welsh
Junkmaster
Congrats to the Germans! Finally, you have conquered the world (at least virtually)!
(geesh, it's about time!)
From the Economist- some interesting info on the gaming industry
The World Cyber Games
Game on
Oct 27th 2003
From Economist.com
Are video-gamers heading for the big money?
On October 18th the fourth annual World Cyber Games (WCG) in Seoul ended with Germany victorious over 600 competitors from 55 countries. The German team will split a $350,000 purse stumped up by the South Korean government and by several corporations; Samsung alone spent $12m to back the tournament. The team had to beat a field of about 300,000 to qualify; Britain’s qualifying tournament saw about 10,000 people vying for 15 spots on the national team.
Reuters
Alright, some of them are spotty
The WCG’s competitors sit at the top of a large and growing pyramid of talent. In 2002 Britons spent about £1.1 billion ($1.8 billion) on video games, more than on renting films or going to the cinema. That same year Americans spent over $6.9 billion on games for a personal computer (PC) or a console (ie, a television-based unit such as Microsoft’s Xbox, Sony’s Playstation, or Nintendo’s Gamecube). Polls show that more than half of all Americans above the age of six play video games. Nor are the players all spotty teenagers: in 2002, 42% of console-game buyers and nearly two-thirds of PC-game buyers were over 36. A poll for the Entertainment Software Association said that 26% of all gamers are women: video gaming, it seems, is a more heavily female pastime than subscribing to The Economist print edition (just 8% of its subscribers are women). Young men dominate professional gaming, but that is bound to change, just as women broke into the previously male world of professional poker as the game became more popular and respectable.
Online and networked gaming has fuelled this boom by changing the breadth of competition: now a gamer in Torquay can easily challenge someone in Taipei. According to the Interactive Digital Software Association, 37% of gamers play online, up from 18% just four years ago, and six of the seven games at the WCG will be played on networked computers. The seventh will be played on Microsoft’s Xbox, which, like Sony’s Playstation 2, allows its users to plug a broadband modem into the console and play online. This brings online gaming into the mainstream. Despite the preponderance of PC games at Seoul—and in professional tournaments generally—console-game sales in the United States were roughly four times as big as PC-game sales in 2002 ($5.5 billion to $1.4 billion).
Even $1.4 billion, though, adds up to a healthy slice of the entertainment market, and companies are beginning to notice the fact. Just as many top athletes can make more money promoting products than they do working up a sweat, so the top gamers are beginning to attract sponsors. Intel sponsors one of Britain’s elite gaming teams, 4Kings, sending its members to tournaments around the world and providing them with the latest processors and graphics cards about every six months. The Cyberathlete Professional League (CPL), which has held more than 1,500 tournaments since its inception in 1997, relies on Intel and Razer, a mouse-maker, while NVIDIA, a graphics-card manufacturer, iGames, a chain of internet cafes where gamers congregate to play online, and Samsung sponsored Britain’s WCG qualifier tournament. A small band of gamers, training constantly, can now make a good living out of their art.
Sponsorship gives hardware companies a grip on a growing and committed market. Gamers cannot customise consoles, but they can, and do, upgrade their PCs regularly with faster processors, graphics cards, extra memory, and anything else that will give them an edge over their opponents on the virtual field of honour. Competing professionally with an obsolete—or even ordinary—system is as ill-advised as playing professional basketball in the canvas shoes that were popular in the 1950s and 1960s, or competing in the PGA golf championship with wooden drivers. Dell, Compaq, and Gateway have all either announced or introduced computers with 3-D graphics cards, 80-gigabyte hard drives, 3-gigahertz processors, and state-of-the-art speakers: additions that raise a computer’s price about $2,000. And just as Gatorade and gel-cushioned trainers moved from the racetrack into the mainstream, so yesterday’s cutting-edge technology, like graphics cards or online gaming, will filter down to the mainstream market.
And the mainstream market is not that far away. Some 60,000 people logged on to the CPL website to watch its summer 2003 tournament finals, and another 250,000 downloaded the video. The top team of five players left with $60,000, which may sound like a lot for playing videogames, but in ten years will probably seem paltry.
(geesh, it's about time!)
From the Economist- some interesting info on the gaming industry
The World Cyber Games
Game on
Oct 27th 2003
From Economist.com
Are video-gamers heading for the big money?
On October 18th the fourth annual World Cyber Games (WCG) in Seoul ended with Germany victorious over 600 competitors from 55 countries. The German team will split a $350,000 purse stumped up by the South Korean government and by several corporations; Samsung alone spent $12m to back the tournament. The team had to beat a field of about 300,000 to qualify; Britain’s qualifying tournament saw about 10,000 people vying for 15 spots on the national team.
Reuters
Alright, some of them are spotty
The WCG’s competitors sit at the top of a large and growing pyramid of talent. In 2002 Britons spent about £1.1 billion ($1.8 billion) on video games, more than on renting films or going to the cinema. That same year Americans spent over $6.9 billion on games for a personal computer (PC) or a console (ie, a television-based unit such as Microsoft’s Xbox, Sony’s Playstation, or Nintendo’s Gamecube). Polls show that more than half of all Americans above the age of six play video games. Nor are the players all spotty teenagers: in 2002, 42% of console-game buyers and nearly two-thirds of PC-game buyers were over 36. A poll for the Entertainment Software Association said that 26% of all gamers are women: video gaming, it seems, is a more heavily female pastime than subscribing to The Economist print edition (just 8% of its subscribers are women). Young men dominate professional gaming, but that is bound to change, just as women broke into the previously male world of professional poker as the game became more popular and respectable.
Online and networked gaming has fuelled this boom by changing the breadth of competition: now a gamer in Torquay can easily challenge someone in Taipei. According to the Interactive Digital Software Association, 37% of gamers play online, up from 18% just four years ago, and six of the seven games at the WCG will be played on networked computers. The seventh will be played on Microsoft’s Xbox, which, like Sony’s Playstation 2, allows its users to plug a broadband modem into the console and play online. This brings online gaming into the mainstream. Despite the preponderance of PC games at Seoul—and in professional tournaments generally—console-game sales in the United States were roughly four times as big as PC-game sales in 2002 ($5.5 billion to $1.4 billion).
Even $1.4 billion, though, adds up to a healthy slice of the entertainment market, and companies are beginning to notice the fact. Just as many top athletes can make more money promoting products than they do working up a sweat, so the top gamers are beginning to attract sponsors. Intel sponsors one of Britain’s elite gaming teams, 4Kings, sending its members to tournaments around the world and providing them with the latest processors and graphics cards about every six months. The Cyberathlete Professional League (CPL), which has held more than 1,500 tournaments since its inception in 1997, relies on Intel and Razer, a mouse-maker, while NVIDIA, a graphics-card manufacturer, iGames, a chain of internet cafes where gamers congregate to play online, and Samsung sponsored Britain’s WCG qualifier tournament. A small band of gamers, training constantly, can now make a good living out of their art.
Sponsorship gives hardware companies a grip on a growing and committed market. Gamers cannot customise consoles, but they can, and do, upgrade their PCs regularly with faster processors, graphics cards, extra memory, and anything else that will give them an edge over their opponents on the virtual field of honour. Competing professionally with an obsolete—or even ordinary—system is as ill-advised as playing professional basketball in the canvas shoes that were popular in the 1950s and 1960s, or competing in the PGA golf championship with wooden drivers. Dell, Compaq, and Gateway have all either announced or introduced computers with 3-D graphics cards, 80-gigabyte hard drives, 3-gigahertz processors, and state-of-the-art speakers: additions that raise a computer’s price about $2,000. And just as Gatorade and gel-cushioned trainers moved from the racetrack into the mainstream, so yesterday’s cutting-edge technology, like graphics cards or online gaming, will filter down to the mainstream market.
And the mainstream market is not that far away. Some 60,000 people logged on to the CPL website to watch its summer 2003 tournament finals, and another 250,000 downloaded the video. The top team of five players left with $60,000, which may sound like a lot for playing videogames, but in ten years will probably seem paltry.