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Sporting Ferret

Volunteer writer (April 2021-August 2021)

4 publications

Sporting Ferret: About

Women Esports on the Rise

Melody Chan

At first glance, the esports world could be male-dominating. Yet women in esports continue to grow and tackle patriarchy. The first all-female League of Legends team, Siren, debuted in 2013. They aimed to promote gender equality in esports. Instead, the team received a terrible backlash and a series of harassment. Criticism rages on their arrogance and unskilful nature. However, this did not prevent others from breaking through the esports’ patriarchal space.

In 2019, the data firm Interpret stated women comprise 30 percent of esports viewership and 35 percent of esports gamers. Interpret proposes these numbers will continue to grow each year. This indicates the esports industry is many an effort to be more gender-inclusive in recent years. For instance, the ESVÖ – the Austrian eSports Association has elected Yvonne Scheer as their official gender commissioner. She is a national champion in computer gaming and is a licensed esports referee. By breaking the industry’s gender boundaries, she promotes and supports women in participating in esports.

Unlike conventional sports, there are no studies that display differences in gaming performances between men and women.

When people realise esports do not have physiological limitations based on gender, an erasure in gender stereotypes happens. Women and men can both participate in esports tournaments and become professional esports athletes. Amanda Lim, a Singaporean professional gamer, plays for an all-female team called We.Baeters. Like other teams, they strive to impact gaming tournaments with their presence and skill. It is also evidential that women are being more represented in esports.

“You can be any gender, any height, any background and you can participate in esports,” said Danielle Cohn in the Women gaming summit in Philadelphia held on the 13th of February 2020. She is an executive director of the tech accelerator program LIFT Labs at Comcast who was interviewed by Know Your Value, and she discussed the possibility in establishing a coed environment in esports.


An increase in digital consumption expose female players to a wider audience.

Now, the emergence of technology platforms enables skilful female players to stream online. Platforms such as Twitch and Youtube bring recognition to female players. According to Google, the female video gaming community grew by 19% in 2019. It is no doubt that women have contributed to the diversity in esports. The popular female streamer Imane Anys, also known as ‘Pokimane’, has over 7 million followers on Twitch and YouTube. In 2021, she was named as the featured honoree in the Forbes 30 Under 30 for the category of “Games”. As we shall see, more female streamers present themselves within esports and tackle the supposed patriarchal scene. 

Sporting Ferret: Welcome

Another Future: Gaming Franchises Brought Online

Melody Chan

What are the popular mobile games you know? You would have heard about PUBG, Fortnite, and Wild Rift. Well, they all have one thing in common — they are valuable gaming franchises transferred from your computers to mobile phones. 


Is this an alternative for future esports? 

Recently, Sony Interactive Entertainment has posted a job listing that considers transferring gaming franchises onto mobile. It reads:

“As Head of Mobile, you will own and develop the mobile games strategy for PlayStation Studios and help build a foundation for future growth opportunities. You will lead all aspects of the expansion of our game development from consoles and PCs to mobile & Live Services with a focus on successfully adapting PlayStation’s most popular franchises for mobile”.

This could establish a new and potential environment for competition, where both PC and mobile gamers compete with one another. The expansion of PlayStation Studios shows an alternative future for esports. Meanwhile Sony is not the only company that has submitted to this mobile obsession. There are others are also considering this path to succession. 

Introducing mobile esports

On the 27th of October 2020, Riot Games launched their mobile version of League of Legends known to be Wild Rift. Since Wild Rift is a multiplayer online battle arena (MOBA) game, adaptations have to be made. Yet it is certain that it has a similar play style as the official PC version. 

The global head of esports at Riot Games, John Needham, claims mobile gaming would transform the future of esports. In fact, regional Wild Rift Esports Competitions have already started in South East Asia, they called it the ‘SEA Icon Series: Preseason’. These competitions were held in Vietnam, Taiwan, the Philippines, Thailand, Indonesia, Malaysia, and Singapore. In addition, they featured 54 professional teams in the series, and the participation rate will continue to grow. As a result, mobile tournaments mark a milestone in esports history. 


Anticipation gathered and the future awaits

Numerous esports organisations formed their Wild Rift teams. These South Asia-based organisations include TheAlliance and Flash Wolves. It is no doubt, however, that mobile tournaments will occur globally in late 2021. As an increase of esports teams are being allocated to the mobile forum, Leo Faria, the global head of Wild Rift esports, believes “more big names are coming”.

Sporting Ferret: About

The Disabled can be Crowned as Athletes too

Melody Chan

In esports, the definition of “athletes” can be perceived differently. Unlike other sports that require specific physical traits from players to compete in tournaments, Esports do not. The diverse inclusivity in this sport enables players, even the disabled, to be crowned with the title: “athlete”. 

In fact, the National Star agreed to take part in the AoC Sport FIFA 21 Cup. The company aims to give disabled people a chance partaking in tournaments, and they have successfully helped two disabled people to participate in the AoC Cup. These gamers should be known as athletes. 


Introducing the Athletes

Technology has granted disabled gamers an opportunity to become professional athletes. Gaming controllers have evolved and been more accessible for the disabled. These adjusted devices cater and fit the needs of disabled gamers like Randy “N0M4D” Fitzgerald. N0M4D was born with Arthrogryposis, meaning he cannot move his arms. A modded controller or a Titan One plugin allows him to customise buttons and play the game with his face. Like everyone else, he is able to play professionally but just with accommodated needs. “Every[one] has to have their competition,” said N0M4D. “I couldn’t play sports, so video games were my sport”. His words encourage others to value him as an equal in the field of esports and also a credible athlete.

“I want to start joining whatever tournament I can get into with a goal in mind of, “deaf people can play games too”,’ said Phoenix. 

Another disabled gamer, Chris “Phoenix” Robinson, is deaf in his left ear. Despite his poor hearing, Phoenix plays for Street Fighter and said being deaf was not an issue because he can rely on vision. He also “found out about SubPac which is a wearable subwoofer vest that can help [him] feel the game. [He] can feel when [he is] being hit and it does [help him] a lot equivalent to people hearing the game.” By using other senses, he can experience what a non-disabled gamer feels during the game. Now, he is actively changing the esports scene and advocating for change. From founding DeafGamersTV to suggesting sign language interpreters in esports tournaments, Phoenix welcomes the disabled into a crowd of notable athletes. 



So, what are the challenges in wearing this crown?

Mockery and discrimination. Yes, they still exist in esports despite it having been a diversified sport in the past years. Unpleasant opinions on their ability still circulate these disabled gamers. N0M4D recalls his experience in competing in an offline competitive tournament for Rainbow 6 Vegas. Targeted by the opposing team, who claimed he was “full of shit” and it was unfair for him to play with his face. This is because the face would be more sensitive than hands, therefore, his reaction time would be quicker. 

It seems like esports still requires an amount of courage to accept disabled gamers on stage. With esports on the rise and earning a revenue of over $700 million, tournament organisers would need to be more player inclusive in their arenas, and acknowledge the importance of equality. 


BBC News calls for Disability Tournaments

On behalf of the British Esports Association (BEA), BBC News wrote an article on the possibility of disability tournaments. With adaptable technology, student gamers are able to take part in tournaments. The disabled would be catered exclusively in esports because of their specialist equipment. It would only be fair for the disabled to be playing against other unable bodies. However, a question arises – Would it be the right option to seclude the disabled into another category of esports?

Sporting Ferret: Text

Is Esports part of the Tokyo 2020 Olympics?

Melody Chan

Esports is finally part of the Olympics after Tokyo 2020 launched the Olympic Virtual Series, premiering esports worldwide. The series kicked off from May 13 to June 23, featuring competitions split into 5 disciplines: sailing, cycling, rowing, motorsport, and baseball. Although these competitions were not held with the official Olympics, esports has secured their place with traditional sports.

‘Esports definitely has the potential to be in the Olympics’, said Adel Anouche, a “Street Fighter” competitor, ‘it requires a lot of mental strength, endurance, and discipline to perform at such a high level consistently.’

The esports competitions in the series did not contradict the Olympic core values, stated IOC Head Thomas Bach. They promoted the spirit of sports, excellence, and respect like other sports competitions. Bach was positive on esports being Olympic-licensed: ‘The Olympic Virtual Series is a new, unique Olympic digital experience that aims to grow direct engagement with new audiences in the field of virtual sports.’ 


The Olympic Virtual Series and its Relevance

With Covid-19 still threatening world health, the series introduced the digital forum and its benefits in connecting to a wider audience during the pandemic. According to the “Rocket League” tournament’s statistics, a broadcast streamed last week on the Olympic’s site. The broadcast linked to ESL’s Twitch stream, peaking at nearly 300,000 views. The virtuality of non-physical forms of sport fit with the Olympic Agenda 2020+5 and the IOC’s Digital Strategy. Esports engage with people no matter where they are.


The Olympics aims to appeal to the Youth

In a 2020 survey conducted in the U.S., 38 percent of video game players are from the 18 to 34 age demographic, whereas 6 percent are 65 years and older. Since video gaming is popular among the youth, it was also the IOC’s interest to appeal the Olympics to them. Therefore the virtual Olympic events interacted with diverse age groups.


A Positive or Negative Turn for Esports?

Partnerships between the IOC, sports federations, and game publishers sparked controversy— The Olympics may fall into a financial pit. Esports may become an epicentre for marketing, undermining the sport itself. For example, the International Cycling union collaborated with Zwift Inc and used their program, Zwift, in the Olympic virtual series. Esports turns into an agglomeration of digital franchises, thus some propose the Olympics has negative effects on esports. Yet, some believe this act of promoting esports by advertising corporations is a win-win situation. This is because it would expose both parties to a greater audience.

Sporting Ferret: Welcome
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