Can VR transform the eSports we know?

23

October

2016

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VR? What it is?
VR stands for Virtual Reality which contains two definitions. ‘Virtual’ stands for near and ‘reality’ to what we experience. Therefore, the term basically means ‘near-reality’ (Virtual Reality, 2016).
VR is one of the most discussed technologies during the past few years. The rapid development of technologies, such as depth sensing cameras and motion controllers, has enabled the golden year of 2016. During this year, multiple companies, Oculus Rift, HTC, Valve, Microsoft and Sony Computer Entertainment, have released their own VR worlds (Virtual Reality, 2016). Now, the technology is accessible for consumers.
What is eSports then?
According to TechTerms (2016), eSports is defined as “a general term to describe video game competitions”. The industry has been predicted to reach a value of $910 million in 2016 (Castillo, 2016). A good example of the size of eSports is the Dota 2 world championship, which had a prize pool of $20.7 million, where $19.2 million was provided by the gamers and not the company itself (Dota 2 Prize Track, 2016). Sounds incredible, right? So, the question arises: can VR change the current landscape of eSports? Also, two different perspectives have to be taken into account: the player and the viewer.

Player’s perspective
At the moment, the most popular eSport genre is MOBA (multiplayer online battle arena) which includes Riot Game’s League of Legends and Valve’s Dota 2 (Gaudiosi, 2016). The genre accounts for 58% of total hours watched. This genre implements third person view from top. On the other hand, the second most popular genre is shooter games, which covers games such as Counter Strike: Global offensive and Call of Duty, to name a few (Gaudiosi, 2016). These games are mainly utilizing first person view. Based on the view point alone, it can be concluded that currently VR is easier to implement into the latter genre when considering the player perspective. However, there are possibilities for changing the current eSport game landscape.
Together with VR, new VR exclusive games are emerging. One of the more notable ones is Rigs, a Playstation VR launching title. The game is categorized as first person shooter (FPS). The uniqueness of this game is based on the cohesion of movement and VR experience which feels incredible real (Haywald, 2016). As an example, the player does not aim with the controller but with vision (to aim, the player has to look in that direction). As Haywald (2016) expresses, the jumps have potential to scare the player. Moreover, previously unattractive genres, such as racing, have a possibility to break through with the help of VR, mainly through enhanced spectator experience.

Spectator’s perspective
As for the viewers, VR is a great extension. Currently, the viewers are able to spectate a game from same perspectives as the players. The most attractive attribute of eSports is that the viewers can spectate the game from any place as the games are streamed through Twitch, a live streaming video platform.
VR can enhance current spectating by placing the spectator in the game itself. The possibilities are almost endless. Valve, most well-known from the digital distribution platform Steam, recently launched a VR hub for Dota 2 in 2016, which was enabled by HTC Vive launch earlier this year. In there, the player is able to jump into the game and see full sized avatars and move across the map at any point in time (Kuchera, 2016). This empowers players to choose their position and feel as they were part of the game. Further, by jumping into the game, the fans are able to follow their favorite player or team. Esports is enjoying a fan culture which would strengthen from this possibility. Overall, the positioning option provides spectators a feeling of freedom. Moreover, currently unpopular genres can benefit from the VR. As an example, racing games would be able to provide the player view to the spectator. This, if something, could greatly increase the interest in the genre.
So is it a yes or no?
It depends. The main point is that VR can offer great new possibilities as well as enhancing opportunities. However, some game genres have easier time in implementing VR than others.

Sources:
Dota2 Prize Track, 2016. The International 2016 – Dota 2 Prize Pool Tracker. [online] Dota2.prizetrac.kr. Available at: <http://dota2.prizetrac.kr/international2016> [Accessed 23 Oct. 2016].
Castillo, M., 2016. ESports industry booming, advertisers want in. [online] CNBC. Available at: <http://www.cnbc.com/2016/05/09/the-esports-industry-is-about-to-boom-advertisers-want-in.html> [Accessed 22 Oct. 2016].
Gaudiosi, J., 2016. These Are The Most Popular ESports Games On Twitch. [online] Fortune. Available at: <http://fortune.com/2016/04/06/most-popular-esports-games-on-twitch/> [Accessed 23 Oct. 2016].
Haywald, J., 2016. RIGS Mechanized Combat League Review. [online] GameSpot. Available at: <http://www.gamespot.com/reviews/rigs-mechanized-combat-league-review/1900-6416548/> [Accessed 23 Oct. 2016].
Kuchera, B., 2016. Spectating Dota 2 in VR is amazing, watch it in action. [online] Polygon. Available at: <http://www.polygon.com/2016/7/29/12325418/dota-2-vr-valve-vive> [Accessed 23 Oct. 2016].
Reality, V., 2015. What is Virtual Reality? – Virtual Reality. [online] Virtual Reality. Available at: <http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html> [Accessed 22 Oct. 2016].
Tech Terms, 2016. eSports Definition. [online] Techterms.com. Available at: <http://techterms.com/definition/esports> [Accessed 22 Oct. 2016].

Picture:

Pocket Gamer, 2016. VR and eSports: a match made in heaven?. [online] Pocket Gamer. Available at: <http://www.pocketgamer.co.uk/r/Oculus/Oculus+Rift/feature.asp?c=69072> [Accessed 23 Oct. 2016].

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