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Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future
Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future
Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future
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Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future

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The Future Is Now

Video games are more than interactive entertainment; they are part of a multibillion-dollar industry you may have never heard of. Beyond the stereotypical isolated teenager, today’s players represent every demographic and every part of the world. Championship competitions in esports—complete with professional players, teams, and lucrative sponsorships—are often broadcast to audiences rivaling that of the Super Bowl. And the gaming industry is bursting with investment opportunities, emerging career paths, and innovation.

Investment expert Lucy Chow has selected 34 essays from thought leaders in the gaming industry. These curated perspectives of the global network of game-changing esports insiders provide a back-stage pass to the impact and future of gaming. This diverse group of players, entrepreneurs, investors, and educators pull back the curtain, revealing the use of gaming in schools, the growing roles of women in the field, and innovative business opportunities. In building bridges among these, Chow welcomes you into a thriving community to discover a new opportunity for your own success.

LanguageEnglish
Release dateSep 27, 2022
ISBN9781632995001
Changing the Game: Discover How Esports and Gaming are Redefining Business, Careers, Education, and the Future

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    Changing the Game - Lucy Chow

    ADVANCE PRAISE

    "Changing the Game offers a fascinating collection of insights and global perspectives from experts in esports and gaming. This is a deeply important book about how one of the fastest-growing industries is shaping our future. A must-read."

    —NOLAN BUSHNELL, Founder, Atari, Chuck E. Cheese

    Lucy has vividly articulated her thoughts and views on every aspect of the gaming phenomenon—its evolution from the gamer and game creation to the burgeoning empire of the global gaming cluster. Her rich personal experiences peppered with key gaming personalities bring the gamer lifestyle to her readers. A must-read for anyone curious about the rising gaming and esports sector and those who wish to explore the rich opportunities that this sector offers in game development and design, game tech, esports, and entrepreneurship, among others.

    —ALEXANDAR WILLIAMS, Director of Future Economy, Dubai Economy & Tourism

    "Gamers and non-gamers should all read Lucy Chow’s Changing the Game. Lucy includes insightful opinions and anecdotes from over thirty key players and leaders in the gaming industry. With an open-minded approach, Lucy offers a satisfactorily informative discourse on gaming."

    Readers’ Favorite

    Published by River Grove Books

    Austin, TX

    www.rivergrovebooks.com

    Copyright ©2022 Lucy Chow

    All rights reserved.

    Thank you for purchasing an authorized edition of this book and for complying with copyright law. No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the copyright holder.

    Distributed by River Grove Books

    Design and composition by Greenleaf Book Group and Kimberly Lance

    Cover design by Greenleaf Book Group and Kimberly Lance

    Cover image: ©Alamy Stock Photo/Roman Kosolapov

    Author photography by Amreen Hami of Pixels Production Studio

    Publisher’s Cataloging-in-Publication data is available.

    Print ISBN: 978-1-63299-499-8

    eBook ISBN: 978-1-63299-500-1

    First Edition

    To Ray Everett and Max Chow Everett.

    Together my North Star.

    "There are times when

    a critic truly risks something,

    and that is in the discovery

    and defense of the new.

    The world is often unkind to

    new talent, new creations.

    The new needs friends."

    —ANTON EGO, RATATOUILLE

    Contents

    FOREWORD

    COLONEL TERRY VIRTS

    PREFACE

    LUCY CHOW

    PART 1 • WHY ESPORTS NOW?

    Chapter 1 | From Stigma to Global Industry

    MARCUS ESPORTS HOWARD

    Chapter 2 | Are Gamers Athletes?

    STUART CAMERON

    Chapter 3 | The Power of Play

    IAN LIVINGSTONE

    Chapter 4 | The Workplace of the Future

    GENIE (GENIE MOON) DOI

    PART 2 • ESPORTS AND EDUCATION

    Chapter 5 | A Game Changer in the Field of Education

    FRANK SLIWKA

    Chapter 6 | The Learn with League Initiative

    KIMBERLY VOLL & IVAN DAVIES

    Chapter 7 | The Need for More Esports Programs in Schools

    MIGUEL GIL

    Chapter 8 | Creating a High School Esports League

    MAX CHOW EVERETT

    PART 3 • WOMEN IN GAMING

    Chapter 9 | My Journey as a Professional Gamer

    JULIA HILTSCHER

    Chaper 10 | Female Firsts in the Middle East

    MADIHA NAZ

    Chapter 11 | GIRLGAMER: Creating Opportunity for Women in Esports

    FERNANDO PEREIRA

    Chapter 12 | Girl Scouts and Gaming

    AMY ALLISON

    Chapter 13 | Esports in Pakistan

    SAMAR HASAN & ASAD EHMED

    PART 4 • REAL WORLD BENEFITS

    Chapter 14 | Forging Paths in Africa

    KWESI HAYFORD

    Chapter 15 | Creating Social and Emotional Bridges

    RACHEL KOWERT

    Chapter 16 | The Tree Tap Adventure

    KALIN MOON

    Chapter 17 | Forming Social Connections

    REGAN MANDRYK & MADISON KLARKOWSKI

    PART 5 • THE BUSINESS OF ESPORTS

    Chapter 18 | A Look at Brands and Rights Holders

    PHILIP WRIDE

    Chapter 19 | AirAsia Flying High

    ALLAN PHANG

    Chapter 20 | The Keys to Brand Success in Esports and Gaming

    TATIANA TACCA

    Chapter 21 | The Future of Entertainment

    ADNAN AKDEMIR

    Chapter 22 | Galaxy Racer Esports

    PAUL ROY

    Chapter 23 | Gaming in India

    ARIJIT BHATTACHARYYA

    Chapter 24 | Mobile Esports: New Opportunities for Gamers and Developers

    ALEXANDER CHAMPLIN

    Chapter 25 | Putting Esports on the National Agenda

    SAURABH VERMA

    PART 6 • CAREERS IN ESPORTS

    Chapter 26 | The Esports Economy

    RAY KATZ & NEIL MALVONE

    Chapter 27 | Building a Gaming Company

    JENNY XU

    Chapter 28 | Forging a Unique CareerPath

    KATE EDWARDS

    Chapter 29 | The Rise of the Gamerpreneur

    BRADFORD CARLTON

    PART 7 • THE FUTURE OF ESPORTS

    Chapter 30 | Asia: The Heart of Global Esports

    LISA HANSON

    Chapter 31 | A Space to Develop

    DAN CYBAK

    Chapter 32 | New Tech and the Future of Esports

    ROBERTO CROCI

    Chapter 33 | Virtual Esports: A Mom Embraces a Virtual World

    SONYA HASKINS

    Chapter 34 | Investing in the Future

    LUKE ALVAREZ

    ACKNOWLEDGMENTS

    NOTES

    INDEX

    ABOUT THE EDITOR

    Foreword

    Gaming was an integral part of my childhood, and I can still remember eagerly waiting for the latest Atari game to come out. Missile Command. Space Invaders. Baseball. Football. Frogger. Pac-Man. Pong. Centipede. I could go on. But my all-time favorite game was Adventure. I spent hours trying to get through the different color castles, fighting dragons and looking for all kinds of cool objects. When Intellivision hit the market, I wasn’t impressed. My Atari was all I needed!

    When it came to computers, I got a TRS-80 when these first came out and I was in 6th grade. (Kids, ask your parents. Heck, Millennials, ask your parents.) I didn’t know anything about computers, but man did that TRS-80 look cool. I imagined that it was just like the computers that NASA had and astronauts used. The model I had didn’t have any external memory. This was way before hard drives were an option, and it didn’t even have a floppy disk. My computer had 4kb of internal memory (less than your average email size these days), though I eventually got a cassette drive. That’s right, you actually hooked up a cassette tape player to the computer in order to load programs. Because there wasn’t really any memory, the only thing the computer did after I turned it on was have a cursor that blinked, awaiting my commands in DOS (again kids, ask your parents).

    So I taught myself how to write code in the computer language BASIC. One of my favorite things to do was to make a square out of a few pixels, and then make the square move and change colors. Of course, I couldn’t see the colors on the black-and-white monitor, but I eventually figured out how to connect the computer to my color TV. What a thrill—a colored, moving square. In all seriousness, getting that TRS-80 was a significant event in my young life, because it was an exercise in self-motivation. I had to teach myself how to program and then make the time and effort to write those very simple programs. That desire to learn new skills has served me throughout my life and was a big reason that I was eventually able to become an astronaut.

    A few years later, the TRS-80 was out of date, and I got an Apple II computer, ostensibly to help with my schoolwork. There were pluses and minuses to this new computer. The downside was that I had to learn a new operating system (thank you, Steve Jobs). But the plus was that it had a floppy disk! (Kids, I know, the list of questions is getting long.) The best part of my first Apple product was Castle Wolfenstein, a World War II video game. It was cool, addictive, and scary all at once. That computer made it through high school and all the way to the Air Force Academy. My class, 1989, prided itself on being the last class without computers, because beginning with the class of 1990, every cadet was issued a desktop computer. This made my computer popular with my classmates, who wrote plenty of late-night English papers on that machine over the years. I probably could have made some pretty good money renting it out had I been more of an entrepreneur.

    As I began my career in the Air Force as a pilot, I got a Turbo-Grafx game system and fell in love with two games—Military Madness and Bonk’s Adventure. Sadly, my free time to play video games quickly ground to a halt as my pilot career got busier and busier, I became a father, and then I ended up at NASA as an astronaut. I learned the lesson that we all eventually learn—that there are only 24 hours in the day, and I had to prioritize things, like sleep.

    Life as an astronaut is like life in many other modern, tech-heavy industries. We use simulation and training software constantly. One of the most important pieces of software I used as a new astronaut candidate (ASCAN—yes, it sounds like it’s spelled) was something called Shutdown Plan. This was a fairly simple piece of software that I could use on my home computer at night after the kids went to sleep. With it, I practiced the intense and complicated procedures that I had to run as a shuttle pilot to keep our rocket engines running, and, as you might guess, shut them down safely once we were in orbit. There were many other programs we used, some were good, some were less good, but all were critical in the formation of young astronauts.

    There were, of course, many other software programs that were developed throughout the years at NASA, but two stand out. First was DOUG—Dynamic Onboard Ubiquitous Graphics—not surprisingly developed by a guy named Doug, who was adept at expanding NASA’s tortuous acronym vocabulary. It is basically a game engine that shows you the external view of the International Space Station (ISS). You can fly around—up/down/left/right—and rotate in all three axes. You can also add equipment and astronauts to the view, which made this software perfect for planning and training for spacewalks or moving the robotic arm. I used it hundreds of times to prepare for spacewalk training sessions in the NBL (the acronym that stands for giant pool) in Houston, and I even used it while in space to prep for three actual spacewalks. There is a VR Lab in building 9 at the Johnson Space Center, where Doug worked, and they have VR goggles that can put you in the DOUG environment virtually, allowing us to practice spacewalks and even fly around using our spacesuit’s jetpack in a VR environment.

    The second piece of software that stands out from my time at NASA was RPOP—Rendezvous and Proximity Operations. It was a pretty straightforward piece of software on a laptop onboard the shuttle or in the simulator that gave us guidance and position during rendezvous with the space station, Hubble Space Telescope, or other objects in orbit. The orbiter had a radar that would track the ISS as well as a laser tracking system (TCS, which stands for the laser that helps with rendezvous), and position and closure information from these sensors was fed into the RPOP software. There was also a handheld laser that we could point at the target and then manually enter in data to the program, as a backup to the automated radar or TCS. RPOP would then show us where we were relative to the ISS, where we were going, and what commands we had to give the shuttle to fly the proper trajectory. It was pretty slick and a huge help to us pilots. I wish I’d had something like that when I was flying F-16s!

    Today, with the proliferation of computing power everywhere, the importance of software can’t be overstated. The 21st century will be more and more automated, and people who understand how to use computing devices to their advantage will be the people who impact the future. I always tell kids if they want a career that pays well and will always be in demand, a) learn how to code, and b) learn how to learn, because whatever you learn today will be obsolete in a few years.

    Which is why the timing of this book could not be more perfect. The world is going through a period of accelerating change, and those who are able to change and adapt will be successful, and those who resist this coming change and cling to the past will be left behind. This was true in the beginning of the Industrial Age, in the beginning of the Space Age, and it will continue to be true as we enter an Automated Age. And gaming/esports will be a key part of this new world.

    One final note. Gaming is a great way to learn these new skills and learn for the future . . . as long as it’s done in moderation. There’s nothing better than actually interacting with real humans and looking at them in the eye as you talk to them. As long as you maintain that perspective, gaming can be a great way to have fun and stay ahead of the tech curve. Though, there will never be another Atari Adventure . . .

    COLONEL TERRY VIRTS

    International space station commander,

    space shuttle pilot, test/fighter pilot,

    and author of How to Astronaut

    Preface

    How often do you come across a subject or an industry and think, I need to write a book on this? If you are like most people, probably never. For me, gaming is one of those industries. It is growing exponentially around the world—and not just the number of players. Gaming and esports have become a multibillion-dollar industry, with investment opportunities, emerging career paths, and innovation popping up around every corner.

    I have selected thirty-eight individuals to share their knowledge, expertise, and excitement about this industry with you in the pages ahead. These contributing authors have been generous with their time, each offering some unique knowledge or insight into the evolution and future of esports. They embrace new ideas to disrupt their field and are what I would refer to as game changers. These contributors are writing about an industry that is changing many paths, including the future of work, the skills taught in schools, and even investment opportunities. You will find their bios at the end of each chapter, where you can see the extent of their involvement in this growing industry.

    In February 2020, I was invited to an educational conference that was part of the GIRLGAMER Esports Festival. This was not my first esports conference, but each time I attend an esports conference, I wish more people could hear from the speakers and discover how relevant this industry is to career paths for students and even to them. I want everyone to know how games allow deeper connections with our world and create greater cultural understanding. To many of us (and I include myself prior to investigating this sector), gaming is our kids sitting in front of a computer. But what you will soon learn is that is only the tip of the iceberg.

    While reading an article titled After the Virus, published by trendwatching.com,¹ I was not surprised that out of the ten emerging consumer trends that have been accelerated by the COVID-19 pandemic, quite a few are tied to esports and gaming. Whether you are an entrepreneur, corporate executive, parent, or investor, you need to be aware of what people will value and where their priorities will be in the future.

    Furthermore, if you have, or plan to have, kids, the gaming arena is one way to ensure they are equipped to capitalize on opportunities in the future. Esports is changing our world in four ways: virtual experience economy, shopstreaming, virtual status symbols, and connecting mentor to mentee.

    Virtual experience economy

    Whether it’s concerts, museum tours, or travel, there will be increasing opportunities for people to get their experience fix virtually. This is especially true in the new normal after the COVID-19 pandemic.

    Shopstreaming

    Shopstreaming is the merging of online shopping and social connections. Livestreaming, particularly in China, is growing rapidly. It’s appealing, because it combines shopping with entertainment. This trend is set to go big on a global scale.

    Virtual status symbols

    Games already allow consumer-players to purchase virtual goods. With trends such as sustainable consumption making a bigger impact on our psyche, virtual goods can replace physical goods as status symbols. And these symbols will not be limited to certain industries and demographics.

    Connecting mentor to mentee

    There is already a plethora of self-improvement content online. But going forward, there will be new platforms that connect mentors, experts, and teachers with individuals wanting to learn new skills.

    To paraphrase Sydney J. Harris, the words information and communication are often treated as interchangeable, but they are quite distinct. Information is giving out; communication is getting through.² This book, for example, is filled with information, but I also wanted to have subject matter experts contribute to this book to facilitate true communication to ensure you had the richest experience possible with the content.

    A multifaceted industry

    Much like other professional sports, esports involves titles, elite players, and large amounts of prize money. It is broadcast, often online, and has a dedicated fan base that numbers in the millions. It has become an explosive multibillion-dollar industry and is finally creeping into the mainstream consciousness. Competitive video gaming has already been announced as a medal event at the 2022 Asian Games, which will take place in Hangzhou, China. Underscoring that esports is indeed an athletic endeavor, the 2024 Summer Olympics, taking place in Paris, will include demonstration esports events.

    Being a gamer is just one career path, if we look at the industry as a whole. The ecosystem is actually multifaceted and full of opportunities.

    Esports and education

    I was fascinated to discover that there is a university in Japan that offers a degree in gaming. In a country where education is still very traditional, this shows once again how mainstream gaming has already become. Esports is being adopted in schools because, at the end of the day, if kids are engaged, they are motivated to learn. Gaming and esports are becoming embedded in school curricula, because critical development traits can be taught using gaming. There is no shortage of examples of schools moving ahead with innovation in this area. Empowering students to create school gaming leagues gives them the opportunity to compete, on par with other varsity sports, and to deepen their engagement and harness their passion toward future career paths.

    Women in gaming

    I spend much of my time advocating for women and girls, and gaming is full of new opportunities for them. More important, #bossladies are thriving in this industry!

    There are a lot of studies showing that if girls start to take an interest in video games from an early age, they are 30 percent more likely to follow science studies—meaning engineering, mathematics—which are professions that still have more men than women, stated Fernando Pereira, President of Grow uP eSports. Several female gamers have agreed to share their career journeys with us, along with the type of competitions that exist for them today. And there is still so much potential for growth. Video games are a major technological achievement, and classes in and opportunities for STEM-related activities are one way we can ensure more girls enter those fields.

    Game world benefits IRL

    Numerous benefits of esports can be applied in real life (IRL). The FDA approved the first prescription video game for kids with ADHD mid-2020. To take the stigma away from gaming, it was important that I have experts speak to both the mental and the physical agility required to be a professional gamer. Our psychologist contributors will discuss the positives gained by video games and will showcase the benefits from a scholastic perspective as well as how gaming can help you develop positive life skills. Gaming offers social and cognitive benefits, and ambient games help build and reinforce mindfulness. There is a whole category of developers focused on games for social good—games that raise awareness of poverty, homelessness, or sustainability.

    The business of esports

    The act of playing a video game and competing in a video game also leads to a passion for creating video games. Simply put, esports is a cultural evolution that has created new industries. Countries are looking at ways to put esports on their national agenda. Sponsors are offering products and services that are not directly related to gaming but that can profit from the enormous platform that esports has already built. Esports is no longer a niche community. Traditional businesses and brands are pivoting to capture the market potential to reach an audience that is rapidly growing each year. Well-known musicians Ariana Grande, Diplo, and Marshmello chose to debut and perform songs in Fortnite to show the innovation, power, and reach of these virtual platforms.

    Careers in Esports

    With how quickly esports is growing, it’s logical that it’s becoming an industry that will have many positions opening up for work behind the scenes. In fact, it’s a rapidly growing job market, and there is a place for people with myriad backgrounds and specializations. There is even a bar association specifically made up of lawyers practicing in the field of esports! So, now you can still become a lawyer and focus on your passion. Artists, musicians, and designers are all collaborating with game developers. The entrepreneurial opportunities in this ecosystem are vast.

    The future of esports

    The opportunities in this field are global. I alluded earlier to the fact that countries are focused on ways not only to grow their esports infrastructure but also to encourage investment in competitive gaming. Schools are developing curricula that may eventually encourage more entrepreneurs in this space. In short, esports is a gateway to new career paths and unlimited new business opportunities.

    I am neither a gamer nor am I deeply embedded in the gaming business. I am an investor, a parent, an entrepreneur, and a school board trustee. I care about the future of work and ensuring our kids are equipped to contribute to a rapidly changing world. My curation and perspective is not from someone inside the industry but as a friend to the new. I have been open to discovering what I can about this industry, and I want to provide the same opportunity to others with this book. I wish to point out that some of the data is no longer accurate, as most chapters were written in 2021. However, this underscores just how rapidly this industry is evolving.

    I hope you enjoy taking a deeper look into this sector, that you are as amazed as I am at the diversity of accomplished individuals who are in it, and that you walk away with actionable insights.

    LUCY CHOW

    Dubai 2022

    PART 1

    Why Esports Now?

    CHAPTER 1

    From Stigma to Global Industry

    Most of what you’ll see here is for gamers, parents, and families of all backgrounds. However, this first paragraph is especially important for the Black and Hispanic community in the United States. According to brookings.edu, in 2017 the median household income for Black families reached $41,511.¹ Unfortunately, the median income for Black Americans is projected to fall to $0 by 2053 (and for Latino Americans by 2070), according

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