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So here is something to keep on your radar and consider the long term implications – Activision Blizzard, one of the biggest names in video gaming, donated $25 million to the University of Michigan to help them launch an esports team. If you are not familiar with esports it is basically teams of people competing against each other on some of the marquee video game titles. The competitors may be sitting down, but reflexes, timing, strategy, leadership and teamwork are significant determinants in success.
It is already fairly widespread and lucrative as hell which means it will inevitably continue to expand. Especially if Covid or other pandemics continues to be prevalent because the teams communicate over headsets and can therefore be easily isolated from each other.
So it is no surprise that universities are beginning to get on board. Not only is it an area of interest for students, some of them are already competing professionally.
Kotick’s enthusiasm to establish esports at Michigan is part of a bigger movement that has legitimized gaming as a path to a college degree and career.
There are nearly 200 colleges and universities nationwide with varsity esports programs and more than $16 million in scholarships is awarded to esports athletes each year.
The growth of collegiate esports allows institutions and their students to tap into a market that is expected to surpass $1.5 billion by 2023, per Esports Ecosystem Report.
Not only do video games present competition for live performance, (Netflix CEO Reed Hastings said video gaming was a bigger source of worry for them than Disney & HBO streaming services), but also a potentially expanding source of employment for creatives.
The small university in southern Ohio at which I worked three years ago had long been recognized as a top 10 video game design program. It taught both programmers and artists and included classes in composing and designing sound/music for video games. There wasn’t an acting for video games class, but it did have a motion capture studio and independent companies in town were working on related technologies.
It is a lot more difficult to design and program for video games than most people imagine. Increasing demands for realism mean serious calculus for the physics and intense execution of detail in the art. As computing capacity and processing improves, it is only going to get worse–or better if you are a highly skilled creative being sought after by gaming companies.
After realizing their professors were right and enjoying playing video games does not translate into being able to create them, many students would change the focus of their majors. But they were still pretty adept and enthusiastic video gamers. And so 3-4 years ago, that small university in rural Ohio started an esports roster alongside their athletics teams.
Now there were other universities that started esports teams a few years ago as well, but the fact that a small university could have an organized a roster of ~50 competing on 6-7 game titles for years while the University of Michigan was operating at a recreational level provides some indication about the shifting dynamics of who is and can participate in esports.