Thursday 7 May 2020

Jamaica Computer Society Speaks With Jamaican E-Sports Administrators

Jamaica Computer Society Speaks With Jamaican E-Sports Administrators 
Jamaica Computer Society Speaks With Jamaican E-Sports Administrators

The community of electronic sport gamers in Jamaica have told the Jamaica Computer Society (JCS) that they are ready to grow their sport locally and to make their name internationally. An April 30, 2020 teleconference under the theme Business Continuity Through Technology, hosted by JCS Deputy President, Jason Scott with Chairman and CEO, Jamaica Esports Initiative (JEI) Gregory Moore and Director of Esports Jamaica, Dexton Graham was a peek into the scale of the sport on the island.
COVID-19 has shone the spotlight on e-sports as it is the one area of sporting that has remained open and available to sports enthusiasts. Fans of motor sports drivers and elite international footballers have been unwittingly pulled into e-sports when their sporting heroes turn to playing on PlayStation, X-Box, Nintendo consoles.
Moore and Graham noted that globally, e-sports had moved over the course of 15 years from being a leisure activity to enthusiasts forming national federations and players being able to earn a living through gaming and becoming professionals.

As a background to what was said by the team, I set out some additional information below.
  • Sixty five 65% of the Commonwealth’s 2 billion citizens are under the age of 30
  • Data suggests that 16-24-year-olds are more likely to watch esports tournaments (32%) to traditional sports tournaments (31%) with 44% watching live streams of video games
  • Eighty nine 89% of adults in the Commonwealth have a mobile connection today and just under half of them are using data services
  • Among adults in the Commonwealth who access the internet, 82% access it on mobile devices
  • By 2022 almost everyone online in the Commonwealth will have a smartphone and access to sufficient bandwidth to stream video
  • Individual media consumption across all form of media has increased from 7 hours to 8 hours per individual per day.
Back to the JCS telediscussion.
  • Extremely low female involvement in major eSports titles like CS:GO (24% Female), DOTA 2 (20% Female), Hearthstone (26% Female), Rainbow 6: Siege (23% Female), and even Overwatch (26% Female) highlights the core challenge in attracting more female eSports fans.
  • The slow increase in traditional female fanship of eSports may be due to an increased prevalence of mobile games in competitive gaming. According to Skillz, a platform that offers mobile competitive gaming and boasts a large selection of casual games, 7 of the top 10 mobile earners on their platform in 2018 were female.
  • Skillz has shown us that one of the keys to increasing female participation in eSports or competitive gaming may be through mobile and tablet devices, with games in non-traditional eSports genres.

The International Esports Federation (IESF) headquartered in South Korea is a multinational body that represents national federations of gamers who use “physical and mental abilities to compete in various games in a virtual electronic environment”; its website lists Jamaica and the Bahamas as the two accredited members from the Caribbean out of a total of 63 national members. Vying for world domination in e-sports is the Global Esports Federation, headquartered in Singapore, which has a vision that includes, “grow the interface between traditional esports and sport-based (active) esports communities.”
Ultimate respectability for a sport is having an event within a traditional active sporting movement, and e-sports administrators are eager to be there with their gamers. Already, the Commonwealth Games Federation, FIFA, and the Olympics have indicated varying shades of interest in incorporating e-sporting bodies into their membership. The Olympics sees e-sports as an extension of active sports; the Commonwealth seems to be looking as e-sports as another kind of sporting activity independent of existing sports.

The Commonwealth Games Federation, in its May 2020 statement, noted the reasons why it must take note of e-sports:

In its December 2019 communique, the Olympic movement is clear that esports should be parallel to active sports, “The International Federations are encouraged to consider how to govern electronic and virtual forms of their sport and explore opportunities with game publishers........The Summit concluded that, at this stage, the sports movement should focus on players and gamers rather than on specific games.”
The JEI is recognized by the Jamaica Olympic Federation (JOA), and has itself helped to birth e-sports federations in the Caribbean, namely the Bahamas, St Kitts, Guadeloupe and Trinidad and Tobago.
2018 was the breakout year for Jamaican e-sports; the JEI became a recognized body within the International Esports Federation (IESF), also the local business offering tournaments, As an events organisation, EsportsJamaica, saw real growth in the number of participants in tournaments and the prize money that was offered. Scott and Moore said that the vibrant pool of players allowed them to host a three-part series from which a national squad, The Dr Birdz, was selected. They are pleased that the talent did not come from one part of the island. The all-male pioneering Dr Birdz team are: a gamer from Manchester, two gamers from St Elizabeth, and three from Kingston. Their first international outing was the 2019 EVO competition in Las Vegas, and the experience was valuable to set out the scope for funding and talent recruitment that is needed to expand and develop the sport.
At a May 7 event, the Minister of Science Energy and Technology, Fayval Williams, said that Jamaica has a 45% Internet penetration, so it may be expected that more talent will emerge with the ongoing expansion of broadband.

Gamers have a selection of competitions from across the Caribbean and in addition, thee is now an Afro Caribbean nexus that offers tournaments between the two regions. Locally, lucrative prizes has attracted more players and more players has in turn attracted sponsors. The discussion mentioned the 2018 League of Legends competition at UWI which gave away $400,000 value in computers for the winning team; and the 2019 Area 51 at Sabina Park where Pizza Hut was the title sponsor. Pizza Hut is a subsidiary of the Restaurants of Jamaica organization, so the event had the benefit of a fulsome, professional marketing effort that brought even more attention to the event and the sport.

The excitement around these tournaments has reached into homes with children who also play in tournaments, and this has been an education for parents and caregivers who would now consider supporting their child’s interest in e-sports. Graham recalled a mother's pleasure when her child won J$30,000 at an EsportsJamaica competition. The shining example was the multi-million prize money won by teenagers and young adults at the July 2019 Fortnite World Cup that was held in the Arthur Ashe Stadium, New York City.
Moore has approached secondary schools and today, there are six or seven schools that sanction e-sports clubs. There are also teams of players who have organised themselves into clubs and both UWI and Utech have official e-sports clubs.
He notes, “It is a viable option for persons who may not have the option to physically compete … but they have the thought pattern, the brain power, quick fingers to be able to compete because e-sports requires a lot of mental work and some persons who may not have the physical attributes can definitely shine in that space.”
It was a satisfying discussion. The unspoken matter of course is the very stark gender imbalance in participation of e-sports.

Research agency Insights which summarised gender and gaming reported that unless new types of tablet and mobile based games become widely available, the participation of females in e-sports will be low.
Sports is a key area for development in Jamaica, including employment. Rolling out the long-awaited national Internet broadband network is critical for Jamaica to unearth talent wherever it exists. COVID-19 has provided a reminder that this is a mission that is yet to be performed.
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