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Blog Video gaming as a spectator sport, and a bit of nostalgia
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  • Author Author: Catwell
  • Date Created: 5 Feb 2013 8:08 PM Date Created
  • Views 477 views
  • Likes 0 likes
  • Comments 1 comment
  • industry
  • telepresence
  • on_campus
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  • cabeatwell
  • videogames
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Video gaming as a spectator sport, and a bit of nostalgia

Catwell
Catwell
5 Feb 2013

image

(via gliterrosa)

 

The internet’s ability to connect individuals across the globe has made incredible advancements to the transmission of information at near light-speed. This ability to quickly send data seamlessly across large distances has greatly benefited the gaming community, allowing online multiplayer which no longer limits players to cramped split-screen gaming. Instead, video gamers are given access to several online gaming services, which provide a place for players to meet as well as enjoy music, television, and other accoutrements while taking a break from the fierce competition.

 

 

The challenging nature of video games likens them much to the world of traditional sports. This can be seen in the rise of gaming tournaments, such as MLG and IPL, where teams of gamers are pinned against one another for a hefty cash prize. Much like traditional sports, spectators are now becoming even more involved with their video gaming past-times as online capabilities continue to evolve.

 

 

Twitch, an online video streaming program, makes it easy for players across the globe to share their screens with online onlookers as they work their way through Bowser’s castle in record time. Speedrunning, the latest gaming craze to hit the Western world, challenges players to button-mash their way to finish games in the shortest time possible. Speed runs tend to involve classic games such as the Mario, Megaman, and the Legend of Zelda franchise. Like traditional sports, spectators seem to be drawn into the exhilarating experience of following live speedruns; viewers share in the ups and downs the online gamer encounters along the way. Video gaming empathy.

 

 

Who says you can’t make millions playing video games for a living, either? A popular online speedrun can garner in excess of 10,000 views, allowing video gamers to make a living from advertising while sitting at home playing their favorite childhood game. In fact, the virtual gaming sport has been popular in Japan for years. Lim Yo-Hwan, essentially the Michael Jordan of video gaming, earns a six-figure salary playing Starcraft tournaments to an audience in the hundred thousands. As long as people are interested, the possibility is always there.

 

 

Novel video games, such as Call of Duty: Black Ops 2, are beginning to take advantage of the trend by integrating online video streaming directly into the game itself. It’s amazing how video gaming has grown from the often isolated act of playing Super Mario Bros. in your bedroom to playing Halo with an immense, virtually accessible community of gamers, whilst never having to leave your room. This is the kind of revolutionary software that is changing the way we think of our virtual connectivity to one another. As our technology continues to advance, virtual gaming is sure to follow-suit. So if you feel good your video gaming skills, give online gaming a shot - you might just pick up a fan or two. Then, you’re on your way.

 

There is something nice about watching video games being played. I used to watch my older brother play Asteroids and River Run on our Atari as a kid. My father used to plan Pac-man and Moon Patrol when I was about fall asleep. Perhaps it all means more to someone with a similar childhood.

 

Cabe

http://twitter.com/Cabe_e14

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  • Former Member
    Former Member over 12 years ago

    Okay,

     

    Time for a few corrections.

    Lim Yo-Hwan isn't Japanese he's Korean.
    Korea has been at the cutting edge of Cybersports for a number of years and the South Korean Airforce has it's own team. In fact some players have worked off their military service playing for military teams in tournaments.

     

    It's important to note that the Starcraft tournaments you refer to in Korea are not virtual events but LAN games where opponents play the popular RTS in sealed booths while crowds watch on massive screens.

     

     

    Pro Gaming dates back to the videogames rush of the 80s. The sort of arcade style tournaments rather than dying out with the steady growth of console and PC gaming have been kept alive but more as an underground scene and was reported on in Wired last year.

     


    LAN gaming helped foster Cybersports in the nineties with titles like Quake, Doom III and Duke Nukem 3D grabbing the FPS bragging rights. However it really took off in the noughties with increased access to highspeed internet connections and while CoD BlOps II is novel Valve's Counterstrike remains the gold standard for tactical shooters. Streaming software from consoles with direct links from systems like the PS3 to YouTube are relatively new. The pick up in the PC gaming arena for built in software has been slower, mostly due to a number of free or cheap software packages being easily available for recording gameplay and the growth of Machinima (fan created movies).

     

     

    In terms of competitions it is also worth checking out:

     


    Dreamhack

    The World Cyber Games
    Electronic Sports League

     


    If you want to talk about the evolution of gaming and importantly gamers away from isolated in bedrooms then the story is not from Mario to Halo. It's in the steady growth in online games, in particular the social elements of MMORPGs and more recently the growth of social games on Social Networks and mobile devices.

     

    The tech you describe has already been easily available for a decade. The real cutting edge at where technology can take us and the how the virtual world will change how we play will likely come from augmented reality and the resurgence of Virtual Reality recently shown at this year's CES.

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