New industry, new culture, new era
“Esports isn’t just playing video games!” Such are the heartfelt words of many who work in the industry.
Esports is known for being a high-pressure, high-intensity activity that demands great concentration. Just looking at LoL, there are the two professional seasons (spring and summer), post-season games, invitationals, and all-star tournaments, leaving those at the top level with virtually no time off all year. Each match is best of five, and each round can take 30 to 40 minutes, with no breaks in between. It can be tough going, and if competitors lack self-discipline and don’t keep themselves in good condition, their performance will suffer.
In the esports industry, the players may be the center of attention, but the teams behind the scenes can’t be overlooked, from coaches and analysts to game designers, video directors, sound engineers, editors, match commentators, and even event planners and organizers, as well as marketing planners. Chan has focused on the broader shortage of available talent, incorporating these areas into the curriculum of the Department of Computer and Communication Engineering and asking students to get involved with as many different areas as they can to develop their professional skills.
When we set foot in the esports complex at TPCU, Chan proudly remarks that the entire venue was created by him and his students, starting from the design drawings. A small space, it is fully equipped, boasting a hosting and commentary booth, relay room, and competition space, all fit for hosting small-scale competitions. The department has also developed a professional team of 30 people able to organize competitions. In 2019 they handled the Ryunetsu International Esports Competition at the Christmasland shopping mall in Banqiao, New Taipei City.
Esports education may still not be fully mature—Chan admits that he and his students are “learning on the job”—but the early days of such an industry are always going to have their share of adventure. In fact, that’s the fun of the esports industry. What enticed Henry Lin of ahq eSports Club to switch to esports from a stable accounting job was not that he himself is fascinated by video games—indeed, he admits he never even plays them—but rather the enjoyment of creating a new culture alongside the competitors.
“I consider esports the leader of a new culture,” he says. While the core ideas and personnel needs are much the same as those of traditional sports, the business model, interaction with fans, and cultural aesthetics are entirely different. The impact of video games can be both positive and negative; it all depends on perspective. As a pioneer, Lin hopes to do his best to move esports forward in a positive direction.
Esports is not just about the competitors, but also the massive teams behind the scenes. Much like traditional professional sports, there is a need for everything from broadcasters and commentators to planners and marketers. (courtesy of the Department of Computer and Communication Engineering, TPCU)
Seeing the potential in the industry, Chan Hsun-hung has become one of the strongest proponents of bringing esports into education.
The vigorous development of esports is also driving sales of related harrdware.
ahq eSports Club made a name for itself in 2015 at the League of Legends Master Series, opening a new chapter for esports in Taiwan. (courtesy of ahq eSports Club)