The gaming industry has truly benefited from the competitiveness in esports. There are so many ways to enjoy the form of entertainment that has developed in the last 15 years, and that was amplified by the COVID-19 pandemic.
People wanted to avoid catching the deadly virus but still wanted to enjoy the games that they loved. Older generations were able to play online casino games. Younger generations were still in the market for video games.
New consoles were released during the pandemic, and it was a competitive release as the Xbox Series S/X and PlayStation 5 were not readily available to meet the demand. Other parts of the industry benefited as money was flying around to those who developed consoles, games, and then other gadgets to either improve gaming or enhance the new era of streaming.
Here is a greater look at how esports and the gaming industry have been beneficial for consumers and producers.
New Relationships
What gaming allowed more than anything was great connectivity among friends and strangers. Old friends were able to connect, particularly during the pandemic, through playing video games. Strangers became friends because of mutual friends, even. It was a great and safe way that allowed people to stay connected when they could not have face-to-face interaction.
Other communities were built through streaming. It was another way to connect with strangers as they supported a content creator. Some of these creators got so big that they were able to do it as a full-time job. Others built strong communities and were able to do it for fun while having a supplemental income.
While people were laid off or furloughed during the pandemic, and other forms of entertainment were shut down – such as live music and sporting events – the gaming industry grew.
Competitive Age
The producers of consoles, games, and gadgets benefited from a competitive era. With more people staying home to play video games, it allowed for some of the esports leagues to grow. Amateur gamers who were watching were able to learn new movements and controls.
Those producing content were able to focus videos on improving techniques for their niches. There were gadgets produced that helped with some of those movements and would make gamers better players. It was a development that became the lifeblood of some people.
With people getting increasingly better at gameplay, there was an increase in amateur tournaments across various titles. Content creators would host their own among their communities and be able to draw in even more viewers and followers as a result.
There were also different bundles that the game developers put out to increase microtransactions. Whether that was skins for characters in a game, certain levels of guns in a shooter, or various packs to build sports teams or whatever the case, there was plenty to profit off of and still look cool.
Away From Gaming
Studies have shown that playing video games is generally a positive experience. Those gamers can play games as a mental reprieve to eliminate stress and anxiety from other areas of life, whether that is work, school, or other extracurriculars.
Being able to have those experiences creates better mental health and will generally make people happier as they find joy. While games can sometimes be viewed as negative, taking them in moderation is another good practice to ensure the negative tactics do not creep in.
Other ways that playing video games help is good hand-eye coordination, improves dexterity, allows people to develop ways to solve problems, and some are geared at other ways of learning.
What is Next?
There may be another shift coming after the ramp-up of the competitive age amplified by the COVID-19 pandemic. With a return to normalcy, there are a lot more options for entertainment, including the return of live music, sporting events, museums, and other opportunities.
Many gamers are frustrated with Call of Duty Modern Warfare 2 and Warzone 2 because they are much slower games. Competitors feel that it is geared toward the casual gaming crowd, but that may be larger now that a lot of countries have opened up their public gathering policies.
It may be a net positive as the industry welcomes the shift and adapts to their games.