Access All Areas June 2020 | Page 35

JUNE | FEATURE applied that motion to a 3D avatar, so we could recreate the dance in a 3D space,” he says. Thinking in weeks, not years Irving believes that sports organisations have a lot to learn from e-sports, and that the Covid-19 crisis will narrow the gap between them. E-sports organisations, he says, are naturally more receptive to innovative technology and broadcasting methods due to their digital nature. They are also usually unencumbered by expensive brand deals, which discourage broadcasters from experimenting with risky new tech. “We are at heart an innovation business, and people in traditional sport are normally quite cautious. But necessity is the mother of invention, and people are forced to be more innovative now because they have to be,” says Irving. “While physical sport has spent two months languishing in lockdown and figuring out how it can safely resume, e-sports has continued almost unimpeded” The flexibility of e-sports organisations has proved a huge asset in 2020. While physical sport has spent two months languishing in lockdown and figuring out how it can safely resume, e-sports has continued almost unimpeded. Electronic Sports League (ESL), the world’s largest e-sports organisation, recently finished broadcasting ESL One: Road to Rio. This tournament series for shooter Counter Strike: Global Offensive regularly pulled in over 100,000 concurrent viewers over the course of two weeks in May. Players who would usually compete in packed out stadia made a seamless transition to competing over an internet connection. With stock footage of previous ESL One tournaments in between rounds and live interviews from player’s homes, viewers could hardly tell the difference. “It’s much easier for [e-sports] to migrate into the cloud,” says Irving. “E-sports organisations tend to think in weeks instead of years. They’re more open to new kinds of production and broadcasting because they want to constantly offer something new to viewers,” he adds. “Covid-19 has forced everyone to tear up their threeyear plans and create threemonth plans. Those that do so successfully will come out of this really well, and those that don’t will struggle.” On the rise The global e-sports industry has expanded hugely in the last decade. An October 2018 report by Goldman Sachs predicted the industry would be worth just under USD$3bn by the end of 2022. The sector captured the attention of nearly 400 million viewers in 2018 – four times as many as the Superbowl attracted in February 2020. 35