A well-known team franchise like Evil Geniuses — considered the Yankees of pro gaming — can dole out lucrative contracts, over six figures for superstar players, said Alexander Garfield, the team’s chief executive.

The most marketable stars — those with a mix of talent and charisma like Mr. Taylor and Kelly Kelley, a k a MrsViolence — can attract individual sponsorships independent of a team. SteelSeries, a maker of gaming accessories, signs deals for up to $80,000 that cover major expenses for the most prominent gamers, said Kim Rom, the company’s chief marketing officer. SteelSeries also makes smaller deals with relative unknowns it thinks have potential. The company sponsors up to 200 gamers in the United States, though only about 20 pros get those top-notch deals, Mr. Rom said.

But while professional gaming is increasingly popular, in recent years the gaming world has had to rework its marketing approach. Organizers have sought to rebuild the scene since 2008, when a few leagues, like the Championship Gaming Series, folded. Before 2009, mainstream broadcasters like ESPN2 featured tournaments on television. Since then, the league has turned to the Web, rather than TV, for its lifeblood. This year, Major League Gaming began broadcasting on GameSpot.com, a division of CBS Interactive. That change in direction is an example of altered expectations — at least in the short term — for the kinds of careers professionals will have. It is also a warning that the odds of making it big are slim. Ken Yamauchi, the father of Coby Yamauchi, a 16-year-old professional and one of the scene’s rising stars, said he always reminded young gamers, “Use this as a steppingstone. You expect to support a family, buy a house through gaming? It’s not going to happen.”

The smartest personalities build their brands enough to make the bulk of their money on peripheral jobs. The Plott brothers are popular eSports broadcasters, providing live commentary during matches. Many gamers also have sponsored YouTube channels and sign contracts with services like Twitch.tv, a Web site that streams tournament video. Morgan Romine, a former captain of the all-female team Frag Dolls, now works full time as an eSports liaison for Red 5 Studios, a video game maker based in California.

If the tournaments aren’t a way to make money for college, one’s experiences on the competitive circuit can look good on college applications.

“Colleges want to see kids who are passionate in one area,” said Bev Taylor, founder of the Ivy Coach, a college admissions consultancy. But she suggests framing it in a way that emphasizes the community aspect of gaming. “They won’t accept anyone they think will just sit in their dorm room all day,” she said.

Once a player is accepted into college, gaming can still have its perks. Mona Zhang founded the Collegiate StarLeague while she was a freshman at Princeton, organizing intercollegiate tournaments for StarCraft II players. The league now has over 600 teams from schools like Yale and the Massachusetts Institute of Technology. The league also gives out two “Excellence in eSports” scholarships, said Ms. Zhang, who has since graduated.