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TCU Esports Podcast

TCU Esports Podcast

Ford Johnson

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The HistoryFrogcast Season 2 episode discusses esports and its impact on the sporting industry, particularly at TCU. It explores the history of esports, starting with the development of computer games like Tic-Tac-Toe and Tennis for Two in the 1950s. The first esports tournaments were held in the 1960s, and the industry began to grow in the 70s and 80s with the popularity of home consoles and arcade games. Today, esports has become a global phenomenon with a massive viewership, rivaling traditional sports leagues. Major esports events are held in large arenas, and streaming platforms like Twitch have allowed for worldwide broadcasting of competitions. The rise of esports reflects a cultural shift in recognizing gaming as a legitimate form of entertainment and competition. Welcome to HistoryFrogcast, a production of the TCU History Department, where we put the life and times of foreign frogs into their rightful place in world history. Welcome to Season 2 of the HistoryFrogcast. My name is Ford Johnson. And my name is Wyatt Waters. And today, we will be your hosts for an exciting new episode. In this episode, Wyatt and I will be taking a look at esports and the impact that esports has on the sporting industry, even at TCU. So stay tuned, and I hope you enjoy the podcast. Some of the most intense matches, commentary, and thrills are associated with this sport. However, it's probably not what you think. This is esports, a quickly rising social phenomenon that has taken the sports world by surprise. Today, we will be examining TCU's esports team, and how esports have come to be in today's world of sport. That's right, Ford. And you know what? Let's get right into it. Ladies and gentlemen, welcome to TCU's very own HistoryFrogcast. We are pleased to have you here listening with us as we discuss esports as a whole, and the impact that it has made on not just the world, but TCU's campus as well. When understanding the topic of esports, we're going to have to do some deep diving. To assist us in that process, we'll be answering some big questions that help explain and understand esports as a whole. Questions like, what does the growth and rise of esports mean for the future of sports in America? Why should a sports fan care about esports, and why should a non-sports fan care about esports? Does it offer something more or less than other sports? With these big questions in place, it's time to jump into the world of esports and explore the rising phenomenon. The two big topics that we will be discussing today are the history of esports and the rise of its popularity, as well as the impact that esports has made on TCU's campus. So join us as we break it down and answer these big questions and topics. Let's go back to the early 1950s, where it all began. For the United States at the time, and the rest of the world, sports are played in person, and the use of technology is turning sports in general into a global phenomenon. With the rapid development of technology, a man by the name of Alexander Shaftow Douglas, who was practicing his thesis about the interaction between humans and technology, changed the world. That's right. When Alexander was working on his thesis and practicing, he had an idea to implement a game in his studies, which was called XOX, more popularly known as Tic-Tac-Toe. This game was revolutionary at the time, however, there was a problem. A computer could only determine who started the match, and playing the game itself was very early in development. However, six years after Tic-Tac-Toe was developed, the first computer game that allowed multiplayer was released. The game was called Instrumentation Higginbotham, better known as Tennis for Two. I think I like the newer name better, but Tennis for Two allowed players to play against each other in a simulated version of tennis that was only composed of two lines and one ball. While the objective of the games are quite elementary, this opened the door for the development of more intricate computer games and kept the competition in the sports industry alive. With the computer, the door for eSports was wide open, a welcome opportunity for those who liked to play games. However, it would not be until the 60s that the first eSports tournaments were held. The game, known as Spacewar!, was released in 1962 and involved far more intricate controls and building. The game involved two players playing against each other with the objective of destroying the other person's ship first, kind of like an intergalactic game of catch the flag. Spacewar! marked a pivotal point in eSports and was even recognized by the New York Times in 2007 as one of the most important video games of all time. With the rise of Spacewar! came the rise of competitive tournament play. That's right, Wyatt. Shortly after the game was created, the Artificial Intelligence Laboratory at Stanford University hosted the first ever Intergalactic Spacewar! Olympics. This was the first official eSports tournament documented and occurred on October 19, 1972, ten years after the game's initial release. Twenty-four players gathered to compete in the Spacewar! Olympics, with the prize being set at a three-year subscription to the Rolling Stones magazine. But, so what? Why does this information matter? Well, Ford, let's look at the facts. With the development of the computer and the integration of competitive games on those computers, it created a new genre on its own. What is fascinating about eSports, though, is that many consider it not to be a sport, since physical athleticism is not as involved. However, many other components of sports have well been implemented into eSports, such as the idea of competition, offering prizes for the winners, and even advertisements. All these factors are well implemented in many other American sports, such as basketball and football. Which begs the question, what direction will eSports go in the future? The direction of eSports was thought to be set in stone when entering the 70s and 80s. Within these two decades, some of the most revolutionary games would come to be, and the urge to compete in these games slowly began to take the country by storm. With the introduction of Magnavox Odyssey came the first take-home console device that could be plugged into a TV and played at home, or anywhere a TV was present. This device made video games for the masses, and it changed the game in the sports industry. With the rise of computer games, the infamous arcades began to pop up around the country, allowing people to go play video games at these buildings that were strictly meant for games. Famous games such as Pac-Man, Space Invaders, Tetris, and other infamous games began to win the hearts of Americans throughout the United States. Absolutely, and while we might not go to arcades that much anymore, and games have evolved far more since Space Invaders and Tetris, the stage had officially been set for eSports in the world. With the global rise in technology and universalism, the perfect storm for eSports had been set, and now that we are in the 2000s, it is time to examine what eSports means on a local level, at the TCU level. Join us as we dive into the deep history of eSports at TCU, and follow along as we explore what makes the TCU eSports team so special. I don't even know if you can hear me right now! The audio you have just heard shows the excitement and energy that can come from a fictional game and action that can seem unrealistic or fantastical. Historically, video games were primarily seen as recreational activities, enjoyed by individuals in their leisure time. As time went on, the rise of multiplayer online games allowed players to compete against each other in real time. As these real-time competitive games gained popularity, organized tournaments and leagues began to form, laying the foundation for what would eventually become the eSports industry. Today, eSports has grown into a global phenomenon, with professional players, teams, and organizations competing at the highest levels for fame, fortune, and prestige. This transition from casual video gaming to competitive eSports reflects a broader cultural shift towards recognizing gaming as a legitimate form of entertainment and competition on par with traditional sports and other mainstream forms of entertainment. Sounds fascinating to me. And get this, according to an article from Influencer Marketing Hub in January 2024, viewership of eSports has grown from 435.7 million in 2020 to 532 million in 2022. Projected viewership numbers by 2025? 640.8 million. These numbers surpass the viewership of every major sporting league, with the exception of the NFL. eSports has achieved a truly global appeal, with players and fans from all around the world participating in and watching competitions. This global reach has helped eSports become one of the fastest-growing industries in the world. A major factor towards this unprecedented growth of this industry can be seen in the spectacle created by major tournaments and championships. eSports events often take place in large arenas and stadiums, with thousands of fans attending in person to watch their favorite teams compete live. The atmosphere at these events is similar to that of traditional sporting events, with cheering fans, merchandise sales, and even halftime shows. The eSports Observer spoke with Michael Bucharz, ESL's vice president of pro gaming, about moving the opportunities cities can have by hosting eSports events and the spectacle that they can create. He said, if you look at the eSports landscape as a whole, and one of the reasons why Catalyze, the largest Counter-Strike major, is so successful, every big eSports geography will probably only have one massive event that's going to become the event with a tradition, with prestige, with a legacy. In order to build that, you have to start early. For a city like Chicago, or any other to host and cultivate an eSports event like the Intel Extreme Masters that is reoccurring and grows in tradition after a few years, if that's a continuous event, you can't buy that legacy that you build out. Building a legacy requires the majors to put in the time, effort, and the money required to create a tradition that can stand among those other sports. However, these live events and those in attendance in person only fill half of the story. The largest viewership and perhaps the greatest innovation of the industry has been the embrace of streaming platforms. Streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming provide a platform for eSports events to be broadcasted live to millions of viewers around the world. Streaming allows for the direct interaction between players and their audience in real time through chat features. This fosters a sense of community and engagement, as viewers can ask questions, offer feedback, and even participate in discussions while watching their favorite players compete. eSports events and tournaments are often promoted through streaming platforms, with trailers, teasers, and behind-the-scenes content shared to generate excitement and anticipation among viewers. Streaming also serves as a platform for sponsors to promote their product and engage with the eSports audience, creating revenue for organizations and players. Speaking of organizations and players, modern eSports organizations play a crucial role in the eSports ecosystem. Professional gaming organizations typically consist of multiple teams, each specializing in a specific game title. These teams may compete in popular eSports titles such as League of Legends, Counter-Strike, Rocket League, Overwatch, Valorant, and more. Each team is composed of individual players who are contracted to represent the organization in specific competitions. Once signed with an organization, players are provided with salaries, benefits, and support services such as coaching, training facilities, and equipment, just like normal athletes. eSports organizations generate revenue through multiple streams, including sponsorships, advertising, merchandise sales, turnout winnings, media rights, and content licensing. Sponsorship deals with brands from various industries, including gaming peripherals, energy drinks, apparel, and technology companies are a significant source of income for many organizations. eSports in itself has its own little economy. I totally agree, Wyatt. That's why these players and organizations compete in various tournaments and leagues that are a central part to the competitive landscape of professional gaming, providing platforms for said players and teams to showcase their skills, compete for prizes, and entertain millions of fans worldwide. Major tournaments are prestigious events featuring the best teams and players in specific eSports titles. A few tournaments we want to highlight include League of Legends World Championship with a prize pool of $2.5 million, the Fortnite World Cup with a prize pool of $3 million, and the Counter-Strike 2 Majors with a prize pool of $2 million. That is a lot of money for playing a video game. Modern eSports stand as a testament to the power of technology, community, and competition. What started as casual gaming has evolved into a global phenomenon, captivating millions of fans worldwide. eSports tournaments and leagues have become major events, rivaling traditional sports in scale and spectacle. Professional gaming organizations have emerged as key players in the scene, nurturing talent, building brands, and driving the industry forward. Streaming platforms have revolutionized how fans engage with eSports, offering unprecedented access and interactivity. As eSports continues to grow, it transcends boundaries of geography, culture, and age, uniting people and their shared passion for gaming and competition. That same passion and boundary-pushing ideal has made its way onto our very own campus, where a fledgling eSports team has strived to provide the same spectacle in our own backyard. In 2017, a collegiate student-athlete turned eSports enthusiast, Andy Rowland, became the founding member of TCU eSports. Along with four other players, they formed a team and competed in the League of Legends American Collegiate eSports League. TCU came in third place. Likewise, in its inaugural year, they competed and beat TCU's rival and little brother, Baylor, in another tournament called DreamHack. Since 2017, TCU eSports has had around 500 frogs compete in various tournaments, collegiate meets, and other club-related activities. However, despite success on the keyboard over the years, TCU eSports faces a common issue of many on-campus activities, funding and awareness. To explain the ins and outs of TCU eSports program, as well as elaborate on some of the issues facing the club today, we brought in Asa, the faculty advisor for TCU eSports. The following is a recording of an interview that we had with Asa a few weeks ago. Well, I had a meeting with a bunch of the sports club administration people back whenever I took over as president just to figure out, like, hey, what are some of the other sports clubs at TCU doing? Like, what are they charging for dues? How can we go about making this process a little bit, like, easier for us? And how can we, like, use the tools that we have available to us to help market ourselves to the campus a little bit better? Because at the time, at least when I was my first and second year here, we weren't very big. Like, we only had, like, two teams that were competing. It was like a League of Legends team or an Overwatch team. And so I really wanted to expand that to just have more people who might be interested in other video games. Like, Valorant was becoming more popular, Smash, R6, Call of Duty, those kind of games. I knew there was a lot of people who were playing it, but we just weren't able to get those people involved in our organization at the time. And so during that time, I was kind of like the only person that was running the eSports program. So I just kind of was like, cool, I'll take whatever the sports club administration says and run with it. So, you know, I started charging dues, we got some jerseys, stuff like that to start out with, and that was a pretty big improvement. And then from that point, we increased the amount of teams to, I think, like six. I think we have, like, six or seven teams currently right now, but I think we've had, like, I think we've had about eight max about a year or two ago. And then I've increased our budget, which has been fantastic, because since I've increased our budget, we've gotten access to PCs and monitors, and we actually have a semi-dedicated space on campus that we can utilize for in-person practices, which is great. And then, yeah, and then also, like, I think the biggest thing is that we do that rivalry event with SMU, the eSports Iron Skillet, as we call it. You know, so that's really cool, because that allows us to compete against one of our rival schools and gives us some competition, similar to how the professional-level eSports players would have it, in-person, facing against their opponents in the same room. It sounds like TSU eSports has had a rough beginning, but things have been improving over the course of the last few years. You know, Ford, I actually played on the TSU eSports Valorant team in 2021, and I can attest from my own experience that this organization has the ability to be something special on this campus. It was such a fun experience. I made some good friends playing for my team, and not to brag, but we were actually the only team to beat an SMU team during the first Iron Skillet tournament. I look back very fondly on my time competing for TSU eSports, and I still have my jersey in my closet. I also learned a great deal, which includes communication with others, coordinating very complex ideas, and building community with other people, guys who I still play games with to this day. Truly a great club to be a part of, but I think the organization struggles with maintaining relevancy and needs some further improvements. You know, I'd absolutely agree with you, Wyatt. I think one of the biggest improvements TSU eSports could make would be following through on the goals Asa talked about, creating a space specifically and only for eSports, acquiring the ability to give students scholarships to play much like other colleges and universities do across the country, and focusing on playing and competing in more tournaments to bolster the prestige of the organization. The founder is there for TSU eSports to make more of a mark on this campus, but significant work still needs to be done. But with the right-minded people behind the wheel, like Asa, and others like him, who knows, much like the projections of eSports in the United States, maybe one day we will be buying tickets to go watch TSU beat SMU inside the Solomire Arena and discuss the newest players on scholarship to play video games, perhaps even NIL money for eSports athletes. One can certainly dream forward, and it's easy to speculate on the future of eSports on college campuses, as they are likely to garner serious growth over the next two years. As Asa said, he started his eSports club at his high school, transitioned to TCU, and has been an instrumental figure in bolstering the program at TCU. Many like Asa are beginning to ask for the same treatment as other athletes on their campuses. From an article from Best Colleges outlining schools and eSports programs, UC Irvine was the first public university to create an official eSports program. The school's program actively supports world-class game scholars, athletes, and even hosts an annual conference that brings together academics, industry representatives, and players to discuss ways eSports can improve. UC Irvine even has several scholarships for its players, so the precedent is there. I agree. Asa even discussed how smaller schools, such as UT Arlington, have scholarships for players. If TCU eSports could figure out a way to offer scholarships to prospective players, that would be a major stepping point. On the path to success. For now, if you would like to support TCU's eSports, there are links to the social media platforms and the website information, as well as their club website. Likewise, if you are interested in playing, there are contact information provided as well to join the organization. Through this podcast journey, we've witnessed how eSports have evolved from humble beginnings to a global phenomenon. Reshaping the way we perceive gaming and sportsmanship. As we reflect on stories shared and insights gained, it's evident that eSports transcends mere entertainment, serving as a platform for inclusivity, diversity, and belonging. Whether you're a seasoned professional or a casual enthusiast, eSports offers a space where passion knows no bounds and dreams become realities. The TCU eSports team stands as a testament to those dreams and to the boundless potential in collegiate eSports, showcasing dedication, skill, and camaraderie as they compete on the digital battlefield. Their journey underscores the transformative power of eSports in fostering teamwork, leadership, and personal growth among students. While they may be up and coming, and there may still be work to be done, their resilience and development will continue to further the efforts of eSports on our campus. We would encourage everyone listening to go follow TCU eSports on social media and give some time to show them some love towards our fellow Frogs. But, before we end the show, we would like to thank everyone who tuned in to Season 2 of the Frogcast podcast. In this season, we covered the growth and development of sports in the United States and at our beloved TCU. We hope you've enjoyed our discussion and learned some things along the way. As we look to the future, let us continue to celebrate the remarkable achievements of eSports and the TCU eSports team, while also embracing the endless possibilities that lie ahead in this ever-evolving realm of competitive gaming. Together, let's champion the spirit of sportsmanship, innovation, and community that defines the essence of modern sports. Thanks for listening, and as always, Go Frogs! TCU! Riff Ramm! Riff Ramm! Give them hell, TCU! Until next time, Riff Ramm, y'all! TCU! Riff Ramm!

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