Virtual reality, augmented reality and the growth of esports

Our world is constantly being re-shaped by advancements in technology – from PCs to the internet, to mobiles, to tablets. With every new technological transformation, our lives have become a little bit easier and the world has become a lot more accessible. Today, all eyes are on the new-yet-not-so-new kids on the block: augmented reality and virtual reality.

Virtual Reality

Virtual reality refers to an immersive digital world completely cut off from the physical one. It is built on ideas that go as far back as the 1800s, but the term was first used in the 1930s by Jaron Lanier. Today, after nearly a century, it has gained massive traction, with people scrambling to get a taste of the complete immersive VR experience. Leading the way is the gaming industry, which has proven to be the first-adopter of all things visual and tech, and has already created products that leverage the potential of AR and VR technology. Additionally, as an industry, it is not satisfied with just the basic offering, and is striving to push the envelope to achieve richer, more immersive, personal experiences.

According to,

The VR industry is growing at a fast pace, with the market size of virtual reality hardware and software projected to increase from 2.2 billion U.S. dollars in 2017 to more than 19 billion U.S. dollars by 2020. Another forecast projects revenues from the global virtual reality market to reach 21.5 billion U.S. dollars in 2020.”

Currently, competitive gamers have an average PC spend of USD 1500 – 50% more than users who do not game. Keeping this in mind, a full gaming rig with premium VR, estimated at around USD 800, with VR headset and games, is well within the budgets of competitive gamers. Cost of hardware is predicted to fall further. The cost of an Oculus Rift is now USD 399, while the new Oculus Go is even more affordable, with a USD 199 retail price having launched in May 2018. In fact, 200 million+ consumer VR head-mounted displays are expected to be sold worldwide by 2020, implying that more and more people will be turning to these technologies and making them a staple for entertainment, be it esports, films, or music.


Augmented Reality

Unlike virtual reality, which is completely cut off from the real world, augmented reality blends the virtual and physical worlds. Due to its easy accessibility (via mobile or tablet), AR has caught on faster than VR amongst the masses. Augmented reality has been growing in popularity amongst the developer community since 2006. However, it was only in 2017 that the industry received a significant boost, when AR exploded into the mainstream with the release of Pokemon Go and AR development kits by Apple and Google.

Pokémon Go was the first memorable instance of mass AR consumption. A location-based AR game, it had more than 100 million downloads in its first month of launch, reportedly earning $10m per day at the height of its popularity. Due to its mass appeal, it attracted more attention and investment. But why did it work? First, it brought our favourite Pokemon to the real world, in a sense; secondly, it promoted a sense of community by bringing people together. Most of the break-through technologies have done much the same.

The best part about AR games is that they introduce elements in our otherwise ordinary world. In Pokemon GO, a pokemon could be hiding behind a chair or a dustbin on a street that you pass daily. It gives us an opportunity to build a new world on the foundations of our current one.

According to insightssuccess, “With the new advancements in AR, players can scan a room with their devices and create a 3D map of the walls and furniture. Gamers can place their virtual characters and objects on real tables and shelves, while other players can view the scene and join via their own devices.”

The proof of the popularity is in the numbers. There are approximately 200 million AR-compatible devices on the market, with this number expected to increase 10-fold, to 2 billion, by end-2019. In addition, billion-dollar investments in wearable technology firms such as Mirror Labs and Magic Leap are forecast to bolster the size of the AR addressable market, in addition to taking immersion to the next level. Add to that the Hololens initiative from Microsoft coupled with Apple’s acquisition of Vrvana (a VR/AR eye-tracking “crossover” company) and Akonia Holographics (which develops lenses for AR glasses), and the future of augmented reality looks exceptionally bright.

Advertisers are already engaging with AR to disrupt traditional digital marketing with immersive, interactive AR content. A case in point is the Jaguar Land Rover AR experience that created a simulated driver cockpit experience for potential customers.

Needless to say, AR has significant potential to serve not only as a vital acquisition funnel for VR game technology and content, but also as a brand new stream of views and revenue for game streamers who are struggling to differentiate themselves in an increasingly competitive market.

The market for both realities

Augmented reality and virtual reality will be most widely used in the gaming industry and, with the increase in number of both casual and professional gamers, their future seems to have an abundance of lucrative opportunities. The two technologies add a fantastical element to gaming, making it seem both ethereal and personal. VR and AR provide opportunities for people who are both gamers and athletes. A case in point is HADO, a Japanese firm that has been hosting an annual VR/AR competition for the past few years. In 2017, it expanded into other SEA countries including Singapore, Malaysia, Indonesia, and Vietnam. Its second official international tournament, the HADO World Cup, saw 12 teams from three different countries competing for the championship title. You can check the promo here.

Thus, undeniably, the convergence of these two technologies will help make the future of esports brighter than it already is.

Esports and its impact on existing careers

The establishment of new industries, like esports, helps diversify common careers by creating specializations for the upcoming industry. Esports has much the same requirements as traditional sports. There are, however a few differences. Esports has ample options for gamers and for people in technology, and in creative fields like animation, design, writing or storytelling, none of which are required in the traditional sports industry. But does it have room to help other career categories expand? Let’s look at some of the roles that are essential to the world of esports today. These do not include the core categories already mentioned above.

  • Agents: Like most celebrities, professional gamers need agents to help them get brand deals and sponsorships. In the case of up-and-coming gamers, they might need agents to get noticed on a larger scale.

  • Business Managers: These might be the same as agents, with additional responsibilities. Gaming assets appreciate and depreciate over time. Trading is a part of the gaming world and who better to manage this than a business manager? This leaves the players more time to practice. Gamers need to make informed decisions to grow their revenue and their brand. Business managers can help gamers understand the pros and cons of going with different teams, endorsing certain brands, making certain trades etc.



  • Lawyers: The legal world of esports, with respect to gamers’ rights and contracts, is quite unorganized. There is still no standard contract to which the legalese-challenged gamer can refer. With the growth of esports, lawyers specializing in the industry will be more in demand, overseeing player acquisitions and trading, gamer rights, breaches of contract, and more. They would have to be well-versed with the industry and how the esports world works to help with in-game or tournament disputes as well. This website gives an idea of what to expect in esports contracts.

  • Accountants: Esports gamers don’t just own common currency, they also own game tokens or game currencies that need to be accounted for. This may not be relevant now but it shows promise in the near future, especially with the advent of blockchain, upon which esports platforms are being built. They would also be key in recommending financial actions to be taken to fill the gamer’s coffers.

Read more

Virtual reality: How does it affect esports spectating?

The football players enter the field. There are loud cheers. Someone next to you accidentally spills some of their drink on you. But you don’t care. You’re too busy cheering for the team, adding to the already thunderous applause and hooting that has engulfed the stadium. At this moment, until the next 90 minutes or so, you are part of a movement, alongside strangers who feel like family.

Watching sports in a stadium is different from watching it on one’s laptop, alone. Typing to connect with friends while the game is on could result in you missing some action. Talking to friends is much easier. This is why, when going on-ground to see a match is not possible, people have viewing parties. Sports spectating is essentially about coming together and enjoying the game. Unfortunately, esports, which has around 500 million fans with ⅔ being spectators, doesn't essentially provide a stadium-style experience and friends aren’t always free to travel.

Virtual reality helps bring the feeling of camaraderie and oneness back in not just esports, but any game. It enables us to experience “stadium-style” viewing from the comfort of wherever-we-are. As we don our VR headsets or glasses, we are transported into a world full of action and fellow fans, seated across us, next to us, behind us. We can turn to them and talk without missing the game. We can see our players in action just a few feet away. Our cheers become part of the crowd again.

However, VR brings more than just stadium-style spectating to our homes. It enables us to switch between multiple stadiums. Since games are being viewed on a platform we control, we can easily “switch the channel”, without losing out on the viewing experience. Another interesting capability of this technology is allowing us to experience the game from the athlete’s point of view. Virtual reality heightens the immersive spectating experience by letting us see what a player sees at any given point of time in the game.

Lastly, since it brings ‘stadium-style’ viewing back, it also helps us make new, genuine friends. How do we know they’re the friends we want? Mostly, because you can see exactly how they behave during the game.


Esports spectating in VR is a treasure-trove of psycho-graphic data. Since VR mirrors our real-life actions, researchers or gaming studios can see exactly when people start losing interest, the number of times they get distracted, their fidgeting habits, their preferred ‘look’, the angle of their most-held gaze, their body movements and so on.

The above, peppered with the spectator’s involuntary verbal cues, gives researchers valuable insights into an individual’s as well as a community’s behavioral and linguistic patterns.



The presence of rich psycho-graphic data provides earning opportunities for spectators and game creators. The Facebook-Cambridge Analytical scandal has raised awareness regarding privacy breaches. People want to know where their data goes. In a VR world, spectators can allow brands to document their experiences in a given game or situation, for a certain time, at a certain cost. The game takes a cut of the spectator’s earnings, but the spectator keeps a bulk of the revenue. This way, people have direct control over which brands have what information and are able to benefit financially in the process.

While spectators get paid for data, gaming or esports stadiums get paid for targeted ad distribution. Think of an on-ground, physical stadium. There will always be a few (sponsoring) brands that stand out because of their logo placement along the base of the stands. Brands in stadiums have greater recall value for the spectators because their ads are not constantly moving and there is no scope of ‘scrolling’ through them or dismissing them. This is primarily due to the static nature of the ads and the fact that they appear to be non-intrusive, while simultaneously making an impression on the spectator’s mind. Ad distribution or display is further enhanced with the help of psycho-graphic targeting. Since the game already has its own set of psycho-graphic data, it can show different ads to different people at the same time, in the same spot. For example: A gadget-loving person who is sitting across Hoarding A might see an ad for the latest mobile, while a person sitting right next to him/her might see an ad for a new item in a different game because they just earned a massive amount in that game. The ad on the hoardings can also change based on the mood of the individual spectator.

Virtual reality, undeniably, opens doors for rich, immersive spectating. The question is – how good can we make this experience?

Esports: Is it worthy of being a career?

Nearly 300 million spectators. 500 million fans. A future valued at more than a billion dollars in 2020. Esports may have started out as an additional means of making some extra pocket money back in the ‘70s but, by the 2000s, professional gamers had made their mark. Increase in spectatorship re-affirmed the undeniably bright future of esports.

Present Professionals

Today, there are instances of professional gamers making millions from tournaments. The richest player, Kuro “KuroKy” Takhasomi, DotA player and part of Team Liquid, has made $3,549,039.35 over a decade. The team is known for its “silent and deadly” gameplay. Saahil “UNiVeRsE” Arora has raked in $2,953,956.27 and is ranked #3 worldwide, #1 in the US. He has already won $168,000 this year from 2 tournaments. Sumail Hassan moved to the US to further his DotA 2 career at the age of 15. Featured in Time Magazine 2016 as one of the most influential teenagers, Sumail is the youngest player to have earned $1,000,000 gaming. His total earnings to date are $2,676,991.94. Sasha Hostyn, with $200,693.82, is the highest earning female esports player in the world.

These gamers and their stories have inspired a whole generation to look at esports as a viable career option. It is – if you’re willing to put in the work and effort required.

Current Landscape

Like any career, professional gaming requires persistence and dedication. Currently, the hurdles to enter the industry as a gamer are a little higher, with people vying for the same top titles, as seen in the graph below – League of Legends (which averages around a 100 million players), Starcraft II (with 2.4M players competing), DotA 2 and so on. This doesn’t allow newcomers to make their mark as easily as the early professionals of the early 2000s. To add to their woes, the world of esports is largely unstructured.

Fortunately, with blockchain-based esports entities cropping up, there are now more opportunities for new gamers and small studios to compete and showcase games, respectively, with greater security. Additionally, with technology becoming cheaper and more accessible, the number of professional gamers and esports tournaments is set to increase. Perhaps the most telling change, however, is the blurring of lines between esports and traditional gaming. The adoption of esports by traditional sports organisations has been one of the main reasons for the spike in competitive gaming popularity.


Traditional Organisations x Esports

Marcus “ExpectSporting” Jorgensen was signed by Manchester City to represent the club in FIFA in PlayStation 4 competitions; Google has added a livescore feature for esports; the States’ Golden State Warriors, Cleveland Cavaliers and Houston Rockets are backing 3 of 10 top teams competing in the North American League Championship series this year.

Even Disney has acquired 21st Century Fox, owns 75% stake in BAMTech, and chose 3 esports-centric entities for its Accelerator programme - aXiomatic, an esports ownership group and Epic Games, developer/publisher of Gears of War and Fortnite. This is of some import primarily due to the massive size of Disney and its existing, loyal audience - in Gen Y and Gen Z. Collaborating with or owning esports entities gives Disney the opportunity to expand its already popular products (films, entertainment, merchandise) into an up-and-coming, potentially viral medium. For esports, this translates into a definitive vote of confidence, securing its present and reinforcing its future potential.

The International Market

China, having gained more than US $37,945M (data below) in esports revenue, as of June 2018, has towns that are building stadiums specifically for esports tournaments. This provides increased opportunities for esports aspirants to enter the market in Asia. However, with increase in access, competition is also bound to increase. Asia, particularly China, is driving the thriving esports market. According to article in Forbes:

“...there are 100 million eSports fans in China now. They watch professional competitions, either live or online, on many video sites that are China's answer to Twitch...ESPN and Tencent, the largest online games company in China, and one of the largest Internet companies in the world by market cap, have recently teamed up to cover sports in China.”


Esports: Here to stay

Esports has expanded to the extent that it now has subsets, the most common being real-time strategy (RTS), fighting, first-person shooter (FPS), multiplayer online battle arena (MOBA). There is some debate regarding MOBA’s status as a stand-alone genre.

The increasing number of opportunities, the support of major players in traditional industries, and the ever-expanding nature of esports has established competitive video gaming as a phenomenon that is here to stay.

All said and done, is esports a worthy career option?

The simple answer is ‘Yes’. However, the world of esports isn’t just for competitive gamers, of course. It has created inexhaustible opportunities for writers, developers, media managers, coaches, designers – art and fashion, player psychologists, and commentators. If you want a piece of the action but can’t game, you can always consider the aforementioned subsets of a career in gaming. Alternatively, you could don the cap of a spectator and cheer your favourite players on during tournaments.

So, what do you think? Planning on dipping your professional toes in esports waters?









Virtual Reality: A closer, more understanding world

The PC brought the digital world to our homes, the advent of the internet made a wealth of information accessible, while the mobile made it portable and promoted connectivity.  The next wave of transformation comes in the form of Virtual Reality or, as it is fondly and lazily known, VR.

VR: A quick introduction

Virtual Reality, undoubtedly, makes it easier to traverse the world without moving from our spot. We can be on the hills of the Himalayas or walking beside lions in sub-Saharan Africa; we can visit our parents at home while working in a completely different continent; we can scour the southernmost tip of the world without fear and without training; we can be at a stadium, high-fiving a fan next to us, without leaving our couch; we can float in space without becoming astronauts.

Most importantly, virtual reality brings us closer. It takes us into the world of another, helps us open up to them, and helps form intimate bonds despite the lack of physical connection.

Of media and empathy

Many industries, particularly the news and media, have utilized VR to give people a sense of the devastation and emotional distress during natural and man-made disasters in other parts of the world. BBC UK, additionally, has created a few VR experiences in the form of stories to help people experience the life of a migrant and the mind of a rebel. This encourages empathy in people. For most of us, a disaster happening half the world away is a mere distraction. VR puts us front and centre in the lives of another person. Interaction becomes easier because the suddenness of familiarity is balanced by the knowledge that this is happening “online”. People feel safer talking to a new person. They also tend to let their guard down and become more open.

“…empathy doesn’t go quite far enough and VR’s true magic is the ability to induce intimacy between people.” Peter Rubin, author -  Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy and the Limits of Ordinary Life.

While we are essentially not present physically, our mannerisms are replicated in the VR world in real time. Hence, interactions become more real. The line between VR and reality is also slightly blurred by our brain and it is possible to completely immerse oneself in this digitized reality.

Of safety and health

As VR brings impact of disasters closer home, it also has potential to ease the process of help. VR simulations are already used in training armies for all possible scenarios. If extended to more people, it can create an easily-accessible and educated group of first responders, aware of how to interact with people in need of aid.

In addition, seeking therapy becomes easier. In times of distress, particularly depression, people do want to ask for help, but appointments are difficult to make. In other cases, they cannot bring themselves to move and act. Access to therapists on a VR platform would help the patient as well as the therapist, who will be able to see the patient’s reactions and hear their words as though in the physical world. Alternatively, they would be able to reach out to others like them or just other friends via VR. While there is nothing like a warm hug to calm the nerves for most, a conversation and just “going out” to meet people can do wonders. Virtual reality encourages that without forcing the person to muster enough energy, something that might take days to happen without help.

Making education accessible

Schools too would benefit. Student exchange programmes would become more accessible as students experience classrooms abroad without leaving their homes. This enables those unable to fund travel or those with linguistic barriers to get the same opportunities as their more financially privileged counterparts. In the physical world, a foreign exchange student without knowledge of the host country language will not be able to understand the course material or fully appreciate the culture. With virtual reality, courses and conversations can be translated in real time, breaking linguistic barriers. Underprivileged students and families are also able to travel the world without paying for airline tickets, visa, and more.

A closer world

Virtual reality gives us the opportunity to befriend the 7 billion+ people out there faster and more intimately, without compromising security and without having to travel. This takes the stories of billions of people to each other, creating a world that is closer, more understanding and, perhaps in the future, more trusting.

Virtual reality doesn’t just help one connect with others. It has great potential to help us understand ourselves. The better we know ourselves, the better we understand the world. Isolating ourselves in a crowd to get some space or just introspect becomes easy with VR. Acting different scenarios out and experimenting with all our dreams becomes possible and helps us understand what we really want, without putting our future in jeopardy. Virtual reality, interestingly, has massive potential to record and store our actions, acting as a means of storing our memories (Black Mirror, anyone?). Interestingly enough, it is, as of now, the closest we have come to a symbiotic blend of technology and people.


The obstacles and the hope

The VR industry does, of course, have a few hurdles to overcome, the most hindering being the size of the wearable technology and the cost of a device. However, cost of hardware is predicted to fall and that will, in all probability, encourage more people to adopt this exciting platform. Additionally, there will always be detractors of anything new, but if the past is any indication, technology only brings the world closer. And VR will be no exception.

Advancement in technology has always worked towards the benefit of the human race. All we have to do is remember not to abuse it. So, embrace VR for it is definitely a step in the right direction, but don’t forget your immediate surroundings while exploring the environs miles and, maybe, even light years away.

Why Glitch?


Esports has historically been built upon the backs of PC, console and mobile platforms.These three platforms converge at a single focal point: skill-based gameplay. Games like Fortnite command the skills of professional esports players, streamers, and casual esports fans. Tagged to the popularity of such games are complementary economies such as that of paraphernalia, fan merchandise, paid and premium streaming content. The same is forecasted to happen for up and coming new gaming platforms, driving the growth of an active, committed esports community.


The turning point

While the three platforms have established themselves, a pair of ultimately inseparable innovations in gaming technology are set to compete with older platforms for the heart and soul of esports: Virtual Reality & Augmented Reality (VR & AR).

The hurdles: Protection and reach

However, this new era is not without challenges. In general, less than 1% of the 150 million competitive gamers worldwide make it through the unstructured world of esports. Then, the gaming experience is made even more difficult with fraudulent competitions, smurfing, scamming, and pending prize money. This diminishes the unprotected gamers’ trust in the industry, preventing further and deeper interaction with it.

The primary obstacle in VR & AR esports’ path to reaching its full potential is low consumer awareness of available technologies, followed by little to no awareness of VR gaming titles other than the most popular ones. This, in turn, leads to fewer chances for gamers and developers to be discovered, resulting in a loss of opportunities to monetize. Additionally, facing stiff competition, game studios with limited finances need to up their game in terms of spectator service resources, or risk missing out on this new wave.


Market plus points: VR & Hardware

Advances in VR, complemented by gradually decreasing hardware prices, are setting the stage for an expansion in immersive gaming. Expenditures on hardware is projected to fall and affordability is key to widespread adoption of new gaming styles. But is VR as good as PC?

HTC Vive is the most precise tracking system on the market and precision is essential to gaming. With 6 degrees of freedom and micrometer controller fidelity, these specifications are easily on par with current precision standards achievable by touch or mouse input. The result? A VR gaming experience that easily surpasses the richness of PC and mobile gaming.

Growth of VR & AR is hence expected to continue to drive the development of more immersive and engaging game content.  Fully capitalizing on this new trend requires a competitive gaming platform that is trustworthy, scalable, economical and inherently built to enable esports fans to monetize their gaming skills.

Enter Glitch

Glitch is a revolutionary gaming platform where gamers compete to earn in a world of Augmented and Virtual Reality tournaments. It is the only VR & AR gaming platform where esports fans can play, watch, and earn online -- poised to ignite the next generation of esports heroes.

Read more

Why Esports needs Blockchain: The present and the future of esports

From outdoor games to arcade games to games on PCs and consoles, gaming ‘platforms’ have come a long way. With each new platform comes a new style and visual of gaming. However, one thing remains the same – the competition. Be it the group of students who first competed in Spacewar! at Stanford University in 1972 or the teams facing off against each other at esports tournaments worldwide today, all of them are in it for two reasons – the love of gaming and the prize.

Esports today: A lucrative opportunity?

Esports, essentially, means video gaming competitions. Today, it comprises competitive gaming, spectating, gambling or wagers, and entertainment. It has grown into a multi-million-dollar business, poised to reach a revenue of a $1.5 billion in 2020.  It accounts for 500 million fans worldwide, out of which 300 are spectators. Its popularity is such that some believe it might make it as an Olympic sport. As per an article by Steve Menary,

“Esports will be a demonstration event at the 2018 Asian Games in Indonesia, then a medal event four years later in China, leading to discussions over its admission at the 2024 Olympic Games in Paris.”

Great! The future looks bright. But how does one become a competitive gamer? The answer is not as simple as one would like it to be. First, it requires hours and hours of practice – not 3 or 4, but 7 to 8 hours, daily. Players have to find a balance between taking care of their health and training for the game. Young people passionate about reaching the top tend to forget about their health – mental and physical. This is true of any career-centric or skill-centric pursuit. Next, every aspiring gamer needs to have a backup plan until they have at “least some indication that they can make money and support themselves with gaming.” Then there’s the research. It is absolutely essential to understand the methods and tactics of those who came before you – and succeeded. In addition, playing against those better than you can help improve your skill. Lastly, you need to be able to lose gracefully. Even the best players lose 30-50% of their games.

Okay, so now you’ve won a few tournaments, your health is fine, you’ve been reading up on your predecessors, and you’re a pretty humble competitor. It’s an easy in to the highest rung of esports gaming now, right?

Expectedly, the answer is: wrong.

You shall not pass: The barriers

The world of esports is greatly unstructured. It is heavily influenced by popularity and availability of the necessary finances. It is only a handful of games like DOTA, League of Legends, Starcraft, and Fortnite that attract most professional players and spectators. Lack of knowledge amongst gamers, regarding other titles, greatly reduces their chances to get a foot in the door. The games mentioned above account for some of the most coveted titles in esports.

To add to gamers’ woes, pro-gaming requires investment in specialized hardware – it’s going to be very difficult to win on a standard PC. Let’s draw a parallel with another sport dependent on machines – F1 Racing. According to Michael Schumacher,

“I hate to take compromises with a racing car. The more standard a car is, the more compromises you have to take.”

You don’t have to have the best machine out there, but it needs to be above average to help complement your skills. Esports is dependent on two things: the machine and the (wo)man.

Next, the industry has been unable to effectively protect gamers against fraudulent activities like scamming or smurfing. There are also innumerable cases regarding pending payments and identity theft. Says Diarmuid Thoma, Director of Fraud at TransUnion:

“What happens when they (hackers/scammers) gain access to your account? One of the things I have learned about gaming specifically is, it’s not all about the credit card. The account itself is worth money”.

Needless to say, things look bleak for new gamers looking to go pro – there are competition scams, unfulfilled payments, phishing, identity theft, increased cost, and lack of adequate knowledge. These problems are exacerbated by the fact that gaming is still not considered a prospective career by society. So, good luck fighting your family.

It’s not just gamers who are affected. Cost of marketing inhibits up-and-coming game studios from getting any air-time for their games, further inhibiting gamers’ knowledge of available titles. It also impacts their capabilities to create good storylines & gameplay, and to invest in spectatorship services. As you will recall, spectators account for 2/3 of esports fans.

Knight in shining armour: Blockchain

The advent of blockchain technology brought with it an opportunity. Blockchain technology has gained ground because of its decentralised approach, increased transparency, increased security, and the popularity of Bitcoin. A blockchain is, in layman’s terms, a public ledger of information that cannot be fundamentally tampered with. So, how does it play into esports?

Security and transparency: Creating a profile on the blockchain helps protect gamers from identity theft as their information, including the tokens and titles earned, is stored in a multi-branched public ledger. If we look at blockchain as a string of blocks, each block has the same information as the previous one plus new data. Hence, to edit the profile, any person would have to change the data in each and every block. This is difficult because no single person has control over a single blockchain. The threat of identity theft is thus alleviated. Security is further enhanced with a cryptographic set of keys.

The presence of a gamer’s profile on the blockchain would help scouts discover potential esports athletes faster. It also ensures that the information shared is accurate, thus benefiting both scout and gamer.

Smart Contracts: Additionally, smart contract templates can help gamers easily navigate the legalese of the esports world. As of now, there are no standard contracts in the world of gaming.

Monetisation: Increased esports spectator ship is a reality. Amazon’s Twitch has redefined the esports space by allowing streaming and recording of game play. This has enabled gamers to reach our homes and offices – any place that has any device. Additionally, this creates increased income opportunities for gamers as well. For example, Singapore’s Bountie, a blockchain-based esports initiative, features seasonal weekly tournaments for professional gamers, allowing them to earn coins or tokens, thus monetizing the space. There is also scope to bring about in-app purchases during spectating.

Decentralization and speed: Gamers are not new to the technology of blockchain, nor are they unfamiliar with the use of digital tokens that define most of the blockchain transactions. Some might argue that digital currency first became popular with digital games. The problem gamers face here is pending payments. Sometimes, they are not paid at all. At other times, the payment takes three to six months to come through. Blockchain expedites this process to a matter of seconds or, worst case scenario, in minutes. The transactions are verified by the decentralised (peer-to-peer) blockchain system and are irreversible.

Mass awareness: Any given blockchain also provides opportunities to gaming studios to build on top of the main chain. These respective studios can then have their own DApps, keeping the token of the main chain as the primary token. This increases the visibility of their games, which was a problem earlier, and helps reduce transaction costs due to the absence of a middleman on blockchains.

The VR/AR factor: Immersive gaming is fast becoming the preferred means of playing and spectating. AR/VR has already made inroads into the blockchain world with Decentraland. As VR/AR hardware becomes more affordable, more people will have access to it. According to, “In 2022, the augmented and virtual reality market is expected to reach a market size of 209.2 billion U.S. dollars.”

Gaming fans have always been early adopters and the existence of VR/AR on blockchain will help bring immersive technology to the masses faster and more efficiently. This in turn will give a sense of “stadium-style” viewing where spectators would be able to see who is sitting next to them and tickets could also be sold to monetise on the experience.

Healthcare: With blockchain, players can keep count of the number of hours they have been playing, injuries sustained, and amount spent on healthcare. Additionally, a player’s profile with the above statistics and his/her popularity will help healthcare professionals tailor advice to the individual. It also makes it difficult for players to lie to doctors - something that everyone is guilty of doing. Gamers will also be able to assess their skills at different points in time - pre-meal, post meal, after sleep, during stress or anxiety, during exuberance and so on. 

Early Adopters

Unsurprisingly, some have already hopped aboard the esports-blockchain train. Bountie ensures quick payments to players and weekly tournaments; DreamTeam is paving the way for efficient use of smart contract by players, in addition to opening esports up to sponsors and advertisers; and Unikrn offers “team ownership, skill and spectator betting applications, a casino group and multimedia content for esports fans.”

A Quick Recap

Undoubtedly, blockchain technology has much to offer to the expanding realm of esports. It makes it easier for newcomers to enter the competitive arena, sans fraudsters, scams, and pending payments; game studios building their apps or games on top of any main chain benefit in terms of reach; gamers are exposed to more than just the popular titles in tournaments, expanding their scope of winnings and competition; ease of entry and access provides more opportunities for all stakeholders - gamers, studios, advertisers - to monetise; lastly, the decentralized approach ensures quicker, cheaper transactions, greater efficiency, smart contracts, and increased transparency.

Thus, sustainable and engaging esports content and opportunities, coupled with the countless economic and structural benefits of blockchain, ensure that the world of esports becomes a way of life and not just a trend.








History of Esports

Today, esports is projected to become a multi-billion dollar market and commands the attention of half a billion fans worldwide, two-thirds of whom are spectators. The rapid growth of the industry in the past few years has transcended the digital realm and created demand for merchandise from fans, with advertising opportunities from brands. Its popularity and impact, even in the traditional sports world, is undeniable. But how did it all start? Who amplified the potential of esports? Who decided which games would be popular? For a better understanding, let’s dive into the 20th century history of esports


1940s - 1960s: Writing the script

There was a time when games were things we played outdoors. Then came the computer, paving the way for digital gaming. 1947 saw the first attempt at a video game and in 1958, we had a moderately recognizable game - Tennis for Two. Finally, 1962 saw the first game designed specifically for computers. The pioneers were a group of young MIT graduates, led by Steven Russell, while the computer was a new $120,000 machine that had just arrived at MIT. This machine was faster than the other gigantic machines on campus and naturally caught the fancy of the young programmers. They created the first non-commercial computer game – Spacewar!  This would later inspire an arcade game with the same name


1970s and 1980s: Setting the stage

Early arcade games started being developed in 1971. This was a massive turning point as it took digital gaming to a wider audience. The first commercial arcade video game, inspired by Spacewar!, was developed in 1971 by Bushnell and was a cosmic failure. The following year, Bushnell founded Atari and that in itself is a major milestone in the gaming industry.

Gaming, at that point, was about receiving the highest score – it didn’t matter whether you were playing alone or against someone.

Then, the PC brought gaming home. Games became a way to pass time or escape from reality. They took the place of books and outdoor games for many. What was then considered “obsessive” gaming would soon lead to a whole new brand of competition – esports.

The first competition that may be considered an esports event took place at Stanford University, in October 1972. Students competed to be the best at Spacewar!, in the hopes of getting a year-long subscription to Rolling Stone magazine. It was in the 1980s, however, that the first video game competition was held – The Space Invaders Championship. Considering that Space Invaders was a household name at this point, the competition attracted approximately 10,000 participants and widespread media coverage.

Video game competition had made its first indelible mark on mass consciousness

In 1981, Walter Aldo Day Jr. founded Twin Galaxies to promote video games and publish its records through publications like the Guinness Book of World Records. In 1983, Twin Galaxies created the U.S. National Video Game Team. He was the captain and the rest of the team was composed of Billy Mitchell (held record high scores for games like Pac-man and Donkey Kong at the time.), Steve Harris, Jay Kim, Ben Gold and Tim McVey. They would later become part of a celebrity culture that defines esports even today. The team was took part in competitions, ran the Video Game Masters Tournament for Guinness World Records, and sponsored the North American Video Game Challenge Tournament.

Since the internet wasn’t a thing yet, people learnt about competitions and scores through word-of-mouth and trade magazines.

With interest growing rapidly, TV became a means of spectating. Starcade (1981-84), a popular TV show, aired arcade game competitions. There was immense entertainment and spectator potential in esports and, as a result, it found its way into  mainstream media.

1990s: Tournaments and the internet

Tournaments continued to be moderately popular and sprang up in different locations and at varying times. These were primarily based on fighting games like the 90s’ Street Fighter and Mortal Kombat. But games of a different genre were creeping up on these games. First-person shooter games were taking the stage. As per an article by FoxSports:

“...first-person shooters such as Goldeneye would take advantage of more powerful computers and pave the way for games like Halo and the new Overwatch. Yet for all the competition brewing, there was no actual way to link players with each other on a day-to-day basis.”

The internet changed everything. People were able keep scores, online on message boards, visible by people who didn’t even live in their town or state. Sharing strategies became easier and this growing community would eventually lead to the transition of video game competition into esports.

The 1988 game, Netrek, which was a ‘multiplayer team combat and real-time strategy’ gained ground only in the 90s, primarily due to the improvement in internet connectivity.

According to, the 1997’s Red Annihilation tournament for the First Person Shooter game" “Quake is considered to be the first real instance of esports”. It attracted over 2,000 participants and the prize was the lead developer, John Carmack’s Ferrari. Subsequent weeks saw the establishment of Cyberathelete Professional League, the leading major gaming league. It was founded by Angel by Angel Munoz and held its first tournament later in the year. The following year, it had increased its prize to $15000.

This was an era of FPS (first person shooter), sports, and arcade games. But then came StarCraft: Brood War. A Real-Time Strategy (RTS) game, it relied on the gamer’s long-term planning capabilities, much like chess. This genre was vastly different from FPS, which relied on reflexes. Sadly, it would only reach peak popularity at the turn of the millennium.

The Nintendo World Championships were another milestone of the 90s esports journey.  The tournament toured 29 American cities and the finals took place at Universal Studios Hollywood, California. Their second appearance as Nintendo PowerFest ’94 saw 132 finalists. Blockbuster Video’s  World Game Championships was co-hosted by GamePro magazine. People from the USA, Canada, the UK, Australia and Chile were all able to compete.

Esports were covered in some form or the other on television during this time.

Unsurprisingly, the 90s were witness to the establishment and growth of large-scale esports tournaments - Nintendo World Championships (US, 1990), Nintendo PowerFest ’94 (US, 1994), Cyberathlete Professional League (US, 1997), QuakeCon (US, 1996), and Professional Gamers League (Eastern Europe, 1997).

A phenomenon worth noting here is that the players, not the publishers, would decide which games would be given the status of sport.

2000s: Real-time strategy, the professionals, and viewing woes.

2000s saw the rapid rise of professional gamers. There was now a marked difference between amateurs and the ‘pros’. This was particularly noticeable in Starcraft. The gap in skills between players of the game made the title a formidable one and it boomed in South Korea, where it was covered on TV with much gusto.

Around this time, the world video- game consoles were being released with internet connections that allowed players to challenge their friends across the country — and the world. Video game titles got a rewarding system in place, offering in-game perks to winners. Ranking "ladders" were introduced to encourage players to compete for alpha status.

However, video games that focused on RTS needed to retain its appeal in order to attract new players. The genre’s steep learning curve did not help. Publishers needed to find a way to maintain the intrigue of the game, without alienating potential players.  The answer came from a player. As per FoxSports, “A player-created modification of Warcraft III, Defense of the Ancients, hit that sweet spot and gave rise to a genre of games, called MOBAs.”

These were free-to-play, which made them easier to adopt as a new gamer. Expectedly, the player base skyrocketed in the 2000s.

But gaming as a sport was still niche. To promote video gaming as a sport, Major League Gaming was born. Its initial focus was on Starcraft and first-person shooters, particularly Halo 2. Soon, it moved into the tournament space - hosting them on-ground and online. Their ranking system, the MLG Pro Points Ranking System, is now a benchmark “for determining the best competitive players around the globe.” (

In 2006 and 2007, The USA Network partnered with MLG to broadcast Halo 2, an FPS game on television. It did not make for great viewing and their attempt to attract audiences failed. That is when the industry realised that new sports needed new broadcast media. Enter Twitch.

2010s: Twitch, streaming, and spectators

Twitch, born out of, and now a part of Amazon, came into prominence in 2011. Considered to be the ‘ESPN of esports’, the purpose of its existence was to promote viewership of esports tournaments. An online streaming service, it allows anyone to become their own broadcast network and provides a platform for engagement between the audience and the broadcaster. This is something that was not possible with TV.  Almost immediately after its launch, popular video game players commenced streaming, via Twitch, to the internet.

Within a year of its launch, had achieved an incredible number of  over 20 million monthly visitors. Less than a year later, August 2013, the number more than doubled, reaching a mark of over 45 million. Interestingly, the most popular game streamed during this period was League of Legends.

Twitch’s success and the growing spectator market for esports led Amazon to acquire it in 2014. As Twitch went mainstream, so did video games, its ‘most popular broadcast category’.

The 2010s didn’t just see an exponential growth in Esports spectating, but also in third-party corporate sponsorships. Developers were already contributing to prize pools, but tournaments were now receiving sponsorships from ‘PC retailers, energy drinks companies, and computer software’. This made it possible for game titles to a award large sums of money.  League of Legends, for example, awarded around USD 30 million over 1749 registered tournaments.

Today, League of Legends has become so popular as an esport that the United States Government recognizes its Pro Players as professional athletes “and award(s) visas to essentially work in the United States under that title”. They are able to procure a non-immigrant P-14 visa to visit the States and compete. It is also of some note that these are the same visas used in NFL, NBA, MLB, and NHL to bring players from foreign countries to America for an event/match.

To add further structure to the world of esports, ESL and competitive teams across the globe founded WESA (World Esports Association) in 2016. The objective was to “become the global benchmark for industry-wide standards”.

Today, the best esports athletes make millions and the industry is backed by big names in traditional sports. Teams like Manchester City have already signed esports players - Marcus 'ExpectSporting' Jorgensen and Kai 'Deto' Wollin for FIFA competitions on PlayStation. They have also signed their first esports sponsorship deal with Turtle Beach. While some are embracing this new and thriving culture, others are still skeptical of esports’ “sport” status. There are efforts to get esports included in the Olympics, but whether they will be remains to be seen.

Irrespective of the viability of the Olympic dreams, esports has made its mark and it is quite clear, with the ever-growing number of fans and the expanding business & employment opportunities,  that it is here to stay.

Bonus: The art, storyline, and technology.

As technology improved and became more affordable, investment in it grew. More people were able to buy computers, tablets, and mobile phones. The  improvement in technological capabilities brought with it an opportunity to create games that had stronger plots, better story lines, and appealing visuals. This created not just jobs, but also a desire to back games with something substantial. This opening for better art and stories appealed to the masses - games, even fantasy-centric ones, became relatable to people. It was, and still is, like living a storybook - and there is no way to look at the last page, especially when it comes to RTS games. Esports, like traditional sports, has become thrilling, competitive, and lucrative. And honestly, it might not have been possible had we neglected technology.

This article has been reprised from articles by FoxSports, WUWO Media, and

5 Misconceptions and myths about video games

Video Games. Millions of people play them. Since the time of arcades, games have slowly seeped into human culture. With that culture however, comes some strange beliefs that people have if you play video games. Some of them are odd, and some of them are completely wrong. They can range from simple myths like “Blowing into your Nintendo cartridge will make the game work!”, or bigger ones like “Video Games make people aggressive and violent!”. Both of these are untrue (We were surprised at the Nintendo one as well), and we’re going to cover 5 misconceptions like these surrounding Video Games.


Myth number 1, blowing into your Nintendo cartridge would fix any problems surrounding the game. Anybody who’s touched an NES, or any old-gen Nintendo console knows of this. Your game doesn't work, or is performing a bit weird? Just blow into a cartridge, and clear it of any dust or other particles that could be affecting its performance. As it turns out, blowing didn’t do anything, and in some cases may have even damaged the games! As it happens, what actually did fix the cartridge was the action of removing and placing it back into the system. Future Nintendo consoles and games actually came with warnings that specifically tell you not to blow on it. So, next time your games don’t work, have a look at the fine print before immediately blowing air into the cartridge.


Myth number 2, is that only kids play video games. Interestingly enough, research from statistic shows that the majority of Video Game players range from 18 to 35 years old. Gamers of all ages play games nowadays, since it’s so accessible. You don’t need to be of a certain age to play video games. There’s even a grandmother who plays Skyrim on YoutTube ,calling all her viewers grand kids. Of course, kids play video games, they’re fun and exciting! But they’re as fun for everyone else too.


Myth number 3, is the misconception that Video Games make people more aggressive, or violent. The most common reason that parents, or in some cases  prominent government officials make to push against Video Games is that they’re violent, and encourage aggressive behavior, and make people more inclined to violence to solve their problems. This is quite frankly, untrue. While people always like to state that with the rise of Video Games sparked a rise in youth violence, the opposite in fact happened. The rise of Video Games actually kicked off a large decline in violence amongst youth. Of course, this isn’t representative of everyone, especially considering the horrific events that happened to Jacksonville recently. However, in these cases of extreme violence, we find that it often points towards problems within the people themselves, rather than the games they’re playing. There are millions of good citizens out there who play violent video games, and take them just as they are, games.


Myth number 4, is related to myth 3 in that it’s also a common gripe that some have with Video Games. The complaint is that Video Games force people to be anti-social. Everyones seen those famous photos and skits, most notably one of South Park, where a game is slumped over a chair, disheveled and overweight, and all around not sociable. However, there have been studies that show Video Games can have a positive effect on one’s social life. Playing games which require cooperation and teamwork can often translate to real life. Think of raids in World of Warcraft, or other massive undertakings which require multiple players working together to achieve a singular goal. Often times, those people you accomplish that goal with end up being your friends, and sometimes, life partners. Yes there are those who take Video Games a tad too far, but we believe that it’s not a knock on games. In every medium of life, there exists people who like to kick things a notch too high, and games are no different.


Myth number 5, The last myth is a statement often thrown by parents when they catch you playing video games. “You’ll never make a living playing video games.” That may have been true a long time ago, but now? That couldn’t be farther from the truth. We’ve already written an article showing that gaming, and esports are no longer a niche. Thousands of gamers have converted their passions into careers, and if you’re not good enough to compete on a professional level, there are streamers who entertain on YouTube, and on Twitch. If that’s not your fancy you can work around Video Games as well! Writing about them, developing them, reporting about them, analyzing them, etc. There are so many careers out there in the gaming and esports industry, just waiting for people to fill them. So next time your parents tell you that playing Video Games won’t lead anywhere, you have an answer.

5 Myths, done and dusted. Games have always had a ton of strange beliefs surrounding them, especially now as it’s grown as popular as it is. We’re happy to talk (and debunk) a couple of these misconceptions, and make sure that everyone understands that Gaming is here to make people have a good time, wherever or whoever they are.

Capsl becomes new naming sponsor for GrowUP PUBG Team

Recently, the Grow uP eSports association PUBG team has qualified for the PGI Global Invitational European Final. In recognition of the talent and the excellent performance that attracted the glances, not only at the national level, but also internationally, CAPSL Entertainment has partnered with Grow uP to support its team.

Headquartered in Hong Kong and formed up by ex-Zynga and Konami executives, CAPSL Entertainment recognizes the opportunity to enter the world of Esports, yet reinforces that all of its expertise will be important not only to the team, but also for the Portuguese association.

One of the first steps was the rebranding of the team name, which in future will be named as “Grow uP CAPSL“.

In response to the trust placed in the team and with the goal of continuing to improve the quality of play and teamwork we announce Alexandre “adHoc‘ Neves as a new coach of team.

Grow uP CAPSL team composition.

David ‘Kronix’ Caldeira – Captain/IGL – @Twitter
Frederico ‘FredyEZ’ Camurça – @Twitter
Humberto ‘iSimplusqt’ Alves – @Twitter
Timothy ‘Fleikez’ Carmo – @Twitter

Alexandre ‘adHoc’ Neves – Coach/Analyst – @Twitter
Carlos ‘MGZ’ Teixeira – Manager – @Twitter

“We would like to extend a special thanks to CAPSL Entertainment for believing in the work we have been developing and in particular the entire PUBG team for keeping wearing our colours. We believe in the potential of the team, which with the continuity of hard work and dedication of all involved, we will always compete for victories nationally and internationally. Let’s Grow uP together” – Telmo ‘Armag3ddon’ Silva – CEO and founder of Grow uP eSports.
First of all, I would like to thank Grow uP eSports for all the commitment and dedication they have put in our team, when the team has formed our goal from the beginning was to conquer our place in the international scene as a 100% Portuguese team, to have Grow uP supporting us in the way they have been supporting, and being a Portuguese organization, gives a special taste, knowing that we are representing our country with a 100% Portuguese identity. I would also like to thank CAPSL for seeing us as a gateway to the Esports scene. And finally, I would also like to thank all those who support us, Portuguese and foreign, from the scene of PUBG and other scenes that daily lose 2 minutes of their time to show their support to our team! A big hug!” – David ‘Kronix’ Caldeira – Grow uP CAPSL IGL/Captain
“CAPSL Entertainment are proud to support one of Europe’s most promising new era esports teams. Having demonstrated multiple exemplary performances at the competitive level in the global phenomena PUBG, CAPSL is continuing to drive it’s mission powering the future of competitive gaming. We were blown away by the Grow uP team’s ability to win under intense pressure.” “I can’t wait to see them rack up their next big win as Grow uP CAPSL, and help inspire a new era of esports athletes!” – Paddy Markham, CEO and founder of CAPSL Entertainment.