability. For those of you who do not understand the game (and possibly even for those of you who do) this match is most likely too difficult to follow; the amount happening on the screen and lack of a central point of focus confuses the viewer, on top of this the commentating is plagued by acronyms and insights that only someone who keeps up to date with the game would be able to understand. Whilst this video is a somewhat exaggerated example of the problem, this tends to exist within in most competitive games.
As competitive gaming progresses, I believe that creating games that can capture the complexity and intensity of e-sports whilst simultaneously presenting them in an easy to follow manner will be one of the most difficult challenges faced by game developers. Failure to do so may very well damage the game’s ability to market itself to a broader audience, as the inability to comprehend the nature of the actions appearing on screen would most likely lead to the decline of interest in the medium.
e-Sports and the Media
Another feature that is worth noting is the way in which gaming as a sport relates to the media, Hutchins (2008) states that “e-Sport is born in and of media, which alters the parameters of competition in terms of how it is conducted” (pg 857). The competition that takes place takes place within media, allowing for a complete shift in the nature of its consumption to become a possibility. Traditionally, sport has been a medium that is surrounded by, yet separate from, media. Media, in this sense, was the platform on which such sports were broadcasted; this most often occurred via television, radio and – more recently – the internet.
Through being completely integrated in the media which arbitrates its broadcast, we may very well be witnessing the nature of consumption of such events reaching whole new levels of interactivity. The game in which the competition takes place could extend to simultaneously become the medium on which observers follow the event, turning the traditional way in which such events are broadcasted completely upside down. We have already seen the beginning of this merging of media in competitive gaming with features such as replay functionality becoming a core mechanic of most games, the shift in to live broadcast may very well be the natural extension of this.
The topic of e-Sports and their significance in relation to new media technologies is a feature that is not often discussed in much detail. Regardless, I believe that they hold significance in representing the ways in which we interact with such technologies as a platform. With companies such as Microsoft now sponsoring an e-sports team I can only wonder, is it merely a matter of time before we see competitive gaming achieve mainstream popularity in our social context or will the trend die out before this can be achieved? What do you think?
Thank you for taking the time to read my blog/essay (blessay?) on e-sports. As I mentioned in my previous post, this is something that I would definitely like to hear your opinions on, so please feel free to share your input on the topic.
Thanks!



