The Chief
Executive of the British Esports Association and the
Chairman of the Advisory Board to the British Esports
Association will be in attendance to provide information about what impact esports have both culturally and economically.
Minutes:
The Chair welcomed
everyone to the Panel and advised Members that representatives of the British Esports Association were in attendance to provide
information relating to the second terms of reference of the Panel’s review
into Cultural Events. The Chair also advised that Members of the Economic
Development, Environment and Infrastructure Scrutiny Panel as well as officers
from the Council’s Regeneration Department were in attendance.
The Chair invited Andy
Payne, Chair of BEA, Alice Lehman, Schools and Colleges Liaison Officer for the
BEA and Gary Tibbett the Education Manager at the BEA to deliver their
presentation. The Schools and Colleges Liaison Officer described her role as engaging
with schools and colleges in the North of the UK to help them understand what esports was and how it could be used. The Education Manager
outlined that his role was to embed esports
qualifications, such as the BTech in esports that was available at levels one, two and three. He
also clarified that Higher Education qualifications were being developed in esports.
During the
presentation the following points were made:
·
It was important to understand how esports had potential cultural and commercial impacts.
·
The BEA were a not-for-profit and had
been in existence since 2016. One of the Association’s objectives was to
promote esports, foster British talent and raise
awareness of the industry.
·
The BEA also offered advice and
expertise as well as educating a range of stakeholders such as parents,
teachers and policy makers.
·
Importantly, the BEA was not a
governing body for the digital industry like the Football Association was for
English football.
·
The BEA was a member of different
organisations including the Welsh Sports Association and the Creative
Industries Federation.
·
Watching sports was part of our culture
and watching others play video games was a continuation of this but in a
different format.
·
Competitive video gaming was always
human verus human, and often team versus team.
·
Esports and competitive video gaming was a game of skill, and games became an esport when the community decided to take that game to a
different level.
·
Some video games were modern mind
games, having rules, choice and consequences.
·
Competitive gaming had various rewards
including medals and cash prizes.
·
Esports was gender neutral with just as many female participants as males
globally.
·
The BEA had pioneered the Women in esports Committee.
·
Global audiences watching esports were expansive given that many events were
broadcast on Youtube and Twitch.
·
Professional gaming had the same level
of support as many traditional sports, such as coaches and nutritionists.
·
Other countries recognised eports as an actual sport, but this is not the case in the
UK. However, the esports sector did report to the
Department for Digital, Culture, Media and Sport.
·
The sector as a whole was projected to
move to have a global audience of approximately 645 million people by 2022.
·
Accessing esports
was easy and transnational in nature. This was due to the popularity of games
but also because of social media platforms such as YouTube and Twitch.
·
Global revenue streams for esports, not including video games, was worth approximately
$950 million.
·
There was a perception that those
participating in esports were lazy and were
de-skilling. However, the BBC carried out research showing participation with
video gaming enhanced certain skill sets such as spatial working, memory
retention and verbal reasoning.
·
Participation in esports
was very inclusive as anyone could play, and did not rely on physical ability.
·
It also contributed to improved mental
health which was especially important during the Covid
Pandemic. This applied to both young and old people as older people playing
video games had showed improved memory function which also assisted with
dementia prevention.
·
Participation in esports
also helped to reinforce life skills, or soft skills, such as communication,
choice and consequence decisions, concentration and team work.
·
There were career pathways created by
participation in esports. An example was playing
Minecraft and Civilisation and how these helped career paths into the
intelligence services.
·
Importantly, eco-systems developed
around esports that included roles and careers such
as PR, business management, and event management.
·
Esports also contributed to important academic disciplines including computing,
mathematics, engineering and the creatives industries.
·
The UK was a world-beater in the
creative industries.
·
More established communications
organisations such as the BBC and Sky TV often learned lessons from how esports was produced and broadcast.
·
From an education perspective further
education colleges were starting to add esports
courses to their curricula.
·
The BEA had helped launched the British
Esports Btech which
explored how the industry worked, both from a content, creation and commercial
perspective.
·
The University of Staffordshire had
also launched a Bachelor of Arts degree in esports in
2018 with others following suit.
·
Importantly, Teesside University
launched its Master of Arts in esports and
Middlesbrough College also had an esports component.
·
There were three leading video game
companies that were based in Middlesbrough; Radical Forge, Double Eleven and
Soft Monkey which employed approximately 200 people combined.
·
Esports helped to support related supply chains such as keyboard manufacturers
and other technical peripheries.
·
An example of how esports
was transformative was a Polish Town called Katowice that had embraced esports as an alternative economic base after its
traditional industry of mining had faltered.
·
Catalina, was also cited as the capital
of European of esports which contributed millions of
Euros to the local economy with events attracting more than 20,000
spectators.
·
There was an esports
presence in the UK with 72 schools and more than 260 teams participating.
The Chair queried if
there was sufficient safety checks in place in terms of age restricted video
games. It was clarified that while there would always be loopholes for people
to access games they should not, British Esports did
not use certain games in their competitions, or tailored events that were age
specific. It was also clarified that there were more rigorous checks at
physical events, including ID requirements.
A Member expressed
concern that young people spent too much time on digital devices which resulted
in negative health implications. The Member recognised that esports
was likely to form a significant part of Middlesbrough’s Cultural and economic
offer going forward.
It was clarified that
while there could be health risks associated with excessive video gaming, it
was important to achieve an effective balance between participation and
non-participation as with any activity. It was also commented that technology
was becoming increasing wearable meaning video-gaming could become increasingly
physical. It was also commented that during the Covid
Pandemic there was evidence that firm friendship bonds were being formed due to
increased time spent online with similar minded people.
A Member commented
that it was easy to draw parallels between video-gaming and negative cultural
developments and that a balance was required. The Member queried if esports was a good engine for social mobility, in the same
way that professional football was based on talent.
It was confirmed that
video gaming was very diverse and drew on different groups in equal measure. It
was also commented that esports was geographically
equal and did not concentrate on certain areas. An example was provided in the
video game Grand Theft Auto, which had grossed over $2billion internationally,
which was developed in Leeds and Edinburgh.
However, it was
recognised that access to esports could be limited
depending on ownership of relevant technology, such as games consoles which
could be expensive.
A Member commented
that health concerns surrounding prolonged video game exposure should not be
underestimated and that negative impacts of such exposure included mental
health issues.
It was confirmed
balance was important when participating in esports,
just as with other sports. It was also confirmed that gaming consoles also
featured parental controls and that there was a degree of parental
responsibility to understand what young people were participating in. Research
had been carried out that showed online gaming and the ability to connect
through online gaming improved mental health.
A Member commented
that it may not be beneficial to offer degrees in esports
due to their expense and the perception that such degrees may not be regarded
as useful in the wider job market. The Member also commented that esports may maintain its quality of talent through practical
application rather than academic qualification.
It was clarified that
a degree in esports was not only about becoming a
professional video gamer. Instead such qualifications examined wider aspects of
esports, such as how the industry worked and its business
and commercial elements.
It was queried if esports had facilitated small scale events in association
with Local Authorities. It was confirmed this had not happened due to other
commitments with Championship Tournaments. However, there was no reason why
some kind of esports event could not take place in
Middlesbrough as there were existing pre-requisites in place to run a
successful event.
It was queried what
economic benefits were realised by holding esports
events, and what infrastructure would be required to host an esports event in Middlesbrough. It was clarified there
would be no need for specific considerations in terms of size, but having
stable networks and the potential to stream the event via social media was
important. However, it was also confirmed that costs for such an event would be
dependent on size and scale, but could be achieved at relatively low cost.
A Member commented
that Teesside University held the annual Animex
Festival and asked if esports could be folded into
that in some way to complement the development of the Town’s digital sector, Boho.
It was confirmed by
officers of Regeneration that plans to bring the Animex
Festival to the Town Hall and make the event town-wide rather than campus based
were quite advanced. It was also confirmed that it would not be a significant
step to bring a physical esports event to
Middlesbrough.
It was commented that
12 digital clusters existed around the UK, and it was queried if Middlesbrough
could form, or be part of, such a cluster. It was clarified there was no
specific requirement for clusters to be created, and that they usually formed
around and education base with digital industries growing around it. An example
was Dundee whose traditional industry had been Marmalade manufacture but which
now had a significant digital sector due to its University offering excellent
digital courses.
It was queried if,
educationally, the BEA had forged links with local schools and colleges. It was
clarified that the BEA’s Education Manager previously worked at Middlesbrough
College and had contributed to the introduction of the Btech
in esports there. This was in addition to the college
intending to take part in the British Esports
Championships.
It was also confirmed
that there were 22 colleges in the UK delivering Btechs
at levels two and three with approximately 250 students undertaking them. This
was in conjunction with Higher Education qualifications becoming available.
A Member queried if
there were plans to introduce a mobile service for esports.
It was confirmed there were some links with operators in this regard, but it
was dependent on individual vendors establishing those services.
Due to the distress
experienced on highstreets due to the Covid Pandemic,
it was queried how esports could contribute to the
wider cultural economy. It was clarified that leisure venues associated with esports had increased in number, such as esports bars. The BEA also carried out extensive work in
Sheffield contributing to the creation of the National Video Games Museum to
understand how its creation would impact on have the local economy.
Ordered: That the
information presented to the Panel be noted.