More than half a century ago, in October 1972, a group of Stanford University students in California took part in a video game competition. It was titled the inaugural “Intergalactic Spacewar Olympics”.
Playing the game ‘Spacewar’, the students used torpedoes to fight one another in spaceships flying around a star whose gravitational field sucked them towards the centre. First prize was a year’s magazine subscription.
These days, electronic computer gaming looks rather different.
Electronic sports, or esports, is a huge multi-billion-dollar industry with millions of players. From fun bedroom participation between friends, it has grown into a mainstream form of globalised entertainment with major spectator events.
There are now enough competitions—including at international level—to provide significant revenue from broadcasting rights, which brings sponsorship contracts and advertising deals. These are growing in-line with esports’ wider popularity and the number of teams taking part.
Olympics and World Cup
The proliferation has led somewhat inevitably to an Esports World Cup. This is currently underway in the Saudi Arabian capital, Riyadh, with the Kingdom keen to be at the front of this new wave of digital sport.
It comes after Crown Prince and Prime Minister Prince Mohammed bin Salman announced in 2023 that the championship would be held.
The first event of its kind, prize money now exceeds $60m—enough to buy several magazine subscriptions. With 1,550 players and more than 500 teams from 22 countries, it is already a colossal undertaking.
Following the trend, the International Olympics Committee (IOC) last month announced that it had partnered Saudi Arabia to host the first ever Esports Olympic Games in 2025.
To play and to watch
The esports step-change began around 15 years ago, helped by the global expansion of the internet and social media. Gamers could stream their play online, including on YouTube. With enough viewers, they could make big money through their channels.
When the trend began, esports were best known for being played, not for being watched, yet it soon became clear that there were huge numbers who wanted to do so.