Will Necessity Be The Making Of eSports During Covid-19?

A few times every week I plug my bicycle into my indoor trainer, boot up my laptop and complete workouts in the online Zwift universe (or Wattopia to those in the know).  Indoor training has been a feature for cyclists across Europe for years, as they strive to maintain fitness during the cold, damp winter months, but platforms such as Zwift have taken things to a new level.

One of the defining features of the platform are the social rides that allow you to ride, and race, with fellow cyclists from around the world.  Racing on Zwift is a hugely addictive affair, with events ranging from 7km sprints up to 100km marathons, over Alpine like hills or on the flattest of desert roads.

For the most part, the races are simply enjoyable ways for amateurs from across the globe to pit their fitness against one another, but the platform has attempted to run numerous live events that are broadcast live with all of the commentary and paraphernalia you might associate with a bike race broadcast in the real world.

Necessity as the mother of invention

Despite my love of both riding my bike and watching professional races, the live events have never really appealed.  The courses don’t tend to reflect the kind of routes typically covered in a professional race, and of course, the quality of the athletes is usually a rung below the very best in the world.

The outbreak of covid-19 since January threatens to change matters.  Not only have bike races throughout the world been cancelled, from the spring classics of northern Europe to the grand tours of Italy and (probably) France.  A shortage of live racing has not only resulted in fans bereft of entertainment, but professional athletes with a platform to perform upon.

It’s resulted in many turning to their indoor trainer and working out on platforms such as Zwift.  As a cycling fan, it’s resulted in the somewhat giddy experience of lining up on the start line of a race and seeing familiar faces from the pro circuit (who are usually charitable enough not to show off their clear athletic superiority).

An online future

At the moment, the extent of the transition has been limited to some pro-am races between willing professionals and some of the best amateur racers from around the world, but these have had limited reach, and certainly nothing comparable to the exposure seen in professional races.

This is a stark contrast to the e-gaming space as a whole, where the sums involved can be truly breathtaking.  In the League of Legends Championship, for instance, gamers compete online, with commentators chronicling their every move, and each 30 minute contest placing the winners that bit closer to the $200,000 prize pot.

This is part of a growing e-sports seen that saw a global audience of around 443 million people in 2019, with growth of 12% on 2018 figures.  It’s a market that was predicted to be worth over $1 billion in 2020, with much of this coming from sponsorship and media rights.

The covid-19 outbreak has changed this however, not least as many of the biggest events are held live, and so have been as affected by the outbreak as other live events companies.  Despite this, the online gaming sector has boomed, helped in large part to the self-isolation many people are in, with schools shut and many workers doing so from home.

An enduring change?

The question remains, however, whether the boost in esports represents an enduring change or a temporary respite while real-world sporting activities are suspended.

The last few weeks have seen the likes of Formula 1, the Spanish La Liga football league and NASCAR announce online video-game contests to try and fill the chasm created by the suspension of normal competition. Such events may also help to plug the financial hole created by the lack of competition, with numerous clubs and competitions warning of financial ruin if activities cease for a prolonged period of time.

It may seem incomprehensible how many sports could be adequately replicated online, yet one might have said the same of motor racing and rugby a few weeks ago, yet both are testing the virtual waters regardless. The environment is likely to take some adaptation from elite performers entering an entirely new world. On Zwift, previous races between professionals and amateurs have often seen the amateurs come out on top, as their experience of racing on the platform allowed them to overcome their more athletically gifted rivals.

Perhaps the key will be whether athletes can make a reasonable living from performing online. The best players in the esports world can make up to $15,000 per competition, which pales in comparison to the sums earned by the best athletes in the world.

As money enters the game, the regulation becomes a more pressing concern. In the Zwift racing scene, ongoing concerns have existed around everything from the weight of cyclists to the reliability of the equipment used to convey their speed and power. Indeed, in the national e-racing championships held for the first time in 2019, the winner was banned after using a simulator to ‘earn’ better equipment to use in the race.

Such challenges suggest that it is unlikely for esports to include the kind of athletes that millions flock to see in real world competitions on any given weekend, but they may nonetheless provide a degree of the respite and escapism that sport provides us from what is a challenging period.

Facebooktwitterredditpinterestlinkedinmail