Esports’ Popularity Forces Video Game Rethink by Schools and Parents

The surge in popularity of esports is compelling parents and educators to reevaluate their resistance to video games and embrace their inclusion in the educational setting.

For many years, video games were a source of frustration for parents, often seen as an unwelcome distraction for teenagers who spent excessive time glued to screens.

Esports has rapidly become a prominent aspect of popular culture, gaining widespread acceptance. According to predictions by investment bank Goldman Sachs, esports viewership is expected to surpass that of the NFL. Deloitte’s analysis suggests that there are substantial opportunities for investors and advertisers to engage with the young and affluent audience that esports attracts.

Online gaming has become so prevalent that teachers have shifted their stance from resisting it to actively promoting esports through school-based competitions.

Numerous Australian schools now incorporate esports as a co-curricular activity, where students engage in practice, try out for teams, and participate in live, in-person competitions.

A prime example is the Fuse Cup, an international esports competition for children, which drew around 50,000 students from over 300 schools. The national finals on the Gold Coast featured the top 60 players from 25 schools in five different states.

According to Dan Martinez, the competition’s founder, esports provides a fantastic platform for like-minded young people to form friendships and offers an opportunity to educate them on maintaining healthy gaming habits.

“Esports has become an integral part of schools across Australia, much like traditional sports such as cricket, netball, or basketball,” said Mr. Martinez. “It allows us to delve into important topics related to students and gaming, including issues like excessive gaming, gaming addiction, or micro-transactions in games.”

Going pro

For the best players gaming is more than just a hobby — it’s serious business.

Competing professionally can now be a legitimate career path with an increasing number of gamers earning a living through tournament prize money, lucrative sponsorship deals and online content creation.

That dream is close to becoming a reality for Gold Coast teen Lucas Malissa, who was this year crowned Olympic champion of the wildly popular online shooting game Fortnite — a game that has 230 million monthly players — at the inaugural Olympic Esports Series in Singapore.

The 16-year-old Benowa State High School student has won more than $35,000 this year and said he plans to make gaming his full-time job.

“Maybe not a consistent living [yet] but I’m making a pretty good amount,” he said.

“I didn’t really convince my dad. I just ended up playing games, becoming good and he let me do my thing.

“I think it’s cool because it’s getting more socially accepted.”

But opportunities are limited for Australian players and Malissa said his goal is to move to Europe to make a proper go of it.

“The competitive scene is a lot more broad and there are more opportunities for you like sponsorships,” he said.

Cashing in

Australians spent more than $4 billion on video games in 2022.

Gaming is forecast to grow to a $485 billion per year industry globally by the end of 2027 up from $327 billion last year, according to analysis by PricewaterhouseCoopers (PwC).

Director of industry member relations at the Interactive Games and Entertainment Association, the peak body of the Australian video games industry, Jens Schroeder said Australian gaming is on an exciting trajectory.

“It’s a pretty astonishing growth rate,” Dr Schoeder said.

“Games are larger than film, larger than books and music.

“Globally there is so much potential for growth still.”

Not only does that translate into earning opportunities for players but also jobs in the burgeoning game development and virtual production industries.

Dr Schoeder said financial incentives like the digital games tax offset — allowing companies to claim a 30 per cent rebate on development expenditure —introduced by the federal government last year would help the Australian workforce expand to 10,000 in the next decade.

“Australia has always been fantastic at making video games. It is legitimately one of the best place in the world to make video games,” he said.

Pathway programs

The co-founder of Team Bliss Esports, one of Australia’s most successful gaming teams, Brendan Harms is blazing a trail for aspiring esports stars.

The 33-year-old said attitudes toward gaming were “completely different” compared to when he was young.

“We used to have to sneak USBs into school when I was in high school to play games on the computers,” he said.

“It was really hard to have your parents understand the benefits from gaming.

“It’s good to see schools accepting that and now encouraging that. Instead of just making a gaming club at the school, creating a pathway program for kids who actually want to take it seriously.”

His club is committed to creating a sustainable pathway for the next generation of pros.

Mr Harms said the average life span of a competitive gaming career was relatively short and stressed the importance of striking a balance between gaming, study and social life.

While most top-level gamers spend up to 60 hours per week online, his philosophy is you can improve your performance by playing less.

“That doesn’t end up being sustainable because they burn out and end up with no education and no work experience,” he said.

“Young gamers now are very open to the idea of balance compared to 10 years ago when we were growing up and didn’t understand that games could be addictive.

“You can actually play less but be better at the game and get more enjoyment out of the game as well because it’s not the only thing in life that you are doing.”

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