People have switched to the Internet for many of their hobbies with everything from movies to gambling. Gambling giants were the first to migrate online, in their quest of reaching an ever wider audience. The advancements of technology made it possible for live dealer card games and roulette to be played from the comfort of one’s home. With a single click, one can access and experience the same thrills as in a brick-and-mortar casino.

The same happens in the gaming industry: for many players, online games have long ceased to be just a hobby, but have become a constant way of making income. Once people discover the advantages of online entertainment, they rarely go back, so the transition is permanent.

Healthy Competition from the Comfort of One’s Home

The lockdown has highlighted the problems deriving from staying isolated from friends and relatives for lengthy periods. Finding a way of dealing with all the lonely hours has become a challenge for people from all over the world. Click here to read more about the solutions found by people to deal with the insidious threat of depression, during these trying times. For many people, especially members of the younger generations, video games have always been an escape from the daily grind and a source of entertainment.

In recent years, video game developers have shifted mainly from single-player titles to competitive ones centred on multiplayer. Many of the new releases don’t even have a single-player mode, as developers were in a rush to make them suitable for the Esports Arena. These highly competitive games provide players with the motivation to persevere and excel, for a chance to thrive in a well-paying industry. Many of those who make the first steps down this path don’t reach their goals. But in this case, the voyage is just as important as the destination.

Team Games Dominate the Esports Landscape

Looking back at the birth of Esports, we can see that the industry included almost solely video games that were centred on individual skill and mechanical prowess. Games such as StarCraft and its sequel StarCraft II are widely regarded as some of the most demanding at a high level of play. Dominated by South Koreans until recently, they have such an unforgiving learning curve that they remain accessible for most players. In recent years, team games have stepped into the spotlight, with the likes of League of Legends, Dota 2, Counter-Strike Global Offensive and Overwatch dominating the industry.

The reasons players prefer these games are mixed, but the smooth learning curve and excitement of being a part of a team are at the top of the list. Unlike StarCraft, where players would quickly hit a skill ceiling that made it impossible to move any further, these games give players more leeway. A higher percentage of those who pick up professional play succeed, and even though they represent an insignificant minority, they are numerous enough to provide others with the impetus to persevere.

Streaming Platforms are a Catalyst for Growth

Playing video games isn’t the only way of enjoying the thrills of Esports, and streaming platforms are the best example. Just like sports, which can be just as fun to watch on TV, videogames keep the fans at the edge of their seats for hours. Twitch, YouTube and recently, Facebook Gaming draw huge crowds, and millions of people watch professional streamers play their favourite games. An overwhelming majority watch them play games that have made it to the Esports, with a propensity for highly competitive titles.

Major Esports tournaments are broadcasted live on the streaming platforms, as well as bookmakers that have added them to their online collections. Cash is flowing towards professional gamers, and top teams sign exclusive deals with some of the biggest brands. Slowly but surely, Esports are closing the gap, separating them from traditional sports and will set critical new milestones in the post-pandemic world. They provide the ultimate solution for keeping social distancing while maintaining a close connection with friends and like-minded individuals.