Fortnite World Cup and the rise of the esports industry
Federico Winer, a Doctoral Researcher within the Institute for Sport Business has recently written an article for The Conversation about the Fortnite World Cup and the rise of the esports industry.
Kyle Giersdorf, or Bugha to give him his game name, is US$3m better off after winning the 2019 Fortnite world cup. The American teenager took home the largest-ever payout for a single player in an esports tournament. His win reflects the growing popularity of the game and the power of the esports market. British teenager Jaden Ashman shared US$2.25m with his teammate as the runners-up in the doubles competition.
The finals, at the end of July, followed ten weeks of competition involving more than 40m competitors and a total prize pot of over US$30m. The tournament packed out the 23,771-seat Arthur Ashe stadium at Flushing Meadows, New York’s largest tennis arena.
Fortnite Battle Royale is emerging as one of the most popular computer games with an estimated 250m players around the world. Essentially, it is a First-Person Shooter game (FPS) where players fight to survive in a battle against other human players. Unlike some other games in this genre, such as PUBG or Counter-Strike, its graphics are cartoonish, which means parents of teenage players are less likely to object to the content – it doesn’t look violent of feature excessive blood, bullets and bombs.
Read the original article in The Conversation.
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