There are approximately 2.2 billion gamers in the world. It is estimated that by the end of 2021, gamers will consist of ~35% of the world’s population (currently ~28%). Gaming is the third most popular activity in the world, and will soon be the most popular. Esports, however, is still in the earliest stages of its existence, when you look at the long term scope of the industry, and how quickly the technology within it advances.

The global Esports audience hit 335 million in 2017, and it’s estimated that number saw 380 million in 2018. These numbers will of course continue to rise every year. Esports are not going anywhere. The eSports industry has only seen its earliest days so far.

But what about Amateur Esports?

Amateur Esports is a very fragmented industry. There is no universal reputation in it. You could become the champion of all your local amateur, or university Esports leagues, but your reputation is limited to those leagues. Go to a league in another area? You’re just a new guy. Not only that, but you’re also competing with basically ZERO exposure. Most professional organizations do not scout players from these leagues. If they do, it’s usually only the biggest events that they will attend.

Another issue with the amateur scene, is the lack of a coaching market. Amateur teams don’t have access to gaming coaches (Yes, those are a thing), which depending on the game, can be crucial to making it to the big leagues (and I’m sure >90% of the people in amateur tournaments have dreams of going pro). Not that having a coach will suddenly mean you’re good, or that your team will make it anywhere in the local leagues or on the internet (and if they try for the latter, they can risk their personal information).

Since there’s little scouting done, if a gamer was actually good enough that they would make it to the pros by becoming the top at whatever university/local league they’re in, then they’d have an easier time just trying to find a team and sign up for Division 1 tournaments over at MLG, for example. While online competitions do provide great practice and tournament experience, the truest test of skill comes at the live Pro-Circuit events. It doesn’t matter how your online and local performances are. Your status as a pro-gamer will only be cemented when you’re live in front of thousands (and potentially of course millions watching at home).

So what’s the point of trying to make it in amateur leagues, if when it comes to breaking into the MLG scene, there’s little to no benefit to gamers? The answer is: There’s no point. Amateur Esports is, as I said, fragmented. Un-united. The amateur scene provides nothing but practice, a prize, & minor bragging rights for >99% of the people participating, there is no place that is safe for gamers’ personal information, and there is no marketplace for coaches (which will be in more & more demand as time goes on, and current pro-gamers begin to lose their skill with age, or fall out of the spotlight and seek coaching jobs to remain in the industry).

So what would Amateur Esports look like, if these issues and fragmentations had solutions?

More Importantly, what if said solutions were right around the corner?