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PROFESSIONAL GAMING Posted: December 22, 2006

Gen Nexters Take Video Gaming to the Next Level

In 1989, in a tame display of product placement by today's standards, Universal Pictures released the feature film "The Wizard," in which a young autistic child and his brother hitchhike across the country in order to avoid being split up by their divorced parents.

Their destination is a national video gaming competition in which Jimmy, the autistic video game "wizard," will compete in nearly 100 different Nintendo titles, including the new Nintendo release, "Super Mario Bros. 3."

The following year, as the youngest members of Generation Next were born, Nintendo hosted a real-life video-gaming competition in order to find a "World Nintendo Champion." Starting in 1997, similar competitions began sprouting up, and now professional gaming has grown into a multi-million dollar industry.

According to the Entertainment Software Association (ESA), the average age of a video gamer is 33 years old, but according to Game Research, a Danish group devoted to studying video games, the average age of a competitive video gamer is younger, about 21 years old.

So even though older generations have maintained a casual gaming habit throughout their lives, younger gamers have purposed a casual activity into a full-fledged profession.

The rise of professional gaming
The Game Research study found that one-third of competitive gamers defined themselves as "professional gamers," which indicates that there's a rising class of 16-25 year olds who are considering playing video games as a job.

Screenshot from Halo video gameForty-two percent of respondents said that "a career as a professional gamer would be a dream come true," and 58 percent expressed interest in competing in a tournament in the near future.

"My mom used to tell me to stop playing video games and that it wouldn't get me anywhere," said Eric Hewitt, an 18-year-old freshman at Penn State University. This past year, Hewitt -- who plays under the name "Gh057ayame" -- earned $41,000 competing in tournaments as a professional gamer with Major League Gaming.

Along with his three teammates on Team Carbon, Hewitt plays the first-person shooter game "Halo 2" on Microsoft's Xbox and Xbox 360 in nation-wide tournaments pitting four-man teams against each other. Under the MLG tournament rules, the teams compete in three different styles of play on a variety of battlefields.

Other leagues have sprouted up in recent years. The World Cyber Games hosts an international field and holds competitions in first-person shooter games including "Halo 2" and "Counter-Strike: Source" as well as role-playing games such as "Starcraft: Brood War."

With corporate sponsorship from DirecTV, Best Buy and Microsoft, the Championship Gaming Series (another league) has tournaments for shooting games, racing games and one-on-one fighting games.

The rise of professional gaming has even motivated software companies to create and pay for their own "house teams." UbiSoft, the publisher and developer of the popular Rainbow Six brand of first-person-shooter games, put together a gaming team in 2004 named the Frag Dolls.

By day, Morgan "Rhoulette" Romine, 25, works as an online marketing manager for UbiSoft, but in her spare time she is the team captain of the all-female Frag Dolls in an industry dominated by men.

According to the Game Research report, less than 10 percent of competitive gamers are female.

"[My team members] have to deal with the doubt factor more often, and people in competition don't take us very seriously," said Romine. "It always feels that there is a little bit of responsibility, just in case anyone's watching, to prove to them that girls can play games very well."

As competitive gaming has grown as a business and a pastime, more women are entering the industry, according to Romine, who also thinks the trend can only snowball into a greater female presence.

Morgan Romine, center, with her fellow Frag Dolls"A stronger female presence will bring in different and new genres, with more women being illustrators and developers … and more marketing towards women," said Romine. "It's a cultural barrier we have to overcome. [Video games] have been considered a toy that goes into the boy's toy chest."

When it comes down to tournament success, the gender gap makes little difference to the Frag Dolls. In 2004, the team swept one tournament and placed second the past two years in other related competitions. They are currently competing in an on-going "Beat the Girls" contest through UbiSoft.

A schedule balancing act
The Frag Dolls' success is in part due to their grueling practice schedule. On average, the team's seven members practice a combined 300 hours a week. While three of the Frag Dolls are full-time gamers, the others are like Romine with jobs or classes to attend. Many other gamers have similarly busy schedules.

Hewitt, the freshman at Penn State, has found setting aside the necessary practice time to be a difficult task.

"In school, there's a lot of work, it's college," he said. "I'm either at my fraternity where I'm pledging, at class or doing homework."

Hewitt skips socializing with his friends or going to parties in order to practice, and it seems to have paid off. Since he started college last fall, Hewitt has placed first in the past three tournaments.

Hewitt's team captain, Chris "Shockwav3" Smith, has an equally hectic schedule. A 17-year-old high school senior from Philadelphia, Smith instituted a strict regimen to hone his skills.

"Right now, I go to school early in the morning, have classes, get my homework. As soon as I get out of school, I do my homework in two hours. From there, I have the rest of the day free to work out or whatever," said Smith. "I put time aside for video games, that's the difference between other kids and me."

Smith practices two to three times a week for a few hours at a time, but it has yet to disturb his schoolwork. He currently has a 3.7 unweighted GPA and is applying to colleges such as Virginia Tech, Purdue and the University of Michigan.

Professional in every respect
Demanding schedules aside, professional gamers still realize that they're being paid to play video games. They view their practice schedule as analogous to the hours that professional athletes and musicians put into their respective careers.

The comparisons don't end there, according to Hewitt.

"You get paid, you get contracts, there's free agency, restricted free agency…" said Hewitt, talking about the business side of Major League Gaming. He travels around one weekend a month to a different city, and comes home with at least $1,000.

In June 2006, the league signed Final Boss -- the 2004 and 2005 champions and eventual losers to Hewitt's Team Carbon in the 2006 competition -- to a $1 million exclusive contract. As the New York Yankees of professional gaming, Final Boss has cultivated a celebrity status of sorts, with YouTube tribute videos and big-name sponsorship from professional basketball star Gilbert Arenas.

Team Carbon with their championship check.  Eric Hewitt is Additionally, MLG has grown exponentially as a commercial enterprise since its 2003 inception. Corporate sponsors include Boost Mobile, Red Bull and the Toyota car brand Scion. The league has over 30 players under contract, and a television deal with the USA Network to broadcast the tournaments on Saturday mornings.

Professional gaming's recent surge in popularity has brought up the age-old-debate of "Sport or not a sport" that plagues pastimes like golf or NASCAR.

For Hewitt, the debate is a non-starter: professional gaming is undeniably a sport. Even questions of terminology (are the contestants professional gamers or cyberathletes?) offend Hewitt.

"I'm not too fond of the term 'cyberathlete.' It doesn't quite sound like an athlete. It should be strictly athlete; cyber is ridiculous," he said. "What are you an athlete in? Video games or basketball, it shouldn't matter."

According to Hewitt's teammate, Chris Smith, there's an inherent talent to being a great gamer just as there is to being a great athlete.

"Some people are just faster thinkers, with natural ability with the controller," said Smith. "Same way a basketball player, as soon as they were born, they were great with a basketball. It's the same thing with gaming right now."

The generational gap
Brendan Docherty, who works for another video gaming giant, THQ, said professional gaming is on the verge of exploding in popularly just as the X Games did. Docherty cited the state of South Korean professional gaming; thousands of fans gather to watch competitions in the strategy game "StarCraft."

Brendan Docherty, right, plays Guitar Hero with a friend.The X Games comparison is even more accurate when you look at the age of the participants involved; it's dominated by teenagers and gamers in the early 20s. While the video game industry has enjoyed dynamic growth across all generations, with $6.06 billion in sales in 2005, the professional competitions have stayed young.

Generation Xers, the early adopters of video games, watched the technology evolve from the Nintendo Entertainment System (NES) in 1985 to the Sega Genesis in 1989. By the time online gaming first started, and as the ever-popular first-person shooters became the centerpiece of competitive gaming, they were too old.

"Quake was one of the first online competitive games," said Morgan Romine about the 1996 first-person-shooter game. "So it's that generation that was brought up with similar games that is now winning money … enough money to support themselves."

The Team Carbon members ascribe the generation gap as more of an issue of professional skill and general interest.

Eric Hewitt believes that the skills most needed to succeed in professional gaming -- hand-eye coordination, intelligence, fast reflexes -- begin to dwindle by your mid-20s. "Whether or not you're the best at the game, you're still old," said Hewitt.

-- By Brian Wolly, Generation Next



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