Gaming, Graphics & XR

Esports

Also known as: e-sports, electronic sports, competitive gaming, pro gaming

Esports is organized competitive video gaming, with professional players, teams, leagues, sponsors, and tournaments that fill arenas and draw millions of online viewers.

Popular titles include League of Legends, Counter-Strike 2, Valorant, and Dota 2. While esports audiences are huge, the business has been shaky: many teams and leagues have struggled to turn viewership into profit, and the industry is increasingly shaped by Saudi investment.

Esports, explained at three levels

At home

Esports works like a professional sports league, but the playing field is a video game. Players train for hours, join teams with coaches, and compete in tournaments for prize money. Matches are run on game servers, while broadcasters add commentators, replays, and statistics, then stream them to fans online or show them in packed arenas, much like a hockey game on TV.

At work

Esports is organized, professional competition in video games, with teams, leagues, broadcast production, and sponsors. Its business runs on sponsorships, media rights, publisher payments, and merchandise. Brands care because esports reaches younger audiences who watch little traditional TV, but returns vary widely, and many teams and leagues have struggled to turn large viewership numbers into profit.

Real-world examples

At home

Carlos watched his favourite Valorant team play the world championship final online with friends. The broadcast drew millions of viewers and felt as tense as a hockey playoff game.

At work

Lena is a marketing director at a Canadian energy drink brand. Her team sponsors an esports team to reach 18- to 24-year-olds, measuring results through stream engagement and promo-code sales rather than raw viewer counts.

How it compares

featureEsportsTraditional sports
Ownership of the 'sport'Game publisher owns the gameNo one owns the rules
Main viewing platformStreamingTV and streaming
Audience ageMostly youngerBroader
Lifespan of a titleDepends on the game's popularityGenerations

Esports mirrors traditional sports, but its playing field belongs to a company.

For analysts

Esports sponsorships can reach audiences TV can't, but viewership figures vary in quality. I'd tie deals to measurable actions, such as clicks or codes, rather than headline viewer counts.

History & origin

Stanford students held a Spacewar! tournament in 1972, and Atari's 1980 Space Invaders Championship drew thousands of players. Competitive StarCraft became a televised phenomenon in South Korea in the early 2000s. Streaming on Twitch, launched in 2011, made esports globally accessible, and League of Legends' World Championship grew into one of the most-watched events in gaming. Franchised leagues for Overwatch and Call of Duty launched in the late 2010s, with Toronto among the cities fielding teams, but several struggled financially. Esports was a medal event at the 2023 Asian Games. The IOC announced Olympic Esports Games with Saudi Arabia in 2024, then ended that partnership in October 2025. In my view, esports' biggest challenge is that publishers own the games, so leagues are always building on someone else's land.