WEBVTT - TechList: The World of eSports 

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<v Speaker 1>Hey there, it's Jonathan Strickland, and I'm here to introduce

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<v Speaker 1>a playlist of ten episodes of my podcast tech Stuff

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<v Speaker 1>that are all about entertainment and entertainment related fields, from

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<v Speaker 1>video games to television series, two films to internet videos

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<v Speaker 1>from yesteryear. So I hope you guys enjoy these episodes.

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<v Speaker 1>You can go to the tech Stuff podcast page and

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<v Speaker 1>subscribe to listen to all sorts of episodes about tech

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<v Speaker 1>from all realms, and hopefully this will provide a little

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<v Speaker 1>bit of entertainment, a little bit of education, and probably

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<v Speaker 1>more than a few puns, because that's kind of how

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<v Speaker 1>I roll. Enjoy this playlist. Welcome to tex Stuff, a

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<v Speaker 1>production from my Heart Radio. Hey there, and welcome to

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<v Speaker 1>tech Stuff. I'm your host, Jonathan Strickland. I'm an executive

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<v Speaker 1>producer with iHeart Radio and a love of all things tech,

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<v Speaker 1>and we are now going to view the history of

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<v Speaker 1>e sports in this classic episode. I hope you guys

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<v Speaker 1>enjoy it. E sports is something that has definitely gained

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<v Speaker 1>a lot of popularity and a small amount of respect

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<v Speaker 1>among uh outer circles. I think we're still got a

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<v Speaker 1>long way to go before people accept e sports as

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<v Speaker 1>being as valid as any other sport, but certainly the

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<v Speaker 1>fans treat it like, you know, like it's it's it's

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<v Speaker 1>a big, big deal. So let's take a listen. Today

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<v Speaker 1>we're gonna talk specifically about the realm of professional gaming

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<v Speaker 1>and professional gaming leagues, as well as how I tracking

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<v Speaker 1>technology is integrated into that world these days. So think

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<v Speaker 1>of this as the conclusion of that that loosely serialized

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<v Speaker 1>series of episodes. And then after this one, our next

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<v Speaker 1>episode will probably be about something completely unrelated. So if

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<v Speaker 1>you are uh satisfied, satiated, let us say, with video

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<v Speaker 1>game content, fear not, we will cover something different in

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<v Speaker 1>our next episode. If you love video game content, fear not.

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<v Speaker 1>Eventually I'll get back to it. It'll happen because it

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<v Speaker 1>plays a big role in tech. Now let's talk about

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<v Speaker 1>e sports. I've covered related topics, including some way back

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<v Speaker 1>in the old days of tech stuff, when Chris Palette

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<v Speaker 1>and I used to shout our podcast from the top

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<v Speaker 1>of a building in Buckhead in Atlanta, and the only

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<v Speaker 1>way you could hear it was if you were in

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<v Speaker 1>the general neighborhood. There is a classic episode titled Can

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<v Speaker 1>You Make a Living Playing Games? And that original episode

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<v Speaker 1>came out on July two thousand eleven. Holy cow, guys,

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<v Speaker 1>I've been doing this show a long time. The answer,

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<v Speaker 1>by the way, is yes, you can make money playing

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<v Speaker 1>video games if you're good enough. We're gonna talk a

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<v Speaker 1>bit today about the industry around competitive professional video game players,

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<v Speaker 1>better known as e sports. I'll have a chance to

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<v Speaker 1>chat with Robert o'caleny, VP of E sports products over

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<v Speaker 1>at Turner Sports, and later on I'll also chat with

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<v Speaker 1>Brian Desaias and David Chen of alien Ware to talk

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<v Speaker 1>about the use of eye tracking tech and E sports

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<v Speaker 1>and how it can enhance the experience. We've got a

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<v Speaker 1>lot of wonderful folks who gave over their time and

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<v Speaker 1>their expertise to help make this episode happen. So big.

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<v Speaker 1>Thanks to all of them, and I can't wait for

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<v Speaker 1>you guys to hear what they have to say, because

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<v Speaker 1>they're really fascinating people. But before we dive into that,

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<v Speaker 1>it's always fun, at least for me anyway, to talk

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<v Speaker 1>about the history of whatever the subject is at hand.

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<v Speaker 1>So how old do you think E sports to be.

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<v Speaker 1>Do you think it rose up in the nineties, like

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<v Speaker 1>maybe the late nineties over in South Korea, or maybe

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<v Speaker 1>you would go back to like the nineteen eighties, when

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<v Speaker 1>people like Billy Mitchell established world up record high scores

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<v Speaker 1>and arcade games like pac Man. Well, depending upon your

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<v Speaker 1>definition of e sports, the real birth of the industry

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<v Speaker 1>dates back to nineteen seventy two. That's when students at

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<v Speaker 1>Stanford University pitted their lead gaming skills and a tournament

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<v Speaker 1>of Space War. Now Steve Russell had led a small

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<v Speaker 1>group of designers way back in nineteen sixty two to

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<v Speaker 1>create Space War, which was one of the first examples

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<v Speaker 1>of a computer game to use a dynamic display. Now,

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<v Speaker 1>ever since we've had computers, people have been trying to

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<v Speaker 1>figure out ways to make those computers do stuff that

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<v Speaker 1>they weren't intended to do, like play games. The original

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<v Speaker 1>computers weren't meant to do that. But you get enough

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<v Speaker 1>people who are mathematically gifted together and they start thinking

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<v Speaker 1>about the potential for math to do practically anything. Eventually

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<v Speaker 1>they're gonna start creating programs that play games, including things

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<v Speaker 1>like Tic Tac Toe. But it wasn't until the nineteen

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<v Speaker 1>sixties that people were looking at the potential of creating

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<v Speaker 1>displays for computers. Otherwise you were getting readouts that were

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<v Speaker 1>either on paper or sometimes just a bank of lights

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<v Speaker 1>would light up a specific way, and that's how you

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<v Speaker 1>knew what the output was of whatever your input was.

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<v Speaker 1>So Space War was one of these early, early, early

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<v Speaker 1>examples of a game that uses such a dynamic display.

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<v Speaker 1>Players would control one of two spaceships. There was one

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<v Speaker 1>called the needle and one called the wedge, and they

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<v Speaker 1>were called that because obviously of their their shapes, and

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<v Speaker 1>these spaceships could fly around in a two dimensional plane,

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<v Speaker 1>so you can fly along that x, y axis, but

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<v Speaker 1>not the z There was no third dimension to this,

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<v Speaker 1>and it looked like a little space field and you

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<v Speaker 1>were technically you are flying around the gravity well of

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<v Speaker 1>a star so there was this gravitational effect that came

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<v Speaker 1>into play with the game, and your whole goal was

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<v Speaker 1>to destroy the other starship. So it was a player

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<v Speaker 1>versus player game that came out in nineteen sixty two,

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<v Speaker 1>and by came out, I mean it was developed for

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<v Speaker 1>a what at that time amounted to a supercomputer, and

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<v Speaker 1>if you also happen to have a supercomputer and you

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<v Speaker 1>could get a copy of the code, you could install

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<v Speaker 1>and play that game yourself, not even installed, run the game,

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<v Speaker 1>it's not really even installation because we're not talking about

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<v Speaker 1>a hard disk at this point. By nineteen seventy two,

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<v Speaker 1>several engineering and computer science schools had a version of

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<v Speaker 1>this game, and then the tournament was born. The grand

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<v Speaker 1>prize for this tournament back in nineteen seventy two was

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<v Speaker 1>a whole year's subscription to Rolling Stone magazine. The tournament

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<v Speaker 1>itself took place in the Stanford Artificial Intelligence Lab, so

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<v Speaker 1>one of the most important events to ever take place

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<v Speaker 1>in that ail in the history of mankind as far

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<v Speaker 1>as I'm concerned. Stewart Brand, who at the time was

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<v Speaker 1>a writer and editor for Rolling Stone, was the organizer

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<v Speaker 1>for this event. His peace and Rolling Stone equated the

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<v Speaker 1>players with athletes in traditional sports, so from the very

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<v Speaker 1>beginning there were parallels. Though at the time the treatment

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<v Speaker 1>might have been a touch tongue in cheek, maybe a

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<v Speaker 1>little playful satirical, but the version that the students were

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<v Speaker 1>playing of Space War was slightly altered from the one

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<v Speaker 1>that debuted back in nineteen sixty two. There was a

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<v Speaker 1>programmer named Ralph Goren who added in a couple of

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<v Speaker 1>elements to the game to make it more competitive and interesting.

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<v Speaker 1>He added in the capacity for ships to suffer partial

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<v Speaker 1>damage before being destroyed, so you can take more than

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<v Speaker 1>one hit. And he also threw in some space minds,

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<v Speaker 1>so some obstacles that you could deploy within the game

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<v Speaker 1>field and maybe your opponent would fly into them and

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<v Speaker 1>destroy himself, and that would just make the game more

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<v Speaker 1>interesting to play and watch. By the way, Ralph Gordon

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<v Speaker 1>would later go on to create the world's first spell checker.

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<v Speaker 1>So when you hear about some of these people who

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<v Speaker 1>were involved in this tournament, a lot of them went

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<v Speaker 1>on to do some very important things in the realm

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<v Speaker 1>of technology and computer science. Now, the winner of that

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<v Speaker 1>first tournament was a guy named Bruce baum Guard, and

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<v Speaker 1>baum Guard would go on to work at the Internet Archive,

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<v Speaker 1>and later on he would become the head of operations

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<v Speaker 1>at Cool c U I L. And you may owe

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<v Speaker 1>my drugs not remember what Cool is? Things changing so

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<v Speaker 1>scory nowadays and people quick to forget it. Cool was

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<v Speaker 1>one of those companies that when it launched, got a

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<v Speaker 1>lot of people poking fun at it for its name,

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<v Speaker 1>that c U I L being spelled cool. It was

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<v Speaker 1>a short lived search engine. It did not last very long.

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<v Speaker 1>It had really long entries, so when you did a search,

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<v Speaker 1>you would get the results with very long descriptors of

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<v Speaker 1>what those search results were, plus a thumbnail that would

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<v Speaker 1>appear next to every search result. But it just didn't

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<v Speaker 1>catch on. It ended up shutting down in September. But

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<v Speaker 1>while cool would come and go, video game tournaments were

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<v Speaker 1>really here to stay, and whether they were informal or

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<v Speaker 1>they were big twodus, they continued largely beneath the notice

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<v Speaker 1>of the general public. The introduction of the personal computer

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<v Speaker 1>and various gaming systems in the nineteen eighties helped a

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<v Speaker 1>little bits, as as did the rise of the arcade,

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<v Speaker 1>but by and large video game competitions remain confined to

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<v Speaker 1>a niche audience. In the late ninet nineties, gaming had

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<v Speaker 1>reached a new level, largely because personal computers were much

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<v Speaker 1>more common, and this would be the early days of

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<v Speaker 1>the high powered graphics processing units or GPUs, those dedicated

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<v Speaker 1>graphics cards, which were the devices that were actually giving

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<v Speaker 1>computers the horsepower needed to run games that had three

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<v Speaker 1>dimensional graphics, so stuff like Quake, and in fact, one

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<v Speaker 1>of the earliest tournaments of this time was a Quake competition.

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<v Speaker 1>It was held in nineteen and the organization holding It

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<v Speaker 1>was read Annihilation. It drew two thousand participants, and the

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<v Speaker 1>prize was a doozy. If you won, you got to

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<v Speaker 1>go home with a Ferrari that once belonged to John Carmack.

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<v Speaker 1>He was one of the lead developers of Quake. On

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<v Speaker 1>June seven, Angel Manuals founded the cyber Athlete Professional League

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<v Speaker 1>or the CPL. This was a group that organized various

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<v Speaker 1>tournaments and pioneered the field of e sports professional tournaments.

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<v Speaker 1>It operated out of the United States until two thousand eight,

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<v Speaker 1>when the company nearly dissolved due to an overcrowded scene,

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<v Speaker 1>got acquired and then sort of relaunched in China. But

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<v Speaker 1>in just a decade we saw that the environment had

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<v Speaker 1>changed from a curiosity into a pretty big industry. This

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<v Speaker 1>cyber Athlete Professional League went from being the only game

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<v Speaker 1>in town pun intended to being a a fish in

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<v Speaker 1>a very large pond that was growing completely beyond what

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<v Speaker 1>it originally was. Now. Early on, the emphasis in these

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<v Speaker 1>tournaments was on first person shooter games games like Quake.

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<v Speaker 1>Then sports titles also became popular in tournament play. Then

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<v Speaker 1>you might get things like fighting games. They've popped up

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<v Speaker 1>a little bit later and then real time strategy genre

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<v Speaker 1>games joined the ranks, and that's when the game StarCraft

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<v Speaker 1>brood War rose to prominence in the tournament scene. While

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<v Speaker 1>tournaments were still largely a niche interest in the United

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<v Speaker 1>States and other parts of the world, they had become

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<v Speaker 1>incredibly popular, and one of those regions was South Korea.

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<v Speaker 1>South Korea has two big game channels, on game Net

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<v Speaker 1>and NBC Game, both of which created leagues of professional

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<v Speaker 1>StarCraft players who would compete against each other for prizes.

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<v Speaker 1>The kind tree takes professional gaming extremely seriously. In fact,

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<v Speaker 1>when a scandal broke out in that some StarCraft players

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<v Speaker 1>were purposefully throwing games as part of a gambling scheme,

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<v Speaker 1>the government levied harsh punishments against the accused players, all

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<v Speaker 1>of whom were banned for life from professional StarCraft competition.

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<v Speaker 1>In two thousand, the World Cyber Games and Electronics Sports

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<v Speaker 1>World Cup both launched, and they gave professional gaming a

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<v Speaker 1>bigger spotlight. Two years later, the Major League Gaming Professional

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<v Speaker 1>Game League launched, and since then professional video game leagues

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<v Speaker 1>have been picking up speed. We've also seen other types

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<v Speaker 1>of games into this realm, including MOBA's things like Dota

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<v Speaker 1>Too and Smite, and League of Legends. Those have become

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<v Speaker 1>enormously popular in the professional gaming league scene. In recent years,

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<v Speaker 1>we've also seen a big push coming from major broadcasters

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<v Speaker 1>to elevate professional video game tournaments. I had a chance

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<v Speaker 1>to speak with Robert Ocellini, who overseas e League at

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<v Speaker 1>Turner to talk about it now. Robert, thank you so

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<v Speaker 1>much for joining us on text stuff. I want to

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<v Speaker 1>kind of get an idea about how eligue came about

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<v Speaker 1>and uh, and and sort of get an idea of

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<v Speaker 1>how it's evolved and and what you have seen so

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<v Speaker 1>far in that space. Because while the sports I think, uh,

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<v Speaker 1>it's something that more and more people are are aware of,

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<v Speaker 1>it's still sort of an emerging kind of form of

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<v Speaker 1>entertainment for a large part of the mainstream audience. I

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<v Speaker 1>think that's changing, especially among younger demographics. I think they're

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<v Speaker 1>far more aware, especially now that we're seeing video games

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<v Speaker 1>being used as a form just the playing of video

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<v Speaker 1>games being used as a form of entertainment throughout lots

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<v Speaker 1>of different platforms. But tell me specifically about eligue, sure, so, Uh.

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<v Speaker 1>Eleague was first announced about two years ago. Um, it

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<v Speaker 1>actually wasn't called elague at the time. We didn't have

0:13:59.679 --> 0:14:02.319
<v Speaker 1>a name it UM, but we were working on it,

0:14:03.040 --> 0:14:07.120
<v Speaker 1>I would say for probably six months or so before

0:14:07.240 --> 0:14:12.720
<v Speaker 1>that September two thousand fifteen announcement UM. And really it

0:14:12.840 --> 0:14:16.080
<v Speaker 1>came from the sort of interest came from the very

0:14:16.160 --> 0:14:21.760
<v Speaker 1>senior levels of Turner. So Kevin Reiley, who is the

0:14:22.680 --> 0:14:25.600
<v Speaker 1>head of TBS and tn T, came to the company

0:14:26.280 --> 0:14:30.360
<v Speaker 1>with a lot of contacts and gaming UM and you

0:14:30.400 --> 0:14:32.800
<v Speaker 1>know he's in l A and E sports has really

0:14:33.360 --> 0:14:36.720
<v Speaker 1>taken off in Los Angeles, and so he came in

0:14:37.800 --> 0:14:40.120
<v Speaker 1>with a lot of interest in the sports. And then

0:14:40.160 --> 0:14:43.800
<v Speaker 1>from the Turner Sports side, you know, Lenny Daniels and

0:14:43.920 --> 0:14:47.840
<v Speaker 1>David Levy UM had had a lot of interest in

0:14:47.880 --> 0:14:52.640
<v Speaker 1>the space. They saw, you know, they kept hearing that

0:14:52.800 --> 0:14:56.680
<v Speaker 1>this space was developing. They kind of saw what was happening.

0:14:56.800 --> 0:15:00.760
<v Speaker 1>And actually at first UM at of time, I was

0:15:00.840 --> 0:15:04.480
<v Speaker 1>working on the NBA's digital products here. I did seven

0:15:04.520 --> 0:15:08.520
<v Speaker 1>seasons working on the NBA mobile apps and over the

0:15:08.560 --> 0:15:12.320
<v Speaker 1>top apps and NBA League pass UM and for a

0:15:12.360 --> 0:15:15.800
<v Speaker 1>little while as a part time job, I was actually

0:15:15.840 --> 0:15:20.040
<v Speaker 1>going to meetings and working on this, and you know,

0:15:20.120 --> 0:15:23.600
<v Speaker 1>sort of my background is more in digital product, but

0:15:24.240 --> 0:15:28.240
<v Speaker 1>I'm a lifelong gamer and very interested in competitive gaming

0:15:28.840 --> 0:15:32.880
<v Speaker 1>and was actually the GM of competitive World of Warcraft guild.

0:15:33.600 --> 0:15:37.560
<v Speaker 1>Um So I kind of had my own long history

0:15:37.680 --> 0:15:42.320
<v Speaker 1>with with gaming and e sports on the fan side

0:15:42.360 --> 0:15:45.120
<v Speaker 1>and on the playing side. UM so I kind of

0:15:45.200 --> 0:15:48.640
<v Speaker 1>was able to bring that to the table. UM as

0:15:48.640 --> 0:15:52.280
<v Speaker 1>we looked into this, and then I think probably around

0:15:53.440 --> 0:15:58.360
<v Speaker 1>uh beginning of July July, we sort of decided what

0:15:58.400 --> 0:16:01.560
<v Speaker 1>direction we're going to go in, and at that time

0:16:01.600 --> 0:16:04.440
<v Speaker 1>they decided that if I wanted to work on this

0:16:04.520 --> 0:16:07.520
<v Speaker 1>full time, they give me that opportunity. And I really

0:16:07.560 --> 0:16:11.000
<v Speaker 1>haven't looked back, um, nor have nor has the company.

0:16:11.320 --> 0:16:15.240
<v Speaker 1>Um uh. So, you know, we we did this deal

0:16:15.320 --> 0:16:19.800
<v Speaker 1>with i MG Iligue as a joint venture with w

0:16:19.960 --> 0:16:24.440
<v Speaker 1>M E i MG, and we started meeting with teams.

0:16:25.160 --> 0:16:29.240
<v Speaker 1>We actually had a big team summit in September because

0:16:29.280 --> 0:16:33.000
<v Speaker 1>we were really the first big media brand to enter

0:16:33.800 --> 0:16:36.480
<v Speaker 1>into this e sports space and we wanted to make

0:16:36.480 --> 0:16:41.720
<v Speaker 1>sure that we were entering it with reverence, um with

0:16:42.440 --> 0:16:45.880
<v Speaker 1>you know, an eye towards authenticity. And then of course,

0:16:46.000 --> 0:16:47.960
<v Speaker 1>you know, we'd already decided at that point that we're

0:16:48.000 --> 0:16:50.920
<v Speaker 1>going to work with counter Strike um that we were

0:16:51.680 --> 0:16:58.280
<v Speaker 1>talking to and getting feedback from the counter Strike community. UM.

0:16:58.320 --> 0:17:00.800
<v Speaker 1>About two months later we came up with a name

0:17:01.800 --> 0:17:04.679
<v Speaker 1>and logo and all of that stuff and launched our website.

0:17:05.160 --> 0:17:08.480
<v Speaker 1>And then in January of two thousand sixteen, we did

0:17:08.480 --> 0:17:12.040
<v Speaker 1>our very first tournament UM the Road to Vegas, and

0:17:12.119 --> 0:17:17.280
<v Speaker 1>that was essentially sort of an open qualifier for one

0:17:17.320 --> 0:17:23.640
<v Speaker 1>of the scots in our inaugural season. Later in UM,

0:17:23.680 --> 0:17:27.000
<v Speaker 1>we really started the league and league play in earnest

0:17:27.160 --> 0:17:32.000
<v Speaker 1>in May of sixteen UM with our first counter Strike season.

0:17:32.760 --> 0:17:37.760
<v Speaker 1>We followed that up later in sixteen we had the

0:17:37.800 --> 0:17:41.600
<v Speaker 1>opportunity to do the Overwatch Open. We were like the

0:17:41.760 --> 0:17:45.320
<v Speaker 1>first big Overwatch tournament UM, and then we did a

0:17:45.359 --> 0:17:49.080
<v Speaker 1>second season of counter Strike. Around that time frame, we

0:17:49.080 --> 0:17:53.840
<v Speaker 1>were also awarded the first counter Strike Major of SEEN

0:17:54.600 --> 0:17:58.080
<v Speaker 1>UM and we did that in January. And then in

0:17:58.080 --> 0:18:02.080
<v Speaker 1>in SEEN we've we've branched out a little bit and

0:18:02.280 --> 0:18:06.000
<v Speaker 1>have done some stuff with street Fighter. We did a

0:18:06.040 --> 0:18:10.879
<v Speaker 1>series a docuseries around UH the International, which is the

0:18:10.880 --> 0:18:15.200
<v Speaker 1>big DODA World Championship. And then finally right now we're

0:18:15.280 --> 0:18:18.920
<v Speaker 1>running are what is essentially our third Counterstrike season of

0:18:18.960 --> 0:18:23.320
<v Speaker 1>the Premier UM and you know that's where Group D

0:18:23.520 --> 0:18:27.320
<v Speaker 1>starts tonight, uh, and then the finals the week of

0:18:27.640 --> 0:18:31.560
<v Speaker 1>October ten. So you know, it's been, uh, it's been

0:18:31.640 --> 0:18:34.879
<v Speaker 1>kind of a wild ride. We went from from you

0:18:34.880 --> 0:18:41.040
<v Speaker 1>know nothing and no organization to a thriving business with

0:18:41.080 --> 0:18:44.680
<v Speaker 1>a lot of employees and uh, you know, have done

0:18:44.720 --> 0:18:48.200
<v Speaker 1>a lot of tournaments at this point. Um, I think

0:18:48.359 --> 0:18:50.480
<v Speaker 1>you know, the only other thing I'll add that I

0:18:50.520 --> 0:18:54.440
<v Speaker 1>shouldn't have bloss over is the amazing studio that we

0:18:54.560 --> 0:18:59.720
<v Speaker 1>built downstairs that's built for sports, whether that game is

0:18:59.760 --> 0:19:03.359
<v Speaker 1>one v one or six P six. We have built

0:19:03.359 --> 0:19:05.960
<v Speaker 1>the studio in a way that, um, it can it

0:19:06.000 --> 0:19:09.440
<v Speaker 1>can easily support any game that we want to do.

0:19:10.080 --> 0:19:13.280
<v Speaker 1>And then of course we've got all of the you

0:19:13.320 --> 0:19:16.760
<v Speaker 1>know other stuff you would want, practice space for the players,

0:19:16.800 --> 0:19:22.080
<v Speaker 1>a player lounge, first class green room for our talent um,

0:19:22.119 --> 0:19:24.560
<v Speaker 1>and then all the tech that you would need to

0:19:24.560 --> 0:19:28.960
<v Speaker 1>to support doing something like a counter strike tournament, which

0:19:29.040 --> 0:19:33.399
<v Speaker 1>is a pretty big undertaking right where every tiny little

0:19:33.440 --> 0:19:38.439
<v Speaker 1>technical detail can end up uh having an influence on

0:19:38.600 --> 0:19:43.040
<v Speaker 1>actual gameplay. It is really important as well pointing out

0:19:43.040 --> 0:19:46.199
<v Speaker 1>to my listeners here that by going this route, by

0:19:46.200 --> 0:19:48.880
<v Speaker 1>having the tournament where you've got the system set up

0:19:48.960 --> 0:19:51.640
<v Speaker 1>where you know, you're going to have a really good

0:19:52.920 --> 0:19:56.720
<v Speaker 1>approach to running these games. It also means everyone's on

0:19:56.800 --> 0:19:59.280
<v Speaker 1>equal footing. It doesn't mean that, you know, you're not

0:19:59.320 --> 0:20:02.679
<v Speaker 1>worried about one who's souped up their game engine so

0:20:02.840 --> 0:20:05.000
<v Speaker 1>or their game system so much that they're going to

0:20:05.040 --> 0:20:07.360
<v Speaker 1>have an unfair advantage over anyone else. It really does

0:20:07.600 --> 0:20:10.880
<v Speaker 1>bring it down to skill and in the case of

0:20:11.080 --> 0:20:16.640
<v Speaker 1>games like Counterstrike, really good team communication and team uh cooperation.

0:20:18.000 --> 0:20:21.560
<v Speaker 1>I'm really fascinated by this, And since you've had experience

0:20:21.640 --> 0:20:26.639
<v Speaker 1>working in a realm that was UH that was focused

0:20:26.800 --> 0:20:29.880
<v Speaker 1>on traditional sports, something that I think a lot of

0:20:29.920 --> 0:20:33.240
<v Speaker 1>people can can kind of get their mind around for

0:20:33.240 --> 0:20:38.680
<v Speaker 1>For people who haven't made that that step from the

0:20:38.800 --> 0:20:42.919
<v Speaker 1>idea of well, a professional sport where you're playing physically

0:20:43.119 --> 0:20:45.760
<v Speaker 1>in a on a cord or on a field or

0:20:45.760 --> 0:20:49.119
<v Speaker 1>whatever it may be. That's one thing. But professional video

0:20:49.160 --> 0:20:52.240
<v Speaker 1>game playing, how is that something that you How can

0:20:52.240 --> 0:20:55.480
<v Speaker 1>you consider that person an athlete? Well, you've seen both worlds.

0:20:55.560 --> 0:20:59.640
<v Speaker 1>What's your kind of response to that sort of uh,

0:20:59.720 --> 0:21:01.879
<v Speaker 1>like think we wants asking questions or if they're just

0:21:02.000 --> 0:21:05.560
<v Speaker 1>expressing skepticism that someone could be an athlete playing video

0:21:05.600 --> 0:21:07.720
<v Speaker 1>games by the way, I'm totally on the board of

0:21:08.240 --> 0:21:12.480
<v Speaker 1>professional video games players are on a level that is far, far,

0:21:12.640 --> 0:21:17.119
<v Speaker 1>far beyond the capabilities of the average person. Sure, I mean, listen,

0:21:17.119 --> 0:21:22.120
<v Speaker 1>I think that that skepticism is a natural a natural thing, right,

0:21:22.160 --> 0:21:26.720
<v Speaker 1>Like I think with with physical sports, it's very easy

0:21:26.800 --> 0:21:30.280
<v Speaker 1>to tell that I cannot jump as high off the

0:21:30.320 --> 0:21:35.960
<v Speaker 1>ground as Lebron James, right. Um, But me sitting in

0:21:36.000 --> 0:21:39.960
<v Speaker 1>front of a computer, it doesn't look optically any different

0:21:40.240 --> 0:21:43.760
<v Speaker 1>than ol of Meister or Faker or any of these

0:21:44.080 --> 0:21:48.040
<v Speaker 1>sort of top tier esports players. But I will tell

0:21:48.080 --> 0:21:54.720
<v Speaker 1>you that, Um, from a talent perspective, from a commitment perspective,

0:21:55.640 --> 0:21:59.560
<v Speaker 1>these gentlemen are no and women are no different than

0:22:00.600 --> 0:22:04.800
<v Speaker 1>professional athletes and traditional stick and ball sports. They are

0:22:05.560 --> 0:22:10.600
<v Speaker 1>a cut above and you know, you if you were

0:22:10.640 --> 0:22:14.159
<v Speaker 1>to put an average or even above average sort of

0:22:14.240 --> 0:22:19.320
<v Speaker 1>casual video game athlete up against these guys, they would

0:22:19.320 --> 0:22:22.720
<v Speaker 1>just get completely and utterly wrecked. You know. I think

0:22:22.760 --> 0:22:25.120
<v Speaker 1>that one of the interesting things that we've done here

0:22:25.119 --> 0:22:29.080
<v Speaker 1>at Turner this year is we had an employee tournament

0:22:29.119 --> 0:22:33.040
<v Speaker 1>for street Fighters. So we did we did this uh

0:22:33.119 --> 0:22:37.120
<v Speaker 1>six week street Fighter season where we had the best

0:22:37.160 --> 0:22:39.640
<v Speaker 1>street fighter players in the world come to our campus

0:22:39.640 --> 0:22:43.760
<v Speaker 1>and play, and then UM, a couple of weeks after

0:22:43.800 --> 0:22:48.639
<v Speaker 1>that tournament was over, we had an internal tournament that

0:22:48.760 --> 0:22:52.440
<v Speaker 1>culminated with the finals that was played in the very

0:22:52.480 --> 0:22:56.600
<v Speaker 1>same studio where our street Fighter tournament was hosted. UM.

0:22:56.760 --> 0:22:59.720
<v Speaker 1>And you know, shirt Off Turners a pretty big company.

0:22:59.760 --> 0:23:05.640
<v Speaker 1>They're some really good street Fighter players here. But talking

0:23:05.720 --> 0:23:10.160
<v Speaker 1>to the sort of experts that we have on staff,

0:23:11.000 --> 0:23:14.920
<v Speaker 1>the guy who won the tournament would be like the

0:23:14.960 --> 0:23:19.480
<v Speaker 1>tenth best player at a local Atlanta semi professional tournament.

0:23:20.320 --> 0:23:24.120
<v Speaker 1>And the guy who would win that tournament wouldn't even

0:23:24.119 --> 0:23:26.800
<v Speaker 1>be in the top hundred in the world. You know,

0:23:26.880 --> 0:23:32.000
<v Speaker 1>there's there's a there's a big difference between the two

0:23:32.240 --> 0:23:35.600
<v Speaker 1>d and fifty guys who play counterstrike sort of at

0:23:35.600 --> 0:23:39.600
<v Speaker 1>the top level professionally and the seven or eight million

0:23:39.680 --> 0:23:44.000
<v Speaker 1>people who play it on a daily basis. UM. So

0:23:44.119 --> 0:23:46.359
<v Speaker 1>you know, I'm in definitely you can tell I'm in

0:23:46.400 --> 0:23:50.760
<v Speaker 1>the camp of this is no different than the other sports.

0:23:50.800 --> 0:23:54.360
<v Speaker 1>There's a scarcity of of talent and then the ability

0:23:54.400 --> 0:23:58.000
<v Speaker 1>to sort of focus that The commitment that it requires

0:23:58.040 --> 0:24:03.480
<v Speaker 1>to play these games at a top level UM is ridiculous.

0:24:04.760 --> 0:24:08.680
<v Speaker 1>I guess the last point i'd make on that is, Um,

0:24:08.720 --> 0:24:12.199
<v Speaker 1>it's also really hard to stay on top. And you

0:24:12.240 --> 0:24:16.280
<v Speaker 1>know there's one team currently that you know, last year

0:24:16.400 --> 0:24:21.240
<v Speaker 1>one i think five tournaments uh during the regular tournament season,

0:24:21.880 --> 0:24:25.840
<v Speaker 1>and this year made it to the finals of the Major.

0:24:26.600 --> 0:24:29.720
<v Speaker 1>But we've seen them slowly declined. The name of the

0:24:29.720 --> 0:24:32.240
<v Speaker 1>team as Burtis Pro and we love them. They won

0:24:32.280 --> 0:24:38.200
<v Speaker 1>our first season, UM, but we've seen them slowly decline

0:24:38.240 --> 0:24:41.120
<v Speaker 1>and they actually didn't make it to the playoffs of

0:24:41.119 --> 0:24:45.760
<v Speaker 1>our current tournament. And I think that that shows like

0:24:45.960 --> 0:24:49.840
<v Speaker 1>just how tight it is at the very top, right,

0:24:49.920 --> 0:24:53.960
<v Speaker 1>Like even just kind of in six months, a team

0:24:54.000 --> 0:24:58.520
<v Speaker 1>can go from being virtually unbeatable over a three or

0:24:58.560 --> 0:25:01.760
<v Speaker 1>four month time period to not even making it to

0:25:01.840 --> 0:25:06.320
<v Speaker 1>the late stages of any tournaments. There's that very top level.

0:25:06.480 --> 0:25:10.440
<v Speaker 1>Is it is the top of the pyramid in every way,

0:25:10.480 --> 0:25:15.960
<v Speaker 1>shape or form. Now in your experience of overseeing these

0:25:15.960 --> 0:25:19.440
<v Speaker 1>things being part of the the E League, UH, does

0:25:19.480 --> 0:25:22.320
<v Speaker 1>it feel like when there's a tournament going, when you

0:25:22.359 --> 0:25:25.159
<v Speaker 1>have these people at this these very elite levels of

0:25:25.200 --> 0:25:29.480
<v Speaker 1>performance competing against each other. Isn't a similar kind of

0:25:29.480 --> 0:25:34.240
<v Speaker 1>of atmosphere of excitement to watch people at that level

0:25:34.359 --> 0:25:37.960
<v Speaker 1>play similar to what you might see in a traditional

0:25:38.000 --> 0:25:42.639
<v Speaker 1>sporting arena. I think, you know, I think, for so

0:25:43.040 --> 0:25:46.480
<v Speaker 1>there are differences there that I would call out right

0:25:46.600 --> 0:25:52.400
<v Speaker 1>so um for some tournaments and and I'm not alluding

0:25:52.400 --> 0:25:56.240
<v Speaker 1>to ours, almost all of the competition except for the finals,

0:25:56.359 --> 0:26:00.320
<v Speaker 1>is played over the internet, right, and so you know

0:26:00.359 --> 0:26:05.320
<v Speaker 1>the spectator experience there is on Twitch and on YouTube,

0:26:06.200 --> 0:26:10.120
<v Speaker 1>and you know that the chat experience is like a

0:26:10.119 --> 0:26:14.040
<v Speaker 1>proxy for the arena, if that makes sense, almost like

0:26:14.080 --> 0:26:17.400
<v Speaker 1>a virtual proxy, I would say, though, at the very

0:26:17.480 --> 0:26:20.399
<v Speaker 1>top level, if you were to were to attend like

0:26:20.520 --> 0:26:24.200
<v Speaker 1>our finals at the Fox Theater in Atlanta for the Major,

0:26:24.359 --> 0:26:27.280
<v Speaker 1>or an e s L one in New York, or

0:26:27.400 --> 0:26:30.639
<v Speaker 1>the finals of a dream Hack, they have all of

0:26:30.680 --> 0:26:38.560
<v Speaker 1>the same trappings and crowd engagement that you know a

0:26:38.560 --> 0:26:42.800
<v Speaker 1>professional Atlanta sports team has. And you know, I go,

0:26:43.280 --> 0:26:46.160
<v Speaker 1>I'm a season ticket holder for our our new MLS team,

0:26:46.200 --> 0:26:49.600
<v Speaker 1>which probably has about as good fan engagement as you

0:26:49.600 --> 0:26:53.040
<v Speaker 1>could possibly have, and it feels the same to me

0:26:53.280 --> 0:26:58.080
<v Speaker 1>as the really Rabbit fans for the finals of our

0:26:58.160 --> 0:27:01.560
<v Speaker 1>Major or the finals the Dota to International. I went

0:27:01.600 --> 0:27:04.639
<v Speaker 1>to that this summer too, at Key Arena, which is

0:27:04.680 --> 0:27:08.720
<v Speaker 1>where the Sonics used to play in Seattle, so even

0:27:08.760 --> 0:27:11.919
<v Speaker 1>the same buildings in some case, although I will also

0:27:11.960 --> 0:27:16.400
<v Speaker 1>say those buildings can sometimes not be the best venues

0:27:16.480 --> 0:27:19.040
<v Speaker 1>for watching the sports because you're trying to watch on

0:27:19.080 --> 0:27:22.720
<v Speaker 1>the screen and watch kind of what's going on stage.

0:27:23.160 --> 0:27:25.000
<v Speaker 1>But what's going on on stage a lot of the

0:27:25.040 --> 0:27:29.439
<v Speaker 1>time is some guys in headsets yelling to each other, right, Like,

0:27:30.119 --> 0:27:33.160
<v Speaker 1>the more interesting thing is the combination of what they're

0:27:33.160 --> 0:27:37.399
<v Speaker 1>doing with what's happening on the screen. Right. Similar to

0:27:37.480 --> 0:27:40.560
<v Speaker 1>what we've seen with various platforms where people are setting

0:27:40.600 --> 0:27:44.440
<v Speaker 1>up webcams to capture their their footage of how they

0:27:44.480 --> 0:27:47.600
<v Speaker 1>react while they're playing games, I imagine something similar is

0:27:47.680 --> 0:27:51.040
<v Speaker 1>useful in this kind of realm. When we come back,

0:27:51.119 --> 0:27:53.959
<v Speaker 1>we'll talk more about the advances and technology that are

0:27:54.000 --> 0:27:56.600
<v Speaker 1>making it easier and more enjoyable to watch gaming as

0:27:56.600 --> 0:27:59.800
<v Speaker 1>a professional sport. But first let's take a quick break

0:28:00.160 --> 0:28:09.879
<v Speaker 1>to thank our sponsor. In a previous episode, I spoke

0:28:09.880 --> 0:28:13.240
<v Speaker 1>with Oscar Warner over at Toby Tech about eye tracking technology,

0:28:13.280 --> 0:28:14.720
<v Speaker 1>and we talked a bit about how it could be

0:28:14.800 --> 0:28:17.439
<v Speaker 1>used in professional gaming, but to get a more thorough

0:28:17.480 --> 0:28:20.120
<v Speaker 1>perspective on it, I had a conversation with Brian Dazais

0:28:20.359 --> 0:28:24.119
<v Speaker 1>and David Chen of alien Ware about how it's transforming

0:28:24.160 --> 0:28:27.800
<v Speaker 1>e sports. Yeah. So, um, one of the things that

0:28:27.840 --> 0:28:29.959
<v Speaker 1>aileen Ware is always doing right, We're always trying to

0:28:30.080 --> 0:28:34.560
<v Speaker 1>look for the next innovative thing. What's going to help gamers,

0:28:34.640 --> 0:28:37.679
<v Speaker 1>whether they're professional or just you know, folks that just

0:28:37.720 --> 0:28:40.200
<v Speaker 1>want to have fun playing games. How can they have

0:28:40.320 --> 0:28:42.440
<v Speaker 1>more fun and how can they get better at their games?

0:28:43.120 --> 0:28:44.800
<v Speaker 1>In I just make it as in most of it

0:28:44.800 --> 0:28:48.240
<v Speaker 1>as possible. UM. So you know, as as we launch

0:28:48.320 --> 0:28:52.280
<v Speaker 1>and look at new technologies, UM, one of the things

0:28:52.280 --> 0:28:55.200
<v Speaker 1>that was coming down the pike several years ago, UM

0:28:55.280 --> 0:28:59.240
<v Speaker 1>is eye tracking. Now, historically you've thought of eye tracking

0:28:59.520 --> 0:29:03.080
<v Speaker 1>or you know, eye tracking mainly for some cool stuff

0:29:03.120 --> 0:29:06.680
<v Speaker 1>like trying to maybe log into a computer or something

0:29:06.720 --> 0:29:10.160
<v Speaker 1>like that, kind of like facial recognition. UM. But as

0:29:10.200 --> 0:29:13.720
<v Speaker 1>the technologies evolved, as it's gotten smaller, been able to

0:29:13.720 --> 0:29:18.480
<v Speaker 1>put into laptops and things like that. UM. It really

0:29:18.960 --> 0:29:23.160
<v Speaker 1>there's a lot of innovative ways to the things we

0:29:23.200 --> 0:29:26.200
<v Speaker 1>could do. As you're just tracing with the ice looking

0:29:27.280 --> 0:29:30.640
<v Speaker 1>and so what we started working with Toby on is

0:29:30.640 --> 0:29:33.760
<v Speaker 1>how can we adopt that and tie that into something

0:29:33.840 --> 0:29:38.080
<v Speaker 1>meaningful for gamers. And at the same time, you know,

0:29:38.160 --> 0:29:43.480
<v Speaker 1>we've we've seen and known that gamers are always looking

0:29:43.560 --> 0:29:46.200
<v Speaker 1>for an advantage. So I'll give you an example. You know,

0:29:46.280 --> 0:29:49.560
<v Speaker 1>and most most gamers will at some point, if they're

0:29:49.560 --> 0:29:51.640
<v Speaker 1>really into a game, right, they're gonna go to YouTube

0:29:51.720 --> 0:29:54.880
<v Speaker 1>or they're gonna go onto Twitch, and they're gonna try

0:29:54.960 --> 0:29:56.640
<v Speaker 1>and get better at their game. They're gonna look at

0:29:56.640 --> 0:30:00.600
<v Speaker 1>tips and tricks. And you know, I'm maybe doing it today. Um,

0:30:00.640 --> 0:30:04.520
<v Speaker 1>I'm heavily invested in pub g and um it seems

0:30:04.560 --> 0:30:06.800
<v Speaker 1>like every other day, every day, I'm trying to see,

0:30:06.800 --> 0:30:08.640
<v Speaker 1>you know, we're going to get some tips and tricks

0:30:08.640 --> 0:30:11.720
<v Speaker 1>and get better at it because I'm not very good, Jonathan,

0:30:11.760 --> 0:30:15.680
<v Speaker 1>But you know I dive in there anyway. I completely completely,

0:30:18.800 --> 0:30:21.720
<v Speaker 1>but it's too much fun to avoid. So but but

0:30:21.800 --> 0:30:25.600
<v Speaker 1>kind of that that nature and just wanting to get better, UM,

0:30:25.760 --> 0:30:29.400
<v Speaker 1>and I tracking prove as we're thinking about how leverage

0:30:29.480 --> 0:30:35.520
<v Speaker 1>this provided a real, a real way to track how

0:30:35.800 --> 0:30:38.840
<v Speaker 1>the best players in the world as a specific game

0:30:39.400 --> 0:30:42.360
<v Speaker 1>or any game that they're playing. Where are they looking?

0:30:42.480 --> 0:30:45.280
<v Speaker 1>You know, gaming is so much about where you're looking,

0:30:45.280 --> 0:30:49.320
<v Speaker 1>where you're paying attention where your focus is. And I

0:30:49.560 --> 0:30:54.240
<v Speaker 1>tracking really enabled really the world and we'll talk some

0:30:54.400 --> 0:30:58.320
<v Speaker 1>definitely about this, but enabled gamers to see where the

0:30:58.360 --> 0:31:00.840
<v Speaker 1>best players in the world are looking at any point

0:31:00.880 --> 0:31:03.680
<v Speaker 1>in time. So are they looking at the mini map,

0:31:03.760 --> 0:31:08.200
<v Speaker 1>are they looking down the corridor, They're looking down the hallway? Um,

0:31:08.400 --> 0:31:11.080
<v Speaker 1>right before you know, they fragged somebody or they get

0:31:11.120 --> 0:31:13.640
<v Speaker 1>tragged or whatever it might be happening in the match.

0:31:14.480 --> 0:31:18.680
<v Speaker 1>So we saw this real opportunity, this real thing that

0:31:19.320 --> 0:31:22.960
<v Speaker 1>gamers are looking to do, and that's get better and

0:31:23.320 --> 0:31:27.960
<v Speaker 1>this technology that really allows a new level of data

0:31:28.000 --> 0:31:31.360
<v Speaker 1>capture and you turn that into some analytics and you

0:31:31.400 --> 0:31:36.640
<v Speaker 1>can actually put out, um, some pretty interesting information. So

0:31:37.160 --> 0:31:39.680
<v Speaker 1>that's kind of at the very beginning conceptually, when we're

0:31:39.680 --> 0:31:42.520
<v Speaker 1>just you know, sitting around with you know, our internal

0:31:42.560 --> 0:31:46.240
<v Speaker 1>product group teams, are internal marketing teams talking to e

0:31:46.360 --> 0:31:50.920
<v Speaker 1>sports organizations, um, and you know, our third party partners

0:31:50.960 --> 0:31:54.120
<v Speaker 1>like Toby talking about whether the priorities that we have

0:31:54.200 --> 0:31:57.000
<v Speaker 1>coming up. You know, this isn't just a something we

0:31:57.120 --> 0:32:00.240
<v Speaker 1>spoke about six months ago. This is year in the

0:32:00.320 --> 0:32:03.760
<v Speaker 1>making of understanding what gamers are looking for and working

0:32:03.760 --> 0:32:07.040
<v Speaker 1>with these technology partners. So that's kind of out it

0:32:07.080 --> 0:32:11.480
<v Speaker 1>all started and UM and and and David if you

0:32:11.520 --> 0:32:14.000
<v Speaker 1>have UM you obviously played an Intel part for us

0:32:14.000 --> 0:32:19.240
<v Speaker 1>here and getting this technology rolled out with UH, with

0:32:19.560 --> 0:32:22.000
<v Speaker 1>with Turner and the league. So, UM, there's anything you

0:32:22.040 --> 0:32:26.240
<v Speaker 1>want to add on on where this started? Police feel free? Yeah,

0:32:26.320 --> 0:32:28.320
<v Speaker 1>I would you say, And it's your point earlier A

0:32:28.320 --> 0:32:32.040
<v Speaker 1>lot of this technology and research into this technology as

0:32:32.120 --> 0:32:34.560
<v Speaker 1>part of gaming even beyond gaming has been around for

0:32:34.600 --> 0:32:36.880
<v Speaker 1>a couple of years now, and it hasn't really been

0:32:36.960 --> 0:32:40.440
<v Speaker 1>until now, until the technology has become uh, you know,

0:32:40.520 --> 0:32:43.160
<v Speaker 1>smaller and more nimble, that it's you know, hitting this

0:32:43.280 --> 0:32:45.880
<v Speaker 1>more consumer level focus. But I'm sure in the past

0:32:46.000 --> 0:32:48.400
<v Speaker 1>they've been using eye tracking to look at how people

0:32:48.440 --> 0:32:50.800
<v Speaker 1>respond to add online, you know, when they do keep

0:32:50.840 --> 0:32:53.880
<v Speaker 1>mapping on websites and where people respond UM. And it

0:32:53.920 --> 0:32:55.760
<v Speaker 1>wasn't until I think a couple of years ago, probably

0:32:55.760 --> 0:32:57.600
<v Speaker 1>two or two years ago, that one of our partners,

0:32:57.600 --> 0:33:01.640
<v Speaker 1>t liquid UM they had done some research of their

0:33:01.640 --> 0:33:05.920
<v Speaker 1>own with I believe it was the Mayo Research Clinic

0:33:06.000 --> 0:33:08.600
<v Speaker 1>over in California, UM and they had work with a

0:33:09.240 --> 0:33:13.080
<v Speaker 1>UH I believe the professor there who was researching kind

0:33:13.080 --> 0:33:15.600
<v Speaker 1>of eye tracking as part of video gaming. The level

0:33:15.640 --> 0:33:18.960
<v Speaker 1>of cognition and just the uh, you know, research level

0:33:18.960 --> 0:33:23.400
<v Speaker 1>analytics between some of the oldest veteran players versus you know,

0:33:23.520 --> 0:33:25.920
<v Speaker 1>young hot starts who are coming out, you know, sixteen

0:33:25.920 --> 0:33:28.880
<v Speaker 1>seventeen and dominating the scene. UM. And the research that

0:33:28.960 --> 0:33:31.000
<v Speaker 1>he saw and some of these teams are really startling

0:33:31.040 --> 0:33:33.320
<v Speaker 1>as far as you know, veterans being able to still

0:33:33.400 --> 0:33:35.880
<v Speaker 1>keep the edge ahead through their experience and just how

0:33:36.320 --> 0:33:38.840
<v Speaker 1>quick their eyes are and being able to you know,

0:33:38.880 --> 0:33:43.000
<v Speaker 1>cycle between icons from you know, a hundred different characters

0:33:43.040 --> 0:33:44.920
<v Speaker 1>and they have a lot more in their memory banks

0:33:44.920 --> 0:33:46.680
<v Speaker 1>to pull from and react from than a lot of

0:33:46.920 --> 0:33:50.239
<v Speaker 1>younger players. UM. And again at that time, you know

0:33:50.280 --> 0:33:52.280
<v Speaker 1>that research is probably being done on a ten to

0:33:52.360 --> 0:33:55.120
<v Speaker 1>twelve thousand dollar piece of equipment that was tracking your

0:33:55.120 --> 0:33:57.880
<v Speaker 1>eyes and it was cumbersome, and now we're seeing it

0:33:57.960 --> 0:34:00.120
<v Speaker 1>to the point where again it's able to be up

0:34:00.240 --> 0:34:02.920
<v Speaker 1>into a laptop and it's something that you know, pretty

0:34:03.000 --> 0:34:05.719
<v Speaker 1>much a lot of consumers and teams UM have at

0:34:05.760 --> 0:34:08.879
<v Speaker 1>their immediate disposal. UM. And what I'm bringing the back

0:34:08.920 --> 0:34:12.319
<v Speaker 1>home between liquid you know, as more and more teams

0:34:12.400 --> 0:34:16.320
<v Speaker 1>are growing in the space, and as more and more

0:34:16.360 --> 0:34:19.879
<v Speaker 1>traditional sports teams are also getting involved in the sports,

0:34:20.000 --> 0:34:24.840
<v Speaker 1>there's this growing desire to understand again the dynamics of

0:34:25.200 --> 0:34:28.480
<v Speaker 1>the athleticism or the cognition and skill of the traditional

0:34:28.520 --> 0:34:31.680
<v Speaker 1>athlete versus an e sports athletes. And I think we're

0:34:31.680 --> 0:34:34.840
<v Speaker 1>barely scratching the surface of what that means today. UM

0:34:34.960 --> 0:34:37.840
<v Speaker 1>And as more and more other technology catches up, I

0:34:37.840 --> 0:34:42.280
<v Speaker 1>think we all dream of finding other big in cycul

0:34:42.360 --> 0:34:46.359
<v Speaker 1>ways that the sports can provide a level of biometric data,

0:34:46.840 --> 0:34:49.920
<v Speaker 1>um to allow us to appreciate, you know, what's the

0:34:49.960 --> 0:34:52.880
<v Speaker 1>best you well uh and also how you know, average

0:34:52.920 --> 0:34:57.160
<v Speaker 1>Joe's like you and I can strive to uh chase

0:34:57.280 --> 0:35:00.640
<v Speaker 1>after some of that greatness in certain categories. It's definitely

0:35:00.719 --> 0:35:05.719
<v Speaker 1>very very exciting. That's so cool and and and you know, I,

0:35:05.719 --> 0:35:10.600
<v Speaker 1>I too am chasing after that elusive chicken dinner over

0:35:10.640 --> 0:35:15.600
<v Speaker 1>at pub g and it it remains just outside my grasp.

0:35:16.280 --> 0:35:19.719
<v Speaker 1>So being able to see how not just not just

0:35:19.800 --> 0:35:22.520
<v Speaker 1>how well someone plays, but how they go about playing

0:35:22.560 --> 0:35:26.799
<v Speaker 1>that way, there is something really enticing about that, the

0:35:27.160 --> 0:35:31.080
<v Speaker 1>not just you know, when we watch professional sports, typically

0:35:31.120 --> 0:35:36.080
<v Speaker 1>we can see great, great displays of athleticism, but you know,

0:35:36.120 --> 0:35:39.600
<v Speaker 1>people are not machines. We can break things down and

0:35:39.840 --> 0:35:43.120
<v Speaker 1>use slow motion and various camera angles to kind of

0:35:43.400 --> 0:35:47.359
<v Speaker 1>analyze the basics. But to me, the fact that we're

0:35:47.400 --> 0:35:50.360
<v Speaker 1>talking about a digital realm and then being able to

0:35:50.400 --> 0:35:53.560
<v Speaker 1>track our physical motions and map that to the actions

0:35:53.560 --> 0:35:55.800
<v Speaker 1>of a digital realm, it does seem like this is

0:35:56.280 --> 0:36:01.399
<v Speaker 1>uh much more conducive to breaking things down into quantifiable

0:36:01.760 --> 0:36:04.600
<v Speaker 1>aspects to really talk about, Well, you know, this person

0:36:05.120 --> 0:36:10.160
<v Speaker 1>is checking their mini map more frequently than someone who

0:36:10.280 --> 0:36:13.480
<v Speaker 1>is not a professional gamer. That's a really interesting stat

0:36:13.520 --> 0:36:17.640
<v Speaker 1>and could really inform people how to play the game

0:36:17.680 --> 0:36:19.960
<v Speaker 1>at a slightly higher level than what they were doing before.

0:36:20.040 --> 0:36:24.520
<v Speaker 1>Knowing of course that it's not a magic substitute for

0:36:25.000 --> 0:36:29.759
<v Speaker 1>the hours of practice, as you know, countless hours of

0:36:29.800 --> 0:36:32.719
<v Speaker 1>practice for some of these professional gamers who will sit

0:36:32.800 --> 0:36:35.280
<v Speaker 1>down for eight or ten hours and play a game

0:36:35.320 --> 0:36:38.520
<v Speaker 1>and that's largely how they got as good as they are,

0:36:39.000 --> 0:36:42.040
<v Speaker 1>but then also a tool for them to look at afterward.

0:36:42.120 --> 0:36:44.919
<v Speaker 1>Maybe they've played in a tournament, maybe they played really

0:36:44.920 --> 0:36:47.040
<v Speaker 1>well and they want to see what what they were

0:36:47.080 --> 0:36:51.000
<v Speaker 1>doing and remember to really hone in on those particular

0:36:51.080 --> 0:36:54.239
<v Speaker 1>types of of of strategies and future tournaments, or they

0:36:54.239 --> 0:36:56.040
<v Speaker 1>didn't do so well and maybe they want to see

0:36:56.040 --> 0:36:59.880
<v Speaker 1>what the differences between their performance and someone else's. I

0:37:00.000 --> 0:37:03.120
<v Speaker 1>also like the idea of this from if we're looking

0:37:03.160 --> 0:37:05.239
<v Speaker 1>beyond the sports, which we'll get back to in a second.

0:37:05.280 --> 0:37:07.759
<v Speaker 1>I don't want to leave that behind, but I like

0:37:07.880 --> 0:37:11.440
<v Speaker 1>this idea also from a game designer standpoint, the idea

0:37:11.600 --> 0:37:15.520
<v Speaker 1>of getting more information about what your players see as

0:37:15.600 --> 0:37:19.120
<v Speaker 1>important in your game means that game designers can actually

0:37:19.239 --> 0:37:22.520
<v Speaker 1>use that information to make more effective games down the

0:37:22.560 --> 0:37:27.000
<v Speaker 1>line um and beyond that. If you if you think

0:37:27.000 --> 0:37:31.320
<v Speaker 1>about this technology reaching a point where it becomes more

0:37:31.400 --> 0:37:36.160
<v Speaker 1>of a kind of a a standard piece of tech

0:37:36.840 --> 0:37:40.920
<v Speaker 1>that gets rolled out into laptops in the future or

0:37:41.560 --> 0:37:44.040
<v Speaker 1>computers in general in the future, you could see this

0:37:44.120 --> 0:37:48.160
<v Speaker 1>being incorporated into games themselves, where it's not just analysis,

0:37:48.200 --> 0:37:51.080
<v Speaker 1>but it becomes an element of gameplay. Like I think

0:37:51.120 --> 0:37:56.160
<v Speaker 1>of a game, perhaps like l A Noir, where part

0:37:56.160 --> 0:37:59.840
<v Speaker 1>of that game involves the player watching a virtual characters

0:38:00.080 --> 0:38:03.719
<v Speaker 1>action as you're interrogating the character, and that in turn

0:38:03.800 --> 0:38:05.960
<v Speaker 1>informs you as to whether or not that character is

0:38:06.000 --> 0:38:08.160
<v Speaker 1>telling the truth they're telling a lie. Will imagine eye

0:38:08.160 --> 0:38:11.640
<v Speaker 1>tracking technology where the character appears to be aware of

0:38:11.680 --> 0:38:14.759
<v Speaker 1>where you are looking, and then that adds a whole

0:38:14.800 --> 0:38:18.200
<v Speaker 1>new game element. So to me, the eye tracking technology

0:38:18.200 --> 0:38:20.399
<v Speaker 1>in the gaming world, I mean, as you say, we're

0:38:20.440 --> 0:38:22.680
<v Speaker 1>at the very beginning of it. Even if you just

0:38:23.239 --> 0:38:26.480
<v Speaker 1>and I don't mean to to to uh make this

0:38:26.560 --> 0:38:28.120
<v Speaker 1>sound less than what it is, but even if you

0:38:28.200 --> 0:38:32.600
<v Speaker 1>are restricting that attention to eat sports, there are so

0:38:32.640 --> 0:38:37.160
<v Speaker 1>many incredible potential applications for this technology. And it's really

0:38:37.160 --> 0:38:41.320
<v Speaker 1>exciting to be in these fairly early days talking about

0:38:41.360 --> 0:38:45.840
<v Speaker 1>where we're going right now. Um so getting back to

0:38:45.920 --> 0:38:48.400
<v Speaker 1>eat sports and getting back into that realm. Can you

0:38:48.440 --> 0:38:52.440
<v Speaker 1>talk a little bit about the relationships that have formed

0:38:52.880 --> 0:38:56.680
<v Speaker 1>now that uh, you guys are really kind of uh

0:38:56.960 --> 0:39:00.759
<v Speaker 1>getting more involved with incorporating eye tracking tech analogy and

0:39:00.840 --> 0:39:05.440
<v Speaker 1>the pro gaming realm. I want to hear more about this, uh,

0:39:05.480 --> 0:39:12.280
<v Speaker 1>this this relationship and how that has developed over time. Yeah. Absolutely,

0:39:12.280 --> 0:39:15.680
<v Speaker 1>you make some some great points, Jonathan. I think you know,

0:39:15.719 --> 0:39:18.799
<v Speaker 1>as we as we think about where we are, we

0:39:18.880 --> 0:39:23.360
<v Speaker 1>are very much um just that at the beginning point

0:39:23.400 --> 0:39:28.720
<v Speaker 1>of showcasing this kind of technology and I attracting technology

0:39:28.840 --> 0:39:33.520
<v Speaker 1>um to the world, right And I'll definitely jump into

0:39:33.520 --> 0:39:36.520
<v Speaker 1>the partners and talk about the partners and what we've

0:39:36.560 --> 0:39:40.360
<v Speaker 1>done um, but you you have made some really interesting

0:39:40.360 --> 0:39:44.040
<v Speaker 1>comments about where is you know, who can get the

0:39:44.120 --> 0:39:48.360
<v Speaker 1>most benefit out of UH technologies like this, like eye

0:39:48.360 --> 0:39:51.200
<v Speaker 1>tracking and and that kind of thing. And there's obviously

0:39:51.239 --> 0:39:57.320
<v Speaker 1>some very clear benefits for professional players and for amateurs

0:39:57.360 --> 0:39:59.719
<v Speaker 1>that are trying to become professional, right, just this no

0:40:00.000 --> 0:40:03.000
<v Speaker 1>of getting better learning from the pros that are out there,

0:40:03.040 --> 0:40:07.080
<v Speaker 1>just like traditional sports. But one of the other parts

0:40:07.120 --> 0:40:10.760
<v Speaker 1>that really intrigued us here as we're trying to trying

0:40:10.800 --> 0:40:14.920
<v Speaker 1>to roll out this kind of technology is for the

0:40:14.960 --> 0:40:17.480
<v Speaker 1>for just the viewer, um, for the fan. One of

0:40:17.480 --> 0:40:21.399
<v Speaker 1>the things that has not kind of cut up with

0:40:21.520 --> 0:40:25.759
<v Speaker 1>traditional sports is the viewing experience and the commentating. A

0:40:25.760 --> 0:40:28.560
<v Speaker 1>lot of the commentating in the past for the sports

0:40:28.719 --> 0:40:32.279
<v Speaker 1>has been around, you know, the commentator explaining what's going on,

0:40:33.239 --> 0:40:37.319
<v Speaker 1>but verbally there really wasn't a visual visual cues or

0:40:37.400 --> 0:40:41.120
<v Speaker 1>visual explanations of what's happening in the match. You know.

0:40:42.080 --> 0:40:48.520
<v Speaker 1>Obviously with NFL or NBA there's a lot of analytic

0:40:48.560 --> 0:40:50.960
<v Speaker 1>things and things that happened through the broadcast, I think

0:40:50.960 --> 0:40:54.120
<v Speaker 1>of teleprompters and and things like that. Well, it really

0:40:54.200 --> 0:40:57.120
<v Speaker 1>wasn't that for e sports. And so as we were

0:40:57.200 --> 0:40:59.960
<v Speaker 1>introducing the technology and figuring out how can we bring

0:41:00.080 --> 0:41:02.640
<v Speaker 1>this and how what should we be doing, and we

0:41:02.719 --> 0:41:06.360
<v Speaker 1>really wanted to make that viewing experience better for you know,

0:41:06.440 --> 0:41:09.880
<v Speaker 1>the hundreds of millions of gaming fans that are watching

0:41:09.880 --> 0:41:13.880
<v Speaker 1>these sports globally. And then we have to decide, you know, okay,

0:41:13.960 --> 0:41:17.319
<v Speaker 1>how who can who shares our values, who can who

0:41:17.400 --> 0:41:21.319
<v Speaker 1>will work with us to to bring this technology to

0:41:21.360 --> 0:41:25.400
<v Speaker 1>the forefront. And you know, earlier this year in January,

0:41:26.480 --> 0:41:28.960
<v Speaker 1>UM we announced the partnership and we've been working very

0:41:29.040 --> 0:41:33.719
<v Speaker 1>closely with UM, with Turner and with Elige around all

0:41:33.760 --> 0:41:37.520
<v Speaker 1>the all the tournaments that they're running. And UM actually

0:41:37.600 --> 0:41:41.759
<v Speaker 1>just here in September for the first time UM partnership

0:41:41.880 --> 0:41:46.600
<v Speaker 1>between US, Toby and an Eleague. UM we rolled out

0:41:46.680 --> 0:41:51.960
<v Speaker 1>the the getting Technical segment on the Eligue broadcast and

0:41:52.040 --> 0:41:55.239
<v Speaker 1>really being able to to showcase the fans and to

0:41:55.360 --> 0:41:59.719
<v Speaker 1>the viewers this ideas technology that's being captured to the

0:42:00.239 --> 0:42:05.560
<v Speaker 1>tracking software at Tracking Software. So UM from a partnership side,

0:42:06.320 --> 0:42:10.200
<v Speaker 1>it has been it was it was very important to

0:42:10.320 --> 0:42:14.440
<v Speaker 1>us to select partners and work with partners that shared

0:42:14.560 --> 0:42:19.120
<v Speaker 1>quite honestly our vision of making this better for for

0:42:19.200 --> 0:42:21.840
<v Speaker 1>the viewer because we know professionals are going to continue

0:42:21.880 --> 0:42:25.200
<v Speaker 1>to innovate and get better where at the forefront working

0:42:25.280 --> 0:42:30.000
<v Speaker 1>with them on separate uh, separate programs. Amateurs are always

0:42:30.000 --> 0:42:32.600
<v Speaker 1>going to look to get better because they want they

0:42:32.640 --> 0:42:36.320
<v Speaker 1>they want so badly to become a professional. But there's

0:42:36.880 --> 0:42:39.880
<v Speaker 1>a ton of people I just enjoy the sports because

0:42:39.880 --> 0:42:42.000
<v Speaker 1>of what it is, and how can we make it

0:42:42.080 --> 0:42:45.560
<v Speaker 1>better for them? So, um, David all hands over to

0:42:45.600 --> 0:42:47.960
<v Speaker 1>you because you again, I would love for you to

0:42:48.040 --> 0:42:50.960
<v Speaker 1>chime in and talk to uh just a relationship we

0:42:51.040 --> 0:42:53.560
<v Speaker 1>have with Turner and E League and how all that

0:42:53.600 --> 0:42:58.920
<v Speaker 1>came together. Yes, absolutely, and I feel like get bowed

0:42:58.920 --> 0:43:02.239
<v Speaker 1>back down to a point of trying to be a

0:43:02.280 --> 0:43:05.200
<v Speaker 1>good steward as far as a leader in the industry

0:43:05.200 --> 0:43:07.560
<v Speaker 1>on behalf of the sports and really just making it

0:43:08.400 --> 0:43:11.640
<v Speaker 1>a bit easier for viewers overall to get more out

0:43:11.640 --> 0:43:14.360
<v Speaker 1>of the viewing experience, whether their season veterans who have

0:43:14.360 --> 0:43:17.600
<v Speaker 1>been watching the games for a long time, or something

0:43:17.680 --> 0:43:19.360
<v Speaker 1>maybe new to the game as well. We've seen the

0:43:19.400 --> 0:43:22.560
<v Speaker 1>studies who knew you that say a lot of sports

0:43:22.600 --> 0:43:24.799
<v Speaker 1>viewers don't even play the games that they watch. So

0:43:25.400 --> 0:43:28.160
<v Speaker 1>if we're trying to help the sports grow in the

0:43:28.200 --> 0:43:31.480
<v Speaker 1>Western world. That's likely going to be introducing the sports

0:43:31.520 --> 0:43:34.000
<v Speaker 1>to people who are very new to the game, maybe

0:43:34.120 --> 0:43:37.040
<v Speaker 1>your family, maybe your friends who put that um So,

0:43:37.120 --> 0:43:39.759
<v Speaker 1>when it came to working with Eligue, I think it

0:43:39.960 --> 0:43:43.520
<v Speaker 1>was no brainer for us to start off with counter Strikes.

0:43:43.800 --> 0:43:46.760
<v Speaker 1>When you look at the landscape of the sports titles

0:43:46.760 --> 0:43:49.080
<v Speaker 1>out there, you can look at your League of Legends,

0:43:49.080 --> 0:43:51.520
<v Speaker 1>your Dodas and your mobios out there, it does have

0:43:51.760 --> 0:43:54.200
<v Speaker 1>a rather high learning curve for people who may not

0:43:54.280 --> 0:43:57.160
<v Speaker 1>be yet familiar with the title. UM So, definitely we

0:43:57.200 --> 0:43:59.520
<v Speaker 1>look at a game like counter Strike, there's really nothing

0:43:59.560 --> 0:44:02.279
<v Speaker 1>to us understand about, you know, don't be on the

0:44:02.320 --> 0:44:05.439
<v Speaker 1>wrong point and end of the gun. Um and so

0:44:05.480 --> 0:44:08.120
<v Speaker 1>I think being able to find a game that immediately

0:44:08.600 --> 0:44:11.800
<v Speaker 1>resonates it and can be digested by a larger audience

0:44:11.800 --> 0:44:15.720
<v Speaker 1>helps us. Uh. Not only again brings to a wider audience,

0:44:15.760 --> 0:44:18.560
<v Speaker 1>but then when you factor in the first person perspective

0:44:18.600 --> 0:44:22.240
<v Speaker 1>and what eye tracking can really bring in from a

0:44:22.360 --> 0:44:26.040
<v Speaker 1>synergy perspective there, it really made a lot of sense

0:44:26.040 --> 0:44:30.799
<v Speaker 1>to find the white partner like easy to have a

0:44:30.960 --> 0:44:33.920
<v Speaker 1>right tournament, where again counter Strikes with their bread and

0:44:33.920 --> 0:44:36.560
<v Speaker 1>butter for the better part of two years now. Um.

0:44:36.600 --> 0:44:40.439
<v Speaker 1>They housted the Major in January to overwhelming success. UM,

0:44:40.560 --> 0:44:43.719
<v Speaker 1>and they're willing to continue to try and see how

0:44:43.760 --> 0:44:45.759
<v Speaker 1>they can push the limits of counter Strike even further

0:44:45.760 --> 0:44:48.319
<v Speaker 1>and further as you look towards the future. But it

0:44:48.360 --> 0:44:51.360
<v Speaker 1>really boils down to what ways can we have this

0:44:51.480 --> 0:44:56.120
<v Speaker 1>experience be more digestible to a huge gaming audience out there.

0:44:56.400 --> 0:44:59.239
<v Speaker 1>So for eye tracking and counter strike, where was the

0:44:59.280 --> 0:45:02.399
<v Speaker 1>player looking, what were the context of you know, how

0:45:02.400 --> 0:45:05.440
<v Speaker 1>they made the decision that they did, um, And we've

0:45:05.440 --> 0:45:06.960
<v Speaker 1>seen a lot of assignment from it. We've seen a

0:45:06.960 --> 0:45:09.480
<v Speaker 1>tremendous amount of assignment from the fans. They've been really

0:45:10.080 --> 0:45:14.279
<v Speaker 1>uh receptive of the I cracking uh clips. They've been

0:45:14.320 --> 0:45:17.840
<v Speaker 1>telling us how they want to see you know, other players,

0:45:17.880 --> 0:45:21.279
<v Speaker 1>specific players get put under the microscope. UM. You know,

0:45:21.280 --> 0:45:23.120
<v Speaker 1>they would love to be able to get a better

0:45:23.160 --> 0:45:25.719
<v Speaker 1>clear breakdown of exactly how they pulled off the ace

0:45:25.760 --> 0:45:27.600
<v Speaker 1>that they did. We're seeing a lot of really good

0:45:27.640 --> 0:45:30.719
<v Speaker 1>reception from the commentators as well. So when we look

0:45:30.719 --> 0:45:34.920
<v Speaker 1>at the league, uh, the you know enders U and

0:45:35.040 --> 0:45:37.440
<v Speaker 1>a lot of the guys who are providing kind of

0:45:37.440 --> 0:45:40.279
<v Speaker 1>the color uh you know playing by play commentary have

0:45:40.440 --> 0:45:42.160
<v Speaker 1>been excited to be able to talk, you know, a

0:45:42.239 --> 0:45:45.440
<v Speaker 1>little bit more about the nuances of for example, how

0:45:45.480 --> 0:45:48.399
<v Speaker 1>an in game leader on the team may index more

0:45:48.520 --> 0:45:51.120
<v Speaker 1>between the mini map and looking at the economy of

0:45:51.120 --> 0:45:53.879
<v Speaker 1>the team and the other four players who are more

0:45:53.960 --> 0:45:57.080
<v Speaker 1>of the you know, damage doers and the um you know,

0:45:57.120 --> 0:45:59.040
<v Speaker 1>the meet and guns of the team are just more

0:45:59.080 --> 0:46:02.000
<v Speaker 1>focused on playing UM and so I think it really

0:46:02.000 --> 0:46:04.880
<v Speaker 1>opens up a way to present the game again, to

0:46:05.560 --> 0:46:08.600
<v Speaker 1>know why a variety of people, and it helps us

0:46:08.680 --> 0:46:12.520
<v Speaker 1>as a brand find meaningful ways to continue the game

0:46:12.560 --> 0:46:15.960
<v Speaker 1>back to the community rather than you know, just business

0:46:15.960 --> 0:46:21.000
<v Speaker 1>as usual logo branding and culsorship rights and things like that. Fascinating,

0:46:21.160 --> 0:46:23.879
<v Speaker 1>I think. I also find it really interesting that that

0:46:24.239 --> 0:46:28.600
<v Speaker 1>counter Strike is the sort of the go to game.

0:46:28.640 --> 0:46:32.720
<v Speaker 1>It makes perfect sense. But I recently did a multi

0:46:32.760 --> 0:46:36.920
<v Speaker 1>part series on the history of Valve, and so my

0:46:37.040 --> 0:46:39.920
<v Speaker 1>listeners now know that counter Strike that's a game that

0:46:40.000 --> 0:46:43.520
<v Speaker 1>originally was you know, a modification. Uh, it was a

0:46:43.560 --> 0:46:47.920
<v Speaker 1>mod of Half Life that came out thousand that It's

0:46:47.960 --> 0:46:51.080
<v Speaker 1>gone through a couple of different variations, the source version

0:46:51.080 --> 0:46:53.600
<v Speaker 1>of it coming out a few years ago, I believe

0:46:53.600 --> 0:46:56.360
<v Speaker 1>it was And to see that that game is still

0:46:57.160 --> 0:47:02.080
<v Speaker 1>so so such a big part of E sports. It is,

0:47:02.280 --> 0:47:06.760
<v Speaker 1>which makes sense. It requires people to have very strong

0:47:06.840 --> 0:47:09.800
<v Speaker 1>skill sets as well as be very good team players

0:47:10.200 --> 0:47:12.320
<v Speaker 1>if you want to have a strong counter strike team,

0:47:12.520 --> 0:47:14.759
<v Speaker 1>and I can definitely see where that value comes in.

0:47:14.960 --> 0:47:19.359
<v Speaker 1>I remember distinctly when I attended a C E S

0:47:19.440 --> 0:47:25.120
<v Speaker 1>many years ago. UH. One of the the companies there,

0:47:25.160 --> 0:47:30.360
<v Speaker 1>one of the the computer companies. We're hosting Ubisoft's team

0:47:30.400 --> 0:47:34.040
<v Speaker 1>at the time, the frag Dolls, who were professional gamers,

0:47:34.600 --> 0:47:37.480
<v Speaker 1>and the frag Dolls were taking on all comers, and

0:47:37.520 --> 0:47:40.520
<v Speaker 1>so people would step up, they'd form a team of four,

0:47:40.640 --> 0:47:43.719
<v Speaker 1>and then three of the frag Dolls would just decimate them.

0:47:43.840 --> 0:47:45.880
<v Speaker 1>And it happened over and over and over again, and

0:47:45.920 --> 0:47:48.080
<v Speaker 1>it was exciting to watch. But it would have been

0:47:48.160 --> 0:47:51.760
<v Speaker 1>so much more interesting to actually see how they played

0:47:51.800 --> 0:47:55.200
<v Speaker 1>together as a team, beyond just knowing that they're coordinating

0:47:55.239 --> 0:47:57.200
<v Speaker 1>much better, that they have a good knowledge of the maps,

0:47:57.200 --> 0:48:00.760
<v Speaker 1>being able to see where they're looking, and how frequently

0:48:00.760 --> 0:48:04.680
<v Speaker 1>they're looking around. Do they stare at one place for

0:48:04.719 --> 0:48:08.239
<v Speaker 1>any given time, where are they just constantly scanning? Uh,

0:48:08.320 --> 0:48:10.640
<v Speaker 1>that sort of stuff would have been really interesting to see.

0:48:10.719 --> 0:48:13.080
<v Speaker 1>So I find this really exciting. And as you point out,

0:48:13.280 --> 0:48:17.080
<v Speaker 1>it also by giving more information. By informing the audience,

0:48:17.400 --> 0:48:21.960
<v Speaker 1>you spend less time, uh, trying to familiarize yourself with

0:48:22.040 --> 0:48:24.759
<v Speaker 1>the way the game is working. It becomes much more

0:48:24.800 --> 0:48:27.600
<v Speaker 1>apparent early on if you're able to see what other

0:48:27.640 --> 0:48:31.719
<v Speaker 1>people are looking at, and I think it removes that barrier. Uh.

0:48:31.880 --> 0:48:38.760
<v Speaker 1>I think it also really illustrates how professional gamers are.

0:48:38.800 --> 0:48:41.799
<v Speaker 1>Are you know, just incredibly good at what they do

0:48:41.960 --> 0:48:46.759
<v Speaker 1>beyond raking up high scores, because I think still among

0:48:46.880 --> 0:48:50.719
<v Speaker 1>certain populations at least, the idea of professional gaming is

0:48:50.760 --> 0:48:55.320
<v Speaker 1>somewhat scoffed at. Whereas you know, we accept professional sports

0:48:55.400 --> 0:48:58.040
<v Speaker 1>pretty easily. That's been part of our culture for for

0:48:58.480 --> 0:49:02.279
<v Speaker 1>decades and that is pretty easy for folks to go

0:49:02.320 --> 0:49:05.840
<v Speaker 1>along with. I think before anyone gets a chance to

0:49:05.880 --> 0:49:10.160
<v Speaker 1>really see what pro e sports is all about, they

0:49:10.200 --> 0:49:14.000
<v Speaker 1>have an initial reaction of like, well, that's a game

0:49:14.040 --> 0:49:16.399
<v Speaker 1>that's not a sport. And it's not until you're able

0:49:16.440 --> 0:49:18.359
<v Speaker 1>to really kind of break it down in this way

0:49:18.360 --> 0:49:20.960
<v Speaker 1>and say, no, take a look at this. These these

0:49:21.000 --> 0:49:24.600
<v Speaker 1>are men and women who are doing things at a

0:49:24.719 --> 0:49:28.360
<v Speaker 1>level far beyond what the average person is capable of doing.

0:49:28.440 --> 0:49:32.880
<v Speaker 1>It is similar, if not, if not identical to what

0:49:33.080 --> 0:49:37.880
<v Speaker 1>you see in the actual physical sports realm. So I

0:49:37.920 --> 0:49:40.200
<v Speaker 1>like that aspect of it as well. It gives you

0:49:40.239 --> 0:49:43.759
<v Speaker 1>that extra I guess ammunition is the right way to

0:49:43.800 --> 0:49:46.359
<v Speaker 1>put it when you are talking about the sports and

0:49:46.360 --> 0:49:50.279
<v Speaker 1>trying to explain to someone how it really is a

0:49:50.640 --> 0:49:54.719
<v Speaker 1>level of performance beyond what the average person tends to

0:49:54.760 --> 0:49:58.480
<v Speaker 1>be able to do. Uh. Through this partnership, I'm sure

0:49:58.520 --> 0:50:01.480
<v Speaker 1>you've you've seen some really interesting stuff. Are there any

0:50:01.800 --> 0:50:07.879
<v Speaker 1>particular uh stories or particular revelations that you have encountered

0:50:07.920 --> 0:50:12.120
<v Speaker 1>as a result of this eye tracking technology being part

0:50:12.280 --> 0:50:15.880
<v Speaker 1>of this experience. Yeah, I mean I would definitely say

0:50:15.960 --> 0:50:23.120
<v Speaker 1>the just the little of nuanced gameplay between these counterslike

0:50:23.200 --> 0:50:27.480
<v Speaker 1>players is insane. I mean we talk about, you know,

0:50:27.520 --> 0:50:29.400
<v Speaker 1>these guys being able to be at the top of

0:50:29.440 --> 0:50:31.680
<v Speaker 1>their games. I mean, these are the guys who absolutely

0:50:31.680 --> 0:50:33.920
<v Speaker 1>can tell the difference between you know, two hundred and

0:50:33.960 --> 0:50:37.959
<v Speaker 1>sixty hurt versus a hundred and forty two hurts. There's

0:50:38.000 --> 0:50:40.080
<v Speaker 1>jokes out there about how these human I feel and

0:50:40.160 --> 0:50:42.399
<v Speaker 1>see you know thirty fps. That is completely not true

0:50:42.440 --> 0:50:44.920
<v Speaker 1>at all. Um. You know the counter start guys who

0:50:44.960 --> 0:50:46.919
<v Speaker 1>within the league and a lot of these guys here

0:50:46.960 --> 0:50:52.760
<v Speaker 1>are just very um uh, their their senses are extreme.

0:50:52.840 --> 0:50:54.600
<v Speaker 1>You know, when you also could have some of these

0:50:54.600 --> 0:50:56.480
<v Speaker 1>guys play. There's a player like j d M on

0:50:56.520 --> 0:50:58.919
<v Speaker 1>Team Liquid who means back, you know, three or four

0:50:58.960 --> 0:51:02.320
<v Speaker 1>ft behind it here, the distance between his eyes to

0:51:02.440 --> 0:51:06.440
<v Speaker 1>the screen is wildly different from you know, another player

0:51:06.920 --> 0:51:10.080
<v Speaker 1>who may be near seven inches away. Um. We found

0:51:10.080 --> 0:51:12.400
<v Speaker 1>that can be interesting in the studio setting when it

0:51:12.440 --> 0:51:15.320
<v Speaker 1>comes to calibrating the eye tracking units for the various

0:51:15.360 --> 0:51:17.840
<v Speaker 1>players and making sure that the way that they compete

0:51:17.920 --> 0:51:20.360
<v Speaker 1>is how they're being calibrated at the time. But I

0:51:20.400 --> 0:51:23.399
<v Speaker 1>think just at a very high level, um, people, once

0:51:23.400 --> 0:51:25.239
<v Speaker 1>we slow down the game and once we get to

0:51:25.320 --> 0:51:28.000
<v Speaker 1>replays and all the technologies finally as caught up to

0:51:28.040 --> 0:51:30.919
<v Speaker 1>be able to subtily break down the nuances of how

0:51:31.000 --> 0:51:34.480
<v Speaker 1>quick they are in terms of milliseconds and hundreds of milliseconds,

0:51:34.640 --> 0:51:37.920
<v Speaker 1>we're gonna quickly see just you know, the difference between

0:51:38.880 --> 0:51:41.040
<v Speaker 1>the top one percent of players and invest of us

0:51:41.040 --> 0:51:46.680
<v Speaker 1>out there. And uh, that'shing to be very exciting to see. Yeah,

0:51:46.760 --> 0:51:49.759
<v Speaker 1>and and you know something else that stood out to

0:51:49.800 --> 0:51:53.120
<v Speaker 1>me here with with the initial raud and it's kind

0:51:53.120 --> 0:51:56.640
<v Speaker 1>of the first the first time the getting technical SIGMENTA

0:51:56.640 --> 0:52:01.000
<v Speaker 1>started to run on the league coverage has been the reaction. So,

0:52:01.080 --> 0:52:03.839
<v Speaker 1>you know, I mentioned part of the reason that we're

0:52:03.840 --> 0:52:06.719
<v Speaker 1>doing this is we want to improve the viewership experience,

0:52:07.280 --> 0:52:10.360
<v Speaker 1>you know, selfishly for us as gamers and fans, because

0:52:10.840 --> 0:52:13.000
<v Speaker 1>we're watching these things ourselves and we want to be

0:52:13.080 --> 0:52:17.160
<v Speaker 1>able to us better viewing experience. Like if you look

0:52:17.160 --> 0:52:21.600
<v Speaker 1>at the feedback you know, just on on Facebook, comments

0:52:21.680 --> 0:52:25.000
<v Speaker 1>on what you see happening on Twitch on the Elite broadcast,

0:52:25.080 --> 0:52:29.759
<v Speaker 1>like the comments from fans is it's really encouraging around this.

0:52:29.920 --> 0:52:34.200
<v Speaker 1>They appreciate this technology, They appreciate being able to get

0:52:34.239 --> 0:52:39.880
<v Speaker 1>a better glint at how these professionals are performing real

0:52:39.920 --> 0:52:43.319
<v Speaker 1>time something we've never seen before. So you know, as

0:52:43.360 --> 0:52:46.520
<v Speaker 1>we as we roll on new new innovations and technologies,

0:52:46.560 --> 0:52:49.760
<v Speaker 1>we do obviously a ton of work, and we're working

0:52:49.760 --> 0:52:52.279
<v Speaker 1>with and talking with our fans and our customers and

0:52:52.360 --> 0:52:56.320
<v Speaker 1>just gamers overall too um to make sure we're delivering

0:52:56.320 --> 0:53:00.200
<v Speaker 1>what they want. Ultimately alien where is trying to over

0:53:00.280 --> 0:53:03.799
<v Speaker 1>that ultimate gaming experience. We feel this place right into that,

0:53:04.400 --> 0:53:08.560
<v Speaker 1>but it's always and it's always reassuring one when we

0:53:08.600 --> 0:53:11.600
<v Speaker 1>go down a path and we work with partners UM

0:53:11.640 --> 0:53:14.080
<v Speaker 1>and roll out new technologies and new features and so

0:53:14.280 --> 0:53:18.799
<v Speaker 1>on to see that. See the fan reaction is UM

0:53:19.000 --> 0:53:22.840
<v Speaker 1>is a positive, is coming back positive and that to

0:53:22.880 --> 0:53:25.320
<v Speaker 1>me has definitely said out of have and seen anything

0:53:25.360 --> 0:53:30.680
<v Speaker 1>negative around the technology, just a lot of appreciation from

0:53:30.680 --> 0:53:33.960
<v Speaker 1>from the game of community. Well, I love that. There

0:53:34.080 --> 0:53:37.240
<v Speaker 1>is what we do want to add in the fan feedback.

0:53:37.360 --> 0:53:42.960
<v Speaker 1>People have been clamoring about what a anti cheating tool

0:53:43.200 --> 0:53:46.160
<v Speaker 1>that may wind up being. UM. It's curious to see

0:53:46.200 --> 0:53:47.759
<v Speaker 1>because what if one day they you know, we all

0:53:47.800 --> 0:53:50.160
<v Speaker 1>had monitors that always tracked our eyes and you can

0:53:50.200 --> 0:53:54.120
<v Speaker 1>never disable that UM that that would be a very

0:53:54.160 --> 0:53:57.520
<v Speaker 1>interesting future. When we come back, we'll chat a bit

0:53:57.560 --> 0:54:00.040
<v Speaker 1>more with Robert from Turner about how they took a

0:54:00.200 --> 0:54:03.160
<v Speaker 1>challenge of taking the tech created by Toby and alien

0:54:03.200 --> 0:54:05.920
<v Speaker 1>Ware and they found a way to incorporate it into

0:54:05.960 --> 0:54:09.440
<v Speaker 1>e sports broadcasts. But first let's take another quick break

0:54:09.680 --> 0:54:18.920
<v Speaker 1>to thank our sponsor. So that kind of leads us

0:54:19.000 --> 0:54:23.840
<v Speaker 1>naturally into a discussion about the challenges of presenting e

0:54:24.080 --> 0:54:26.759
<v Speaker 1>sports to an audience in a way where they can

0:54:26.800 --> 0:54:30.240
<v Speaker 1>really appreciate what's going on, and that that ties into

0:54:30.320 --> 0:54:35.359
<v Speaker 1>this topic of the eye tracking technology. We know that

0:54:35.480 --> 0:54:38.920
<v Speaker 1>Toby Tech was the company to start working on the

0:54:38.960 --> 0:54:42.839
<v Speaker 1>actual hardware and the basic software, and we had Dell

0:54:42.960 --> 0:54:46.680
<v Speaker 1>and alien Ware that we're working on the various uh

0:54:46.800 --> 0:54:50.120
<v Speaker 1>consumer products that incorporate that technology. But when it comes

0:54:50.160 --> 0:54:53.440
<v Speaker 1>to actually implementing it in a way that makes sense

0:54:53.760 --> 0:54:57.439
<v Speaker 1>both from an administrative perspective, where you guys are trying

0:54:57.440 --> 0:55:02.160
<v Speaker 1>to find ways of adding value to the presentation, and

0:55:02.239 --> 0:55:05.200
<v Speaker 1>from a consumer perspective or from an audience perspective where

0:55:05.440 --> 0:55:10.480
<v Speaker 1>they can appreciate even more the capabilities of these elite

0:55:10.480 --> 0:55:13.320
<v Speaker 1>players because they're getting kind of insight into what's happening.

0:55:13.400 --> 0:55:15.600
<v Speaker 1>Can you talk a little bit about that implementation and

0:55:15.600 --> 0:55:20.200
<v Speaker 1>what that experience was, Like, sure, yeah, and UM, you

0:55:20.239 --> 0:55:23.560
<v Speaker 1>know what I would say is it was birthed out

0:55:23.600 --> 0:55:28.440
<v Speaker 1>of actually a very casual conversation between David Chen and

0:55:28.480 --> 0:55:32.600
<v Speaker 1>I David Chen from Dell and I um at our

0:55:32.640 --> 0:55:36.920
<v Speaker 1>major actually and that was in January. Um, you know,

0:55:37.120 --> 0:55:41.040
<v Speaker 1>I had seen a demo of some behind the scenes

0:55:41.080 --> 0:55:43.920
<v Speaker 1>software that a League of Legends team was using to

0:55:44.000 --> 0:55:49.120
<v Speaker 1>improve their performance with eye tracking and thought, wow, this

0:55:49.200 --> 0:55:53.799
<v Speaker 1>is a really interesting, Um, how do we democratize that like,

0:55:53.840 --> 0:55:57.480
<v Speaker 1>how do we bring that to the audience watching the

0:55:57.480 --> 0:56:00.399
<v Speaker 1>game instead of making it like a back off its

0:56:00.440 --> 0:56:05.120
<v Speaker 1>tool that a team is using to try and optimize

0:56:05.560 --> 0:56:10.480
<v Speaker 1>its performance. And you know there are challenges for sure, right.

0:56:10.600 --> 0:56:14.960
<v Speaker 1>So in March, UM I went to Austin and we

0:56:14.960 --> 0:56:18.840
<v Speaker 1>we had a meeting, and in that meeting Toby actually

0:56:18.880 --> 0:56:23.279
<v Speaker 1>brought their ideas on how it could work. UM. But

0:56:24.320 --> 0:56:28.719
<v Speaker 1>you know, to be candid, UH, they hadn't ever run

0:56:29.040 --> 0:56:33.960
<v Speaker 1>a competitive gaming event, and as you alluded to earlier,

0:56:34.400 --> 0:56:40.480
<v Speaker 1>you know, competitive integrity is extremely important to us, extremely

0:56:40.520 --> 0:56:43.839
<v Speaker 1>important to the players, and so we have to be

0:56:43.960 --> 0:56:48.560
<v Speaker 1>very careful about what we do in the studio and

0:56:48.600 --> 0:56:52.759
<v Speaker 1>how we produce things. And as a result, UM, it

0:56:52.920 --> 0:56:55.400
<v Speaker 1>is certainly not as simple to do something like this

0:56:55.480 --> 0:56:59.640
<v Speaker 1>eye tracking as one would think it would be. UM.

0:56:59.680 --> 0:57:02.000
<v Speaker 1>So to kind of walk through the components of how

0:57:02.040 --> 0:57:06.919
<v Speaker 1>it works, UM, you need a computer with an eye

0:57:06.920 --> 0:57:11.560
<v Speaker 1>tracker connected to it, UM that is capturing gays in

0:57:11.680 --> 0:57:18.360
<v Speaker 1>real time. Then you also need a video feed of

0:57:18.480 --> 0:57:24.360
<v Speaker 1>the point of view of the player in real time. UM.

0:57:24.400 --> 0:57:26.960
<v Speaker 1>And the two things like the the eye tracker needs

0:57:27.000 --> 0:57:31.440
<v Speaker 1>to be synchronized for the resolution and aspect ratio that

0:57:31.480 --> 0:57:34.560
<v Speaker 1>the player is running the game at and of course

0:57:34.600 --> 0:57:37.960
<v Speaker 1>then the p o V feed of the gameplay also

0:57:38.080 --> 0:57:41.640
<v Speaker 1>needs to be exactly what the player is looking at,

0:57:41.760 --> 0:57:45.680
<v Speaker 1>so it can't be at a different aspect ratio or

0:57:45.800 --> 0:57:51.160
<v Speaker 1>resolution and have it make perfect sense, right. And then

0:57:51.240 --> 0:57:54.800
<v Speaker 1>you need to take those two things, that the video

0:57:54.920 --> 0:57:58.240
<v Speaker 1>feed of the gays and the actual p o V

0:57:58.960 --> 0:58:02.520
<v Speaker 1>and then use podcast production equipment to merge those two

0:58:02.560 --> 0:58:07.560
<v Speaker 1>things in real time so you're getting an accurate UM

0:58:07.960 --> 0:58:11.680
<v Speaker 1>feed of the two things. Well, in order to do

0:58:12.400 --> 0:58:16.960
<v Speaker 1>all of what I just mentioned, it actually requires two

0:58:16.960 --> 0:58:20.800
<v Speaker 1>computers that the players not even playing on. UM. We

0:58:20.920 --> 0:58:26.760
<v Speaker 1>have one machine that is the dedicated gaze tracker that's

0:58:26.760 --> 0:58:30.080
<v Speaker 1>actually outputting a green screen with the gaze on it.

0:58:30.240 --> 0:58:35.800
<v Speaker 1>So that computer is the tracker itself, is mounted underneath

0:58:35.880 --> 0:58:38.880
<v Speaker 1>the monitor that the player is sitting in front of

0:58:38.920 --> 0:58:43.800
<v Speaker 1>on stage. And then we're using UM this might be

0:58:43.840 --> 0:58:46.120
<v Speaker 1>a little too in the weeds, but we're using uh

0:58:46.800 --> 0:58:50.440
<v Speaker 1>USB Cat six extenders, so we're able to run the

0:58:50.560 --> 0:58:55.400
<v Speaker 1>USB three feet to a server room UM, and then

0:58:55.440 --> 0:58:59.160
<v Speaker 1>the actual computer that the gaze tracking software is running

0:58:59.160 --> 0:59:03.640
<v Speaker 1>on is in this server room hundreds of hundreds of

0:59:03.680 --> 0:59:08.160
<v Speaker 1>feet away from the actual stage. So we can't run

0:59:08.200 --> 0:59:10.960
<v Speaker 1>the games tracking software on the computer that the player

0:59:11.080 --> 0:59:14.200
<v Speaker 1>is playing on because we can't do anything that would

0:59:14.280 --> 0:59:20.800
<v Speaker 1>that could impact competitive integrity. Then for the p o

0:59:20.920 --> 0:59:25.600
<v Speaker 1>V UM, in order to get that p o V

0:59:25.920 --> 0:59:29.120
<v Speaker 1>we cannot take it from the player's computer. So we

0:59:29.200 --> 0:59:33.400
<v Speaker 1>don't ever take a video output from a player's computer

0:59:33.600 --> 0:59:38.160
<v Speaker 1>and feed that into our broadcast infrastructure. Because the output

0:59:38.160 --> 0:59:41.000
<v Speaker 1>from the video card on a player's computer needs to

0:59:41.080 --> 0:59:44.920
<v Speaker 1>go directly to the monitor, there cannot be anything in

0:59:44.960 --> 0:59:49.920
<v Speaker 1>that loop that introduces any latency. So uh and again,

0:59:50.000 --> 0:59:55.280
<v Speaker 1>in order to to maintain competitive integrity, we cannot use

0:59:55.440 --> 0:59:58.640
<v Speaker 1>the computer that the player is playing on to produce

0:59:58.760 --> 1:00:01.480
<v Speaker 1>the p o B foot that we're using to produce

1:00:01.640 --> 1:00:07.880
<v Speaker 1>this content. So instead, I have yet another computer in

1:00:07.920 --> 1:00:13.400
<v Speaker 1>the same server room that is connected to a relay

1:00:13.480 --> 1:00:18.919
<v Speaker 1>game server and is mimicking that player's point of view experience.

1:00:18.960 --> 1:00:23.560
<v Speaker 1>So what we've done is we very carefully keep track

1:00:23.640 --> 1:00:27.280
<v Speaker 1>of what aspect ratio the players running the game at

1:00:27.320 --> 1:00:31.920
<v Speaker 1>on stage, We mimic those settings and all of the

1:00:31.960 --> 1:00:38.720
<v Speaker 1>other settings that that players traditionally use on this secondary computer,

1:00:39.440 --> 1:00:43.720
<v Speaker 1>and then we're um linking it to that player so

1:00:43.800 --> 1:00:46.960
<v Speaker 1>that it shows their p o V the entire game

1:00:47.800 --> 1:00:51.800
<v Speaker 1>and then feeding that into our broadcast infrastructure, and then

1:00:51.920 --> 1:00:55.920
<v Speaker 1>upstream from all of that, there is a broadcast switcher

1:00:56.080 --> 1:01:00.960
<v Speaker 1>that is merging the gays out put with the green

1:01:01.080 --> 1:01:06.440
<v Speaker 1>removed obviously, and that POV footage and feeding that to

1:01:06.480 --> 1:01:09.040
<v Speaker 1>the control room where a producer can watch it in

1:01:09.120 --> 1:01:14.080
<v Speaker 1>real time and decide is this something I want our

1:01:14.160 --> 1:01:16.919
<v Speaker 1>talent to talk about or not talk about? And so

1:01:17.360 --> 1:01:20.720
<v Speaker 1>we're we've now done this for three weeks of this tournament,

1:01:21.680 --> 1:01:24.120
<v Speaker 1>and we're you know, to be honest with you, if

1:01:24.120 --> 1:01:28.320
<v Speaker 1>you had talked to me before the tournament, UM, I

1:01:29.760 --> 1:01:33.120
<v Speaker 1>I was very careful to say, I don't know what

1:01:33.160 --> 1:01:35.760
<v Speaker 1>we're going to get. I don't know what kind of

1:01:35.800 --> 1:01:38.080
<v Speaker 1>insights we're going to get. I don't know if this

1:01:38.160 --> 1:01:42.480
<v Speaker 1>is really going to be like super interesting content or

1:01:42.640 --> 1:01:46.360
<v Speaker 1>just interesting content. Is it going to reveal things or

1:01:46.400 --> 1:01:50.400
<v Speaker 1>not reveal things? Um? All I knew was that we

1:01:50.440 --> 1:01:52.640
<v Speaker 1>had a proof of concept that we could capture this,

1:01:53.320 --> 1:01:54.800
<v Speaker 1>and then we were going to see what we could

1:01:54.840 --> 1:01:58.040
<v Speaker 1>do with it. But I think we're really really pleased

1:01:58.160 --> 1:02:03.520
<v Speaker 1>with how the content has come come together, and the

1:02:03.560 --> 1:02:10.080
<v Speaker 1>fans are just blown away. UM. I think you know,

1:02:10.200 --> 1:02:14.160
<v Speaker 1>it's it's a statement about what Turner Sports brings to

1:02:14.200 --> 1:02:17.360
<v Speaker 1>the e sports space where we're trying to you know,

1:02:17.520 --> 1:02:22.439
<v Speaker 1>constantly be additive and constantly be innovative, but not doing

1:02:22.480 --> 1:02:26.360
<v Speaker 1>innovation and additive things for the sake of doing them,

1:02:26.440 --> 1:02:30.120
<v Speaker 1>doing them to enhance the fan engagement and the fan

1:02:30.240 --> 1:02:34.440
<v Speaker 1>viewing experience. Um And with this, you know what I

1:02:34.440 --> 1:02:38.640
<v Speaker 1>would say is there is no nothing analogous to this

1:02:39.120 --> 1:02:43.360
<v Speaker 1>In traditional sports. You can see where a player runs,

1:02:43.440 --> 1:02:46.400
<v Speaker 1>you can see them kick the ball, but you have

1:02:46.440 --> 1:02:51.120
<v Speaker 1>no idea about like what they're looking at in real time,

1:02:51.320 --> 1:02:55.200
<v Speaker 1>or what their intents are, or what they even consider. Right.

1:02:55.800 --> 1:02:59.760
<v Speaker 1>You don't really have any raw data about their thoughts

1:03:00.720 --> 1:03:05.840
<v Speaker 1>in traditional sports except what they tell you, right. But

1:03:05.960 --> 1:03:10.160
<v Speaker 1>with this, this data, that this content, it reveals thought

1:03:10.200 --> 1:03:14.200
<v Speaker 1>process in a way that nothing else in sports or

1:03:14.240 --> 1:03:17.720
<v Speaker 1>e sports does. At this point, you see them look,

1:03:18.360 --> 1:03:21.200
<v Speaker 1>you know, do their mental check what's my health? How

1:03:21.280 --> 1:03:24.720
<v Speaker 1>much ammo? Do I have? You know where where the

1:03:24.760 --> 1:03:27.360
<v Speaker 1>rest of my team on the map? Like you see

1:03:27.400 --> 1:03:30.760
<v Speaker 1>that in real time in the content. We're not we

1:03:30.800 --> 1:03:33.080
<v Speaker 1>haven't gotten to the point where we can really do

1:03:33.120 --> 1:03:36.040
<v Speaker 1>this real time in a play areat Although I want

1:03:36.040 --> 1:03:39.600
<v Speaker 1>to do that at some point. Um, and I'm so

1:03:39.680 --> 1:03:45.280
<v Speaker 1>excited because it's it is really like this super interesting

1:03:45.360 --> 1:03:53.400
<v Speaker 1>combination of biometric technology that is not very invasive and um,

1:03:53.440 --> 1:03:57.000
<v Speaker 1>this sport that is like sort of made out of data,

1:03:57.120 --> 1:03:59.560
<v Speaker 1>and it would be almost impossible to do this for

1:03:59.600 --> 1:04:04.080
<v Speaker 1>tragal sports. Like you know, I I am, I'm very

1:04:04.160 --> 1:04:07.680
<v Speaker 1>fortunate in that I'm I'm a part of the team

1:04:07.760 --> 1:04:11.720
<v Speaker 1>that also does the production for our NBA games, also

1:04:11.800 --> 1:04:15.120
<v Speaker 1>does the production for our MLB games, and so I

1:04:15.160 --> 1:04:19.160
<v Speaker 1>get to hear some of the behind the scenes stuff

1:04:19.680 --> 1:04:22.400
<v Speaker 1>that is considered and talked about. And we certainly don't

1:04:22.400 --> 1:04:25.640
<v Speaker 1>treat E sports any differently than we do those other

1:04:25.680 --> 1:04:28.960
<v Speaker 1>things from a thought process perspective. But you know, as

1:04:29.000 --> 1:04:31.440
<v Speaker 1>I'm sitting in the meetings in the last couple of

1:04:31.440 --> 1:04:36.560
<v Speaker 1>weeks and we're talking about MLB, like I'm actually thinking, Wow,

1:04:36.600 --> 1:04:40.440
<v Speaker 1>wouldn't it be cool to see like gaze trace as

1:04:40.480 --> 1:04:43.880
<v Speaker 1>a batter's in the batter's box and the pitches come again.

1:04:45.120 --> 1:04:48.400
<v Speaker 1>But like, there is no way to do that but

1:04:48.720 --> 1:04:52.240
<v Speaker 1>be super cool. So so this is like that though,

1:04:52.720 --> 1:04:56.520
<v Speaker 1>this is a step in that direction, right, Um. So

1:04:56.840 --> 1:04:59.880
<v Speaker 1>I mean for me, like I think it's super exciting,

1:05:00.120 --> 1:05:03.440
<v Speaker 1>and I would love to see this sort of like

1:05:03.600 --> 1:05:08.240
<v Speaker 1>intent based data capture. Um, you know, what did he

1:05:08.280 --> 1:05:11.240
<v Speaker 1>really look at? What did he consider? I would love

1:05:11.320 --> 1:05:15.919
<v Speaker 1>to see that in baseball or football or basketball. How

1:05:15.960 --> 1:05:20.080
<v Speaker 1>cool would it be to see the quarterbacks checkdowns in

1:05:20.160 --> 1:05:23.880
<v Speaker 1>real time in football? You know, Um, what did he

1:05:23.920 --> 1:05:26.640
<v Speaker 1>consider before he threw the ball over there? And what

1:05:26.680 --> 1:05:29.600
<v Speaker 1>did he see before he threw that ball? Like, there's

1:05:29.640 --> 1:05:33.280
<v Speaker 1>there's just not anything like this. So so to tack

1:05:33.320 --> 1:05:36.520
<v Speaker 1>back the esports though, um, and the content that we've

1:05:36.600 --> 1:05:40.440
<v Speaker 1>captured so far, you know, I think it's some of

1:05:40.440 --> 1:05:44.800
<v Speaker 1>it is has revealed, Oh that guy does exactly what

1:05:44.840 --> 1:05:47.960
<v Speaker 1>we expected. And then in other cases it's like, wow,

1:05:48.000 --> 1:05:52.480
<v Speaker 1>he spends a lot more time checking the more basic

1:05:52.600 --> 1:05:55.680
<v Speaker 1>things than you would expect. And I think you know,

1:05:55.720 --> 1:06:01.320
<v Speaker 1>with players, other players, like you know, regular stream of

1:06:01.360 --> 1:06:07.120
<v Speaker 1>consciousness like everyday counterstrike players, Um, this is an opportunity

1:06:07.120 --> 1:06:09.040
<v Speaker 1>for them to kind of learn, oh wow, when I

1:06:09.080 --> 1:06:11.440
<v Speaker 1>go around that corner, I don't look at that box.

1:06:11.800 --> 1:06:16.720
<v Speaker 1>I start over there and sort of optimize their game too. Yeah.

1:06:16.760 --> 1:06:19.320
<v Speaker 1>I also I also like how you know, you you

1:06:19.400 --> 1:06:23.840
<v Speaker 1>had this incredible challenge of being able to like all

1:06:23.840 --> 1:06:25.680
<v Speaker 1>the pieces were there, but in order for them to

1:06:25.720 --> 1:06:29.320
<v Speaker 1>actually work, you had to go to these enormous considerations

1:06:29.320 --> 1:06:33.200
<v Speaker 1>so that you did not affect the performance of any

1:06:33.240 --> 1:06:36.800
<v Speaker 1>player's machine, because clearly, uh, it would be the same

1:06:36.840 --> 1:06:40.520
<v Speaker 1>as if you were to uh to mess with uh,

1:06:40.520 --> 1:06:43.520
<v Speaker 1>you know, a professional athlete in a traditional sport, if

1:06:43.520 --> 1:06:45.600
<v Speaker 1>they were to mess with their equipment, it would be

1:06:45.680 --> 1:06:48.680
<v Speaker 1>almost like sabotage. So you're you know, you're talking about

1:06:48.680 --> 1:06:51.760
<v Speaker 1>like the not wanting to put any kind of load

1:06:52.160 --> 1:06:55.479
<v Speaker 1>on a graphics processing unit that is meant to run

1:06:55.480 --> 1:06:57.920
<v Speaker 1>the game on the player's machine. I would say that

1:06:57.920 --> 1:06:59.800
<v Speaker 1>that's sort of analogous to what you were saying with

1:07:00.640 --> 1:07:03.440
<v Speaker 1>professional sports in the in the physical realm, the idea

1:07:03.480 --> 1:07:07.200
<v Speaker 1>that we can't really do that eye tracking technique with

1:07:07.560 --> 1:07:11.160
<v Speaker 1>traditional sports largely because it would require us to outfit

1:07:11.280 --> 1:07:15.760
<v Speaker 1>professional players with additional equipment that would then in turn

1:07:15.920 --> 1:07:19.080
<v Speaker 1>affect their performance. Thus you end up you end up

1:07:19.080 --> 1:07:23.040
<v Speaker 1>with the classic quantum physics issue of anything you observe,

1:07:23.320 --> 1:07:27.640
<v Speaker 1>you are affecting, right. So, so it's it's interesting that

1:07:28.040 --> 1:07:30.800
<v Speaker 1>you know, you had to find that work around and

1:07:30.880 --> 1:07:36.360
<v Speaker 1>the professional sports arena for for pro video gamers, and

1:07:36.600 --> 1:07:38.880
<v Speaker 1>I think once you do consider that in the realm

1:07:38.920 --> 1:07:41.000
<v Speaker 1>of the physical sports as well. Even if you're not

1:07:41.040 --> 1:07:44.560
<v Speaker 1>familiar with professional video game sports or e leagues or

1:07:44.600 --> 1:07:47.680
<v Speaker 1>anything of those that nature, you start to say, oh, well,

1:07:47.680 --> 1:07:49.280
<v Speaker 1>now I'm getting it. Now I'm getting it. I see.

1:07:49.320 --> 1:07:51.920
<v Speaker 1>It's like, you know, if if I walked up and

1:07:51.920 --> 1:07:54.760
<v Speaker 1>I realized that the bat that I want to use

1:07:55.160 --> 1:07:56.800
<v Speaker 1>is nowhere to be found, and I'm gonna have to

1:07:56.880 --> 1:07:58.600
<v Speaker 1>use a different bat and it's one that's of a

1:07:58.680 --> 1:08:01.880
<v Speaker 1>slightly different weight, and I'm not it's enough when you're

1:08:01.920 --> 1:08:04.480
<v Speaker 1>talking about at that elite level of performance that it

1:08:04.600 --> 1:08:08.840
<v Speaker 1>makes a measurable difference. So, Uh, I'm glad that we

1:08:08.840 --> 1:08:11.720
<v Speaker 1>were able to have this conversation and and kind of

1:08:11.760 --> 1:08:14.760
<v Speaker 1>get that perspective, because I think it does. It's very

1:08:14.880 --> 1:08:19.759
<v Speaker 1>enlightening to people who are unfamiliar with the subject. Uh.

1:08:19.920 --> 1:08:23.839
<v Speaker 1>Is there anything that you have witnessed in your time

1:08:23.920 --> 1:08:27.840
<v Speaker 1>with the league that stands out as one of those

1:08:28.200 --> 1:08:31.599
<v Speaker 1>really special moments, whether it was in a tournament or

1:08:31.640 --> 1:08:34.679
<v Speaker 1>maybe it was maybe it was when you were when

1:08:34.680 --> 1:08:37.920
<v Speaker 1>you saw this this eye tracking technology all kind of

1:08:37.920 --> 1:08:41.000
<v Speaker 1>come together. But anything that kind of is particularly special

1:08:41.040 --> 1:08:44.400
<v Speaker 1>in your mind. I mean, from my personal experience to

1:08:44.520 --> 1:08:48.519
<v Speaker 1>kind of attack back to personal. There's kind of three

1:08:48.560 --> 1:08:52.760
<v Speaker 1>moments for me, um to to take a question that

1:08:52.840 --> 1:08:56.160
<v Speaker 1>asks for one and to answer with three. Um. You know,

1:08:56.200 --> 1:09:00.080
<v Speaker 1>the first was the finals of our first tournament and

1:09:00.360 --> 1:09:04.400
<v Speaker 1>we were we released game Command, which I have not mentioned,

1:09:04.439 --> 1:09:07.679
<v Speaker 1>but it's a mosaic player, so like a user directed

1:09:07.720 --> 1:09:12.599
<v Speaker 1>experience where uh end users can choose to watch any

1:09:12.640 --> 1:09:15.080
<v Speaker 1>of the ten players who are playing in real time

1:09:15.640 --> 1:09:20.639
<v Speaker 1>or actually watch all ten. UM. Releasing that out into

1:09:20.680 --> 1:09:25.639
<v Speaker 1>the wild and seeing the fan feedback on it, because

1:09:25.680 --> 1:09:28.600
<v Speaker 1>there was literally nothing like it in the in the

1:09:28.720 --> 1:09:32.320
<v Speaker 1>world at that point. UM, and there there actually still

1:09:32.360 --> 1:09:35.120
<v Speaker 1>isn't like there's still nothing where you can watch all

1:09:35.200 --> 1:09:38.920
<v Speaker 1>ten players at the same time, um in one UI.

1:09:39.080 --> 1:09:43.200
<v Speaker 1>But UM, that was the first, you know. The second

1:09:43.520 --> 1:09:46.960
<v Speaker 1>was I've talked about the Major in January a few

1:09:47.000 --> 1:09:51.040
<v Speaker 1>times already, but there was a moment during the finals

1:09:51.640 --> 1:09:58.000
<v Speaker 1>where we crested a million concurrent viewers on Twitch, not

1:09:58.200 --> 1:10:02.080
<v Speaker 1>just breaking the all time Twitch record, but shattering it

1:10:02.200 --> 1:10:08.160
<v Speaker 1>by almost three hundred thousand viewers, and you know, setting

1:10:08.160 --> 1:10:11.800
<v Speaker 1>the sort of bar for competitive e sports as far

1:10:11.840 --> 1:10:15.559
<v Speaker 1>as viewership counts go. And then the third, honestly is

1:10:15.640 --> 1:10:20.679
<v Speaker 1>this eye tracker stuff. Um, it's always interesting to start

1:10:20.680 --> 1:10:23.160
<v Speaker 1>with the theory in I mean, I guess in March.

1:10:23.280 --> 1:10:27.040
<v Speaker 1>We started with a theory and go to proof of

1:10:27.080 --> 1:10:30.559
<v Speaker 1>concept in June and then be sitting at a desk

1:10:30.560 --> 1:10:35.519
<v Speaker 1>with white knuckles in September hoping that that vision and

1:10:35.600 --> 1:10:39.200
<v Speaker 1>all of the workarounds and hard work come together. And

1:10:39.240 --> 1:10:44.040
<v Speaker 1>then to see the fans react so positively. I mean, really,

1:10:44.080 --> 1:10:47.080
<v Speaker 1>that's what it's about, right. It's not about me or

1:10:47.160 --> 1:10:50.559
<v Speaker 1>building a cool thing, as much as I love building

1:10:50.600 --> 1:10:53.040
<v Speaker 1>cool things and that's kind of what I've made my

1:10:53.160 --> 1:10:58.040
<v Speaker 1>living doing. Um, you know what's important is that other

1:10:58.080 --> 1:11:01.040
<v Speaker 1>people are getting some value out of that, and no

1:11:01.520 --> 1:11:05.320
<v Speaker 1>other people are more important than the like fans uh

1:11:05.400 --> 1:11:09.519
<v Speaker 1>in the scene. So um to see that and then

1:11:09.600 --> 1:11:12.080
<v Speaker 1>to see what they do with it, right like they've

1:11:12.680 --> 1:11:17.080
<v Speaker 1>they've taken it and turned it into memes and jokes

1:11:17.160 --> 1:11:20.480
<v Speaker 1>and everything like to me, that means it's been accepted,

1:11:20.600 --> 1:11:23.519
<v Speaker 1>right like at the highest level. When they start making

1:11:23.520 --> 1:11:27.839
<v Speaker 1>Reddit threads about joking about past tournaments with eye tracking

1:11:27.880 --> 1:11:30.920
<v Speaker 1>turned on, then to me, that means we've we've done

1:11:30.920 --> 1:11:35.479
<v Speaker 1>something new. Like those three moments for me are the

1:11:35.520 --> 1:11:39.000
<v Speaker 1>are the three most special among many many special moments

1:11:39.560 --> 1:11:42.959
<v Speaker 1>that the last three years, those are those are great stories.

1:11:43.040 --> 1:11:46.320
<v Speaker 1>And I love that this trend has been picking up

1:11:46.479 --> 1:11:49.200
<v Speaker 1>steam for the last not to use a valve joke,

1:11:49.479 --> 1:11:51.799
<v Speaker 1>but it's been picking up steam for the past few years,

1:11:52.280 --> 1:11:56.879
<v Speaker 1>and seeing not just the the professional video game sports

1:11:57.360 --> 1:12:00.719
<v Speaker 1>industry really coming into its own in the United States.

1:12:00.760 --> 1:12:02.960
<v Speaker 1>I mean, obviously it's been a big deal in other

1:12:02.960 --> 1:12:05.479
<v Speaker 1>places as well. It started really in the US, but

1:12:05.600 --> 1:12:07.559
<v Speaker 1>I would say that it kind of blossomed in South

1:12:07.640 --> 1:12:10.800
<v Speaker 1>Korea and then as now finding more acceptance in the

1:12:10.880 --> 1:12:13.519
<v Speaker 1>United States, which which is great. But we're also seeing

1:12:13.920 --> 1:12:19.240
<v Speaker 1>uh people turning into kind of an entertainment figure through

1:12:19.320 --> 1:12:23.000
<v Speaker 1>their video game playing and reaching audiences that way. Clearly

1:12:23.680 --> 1:12:29.719
<v Speaker 1>there is a a uh interested invested audience they get,

1:12:30.280 --> 1:12:34.960
<v Speaker 1>they get really attached to certain players and certain titles. Uh.

1:12:35.040 --> 1:12:40.040
<v Speaker 1>It's exciting, and I'm glad that we're kind of like

1:12:40.320 --> 1:12:44.080
<v Speaker 1>right at the point where I think it's going to explode,

1:12:44.120 --> 1:12:46.360
<v Speaker 1>like it's already. I guess you could argue hitting a

1:12:46.439 --> 1:12:50.120
<v Speaker 1>million concurrent twitch viewers all at once, that's kind of

1:12:50.120 --> 1:12:54.640
<v Speaker 1>an explosion all in of itself. But seeing this, this

1:12:54.640 --> 1:12:58.040
<v Speaker 1>this cusp of acceptance is really exciting to me because

1:12:58.040 --> 1:13:01.360
<v Speaker 1>I've been following professional game aiming for a while in

1:13:01.400 --> 1:13:05.880
<v Speaker 1>its various formats, whether it was through UH league, you know,

1:13:05.920 --> 1:13:09.160
<v Speaker 1>tournament league play, or whether it was a group of

1:13:09.240 --> 1:13:12.719
<v Speaker 1>sponsored players who were there to help represent a particular

1:13:12.760 --> 1:13:16.080
<v Speaker 1>game developer, anything like that. I've been following that stuff

1:13:16.120 --> 1:13:18.840
<v Speaker 1>for years and seeing it now get to a point

1:13:19.320 --> 1:13:24.920
<v Speaker 1>where there's there's a real awareness and celebration of it

1:13:25.000 --> 1:13:29.439
<v Speaker 1>is exciting to me. I love games. I love playing games.

1:13:29.920 --> 1:13:34.960
<v Speaker 1>I am awful at them, but I still enjoy it. Uh. Yeah,

1:13:35.040 --> 1:13:38.559
<v Speaker 1>we were talking before we started recording about the games

1:13:38.600 --> 1:13:41.719
<v Speaker 1>that that we would stream, and I believe you mentioned

1:13:41.720 --> 1:13:46.240
<v Speaker 1>a very popular M m O RPG that you occasionally

1:13:46.240 --> 1:13:49.120
<v Speaker 1>would play. Yeah, I'm not afraid to break out World

1:13:49.160 --> 1:13:53.160
<v Speaker 1>of Warcraft on occasion. That's fair among other games. Yeah,

1:13:53.200 --> 1:13:56.320
<v Speaker 1>I I my go to SO I I used to

1:13:56.560 --> 1:14:00.439
<v Speaker 1>UH so people can know interest a full disclosure. I

1:14:01.600 --> 1:14:04.160
<v Speaker 1>the game I'm most known for streaming, because I don't

1:14:04.160 --> 1:14:07.400
<v Speaker 1>do it very frequently is Minecraft, because I would hold

1:14:07.560 --> 1:14:11.200
<v Speaker 1>a marathon session of Minecraft as part of a charity

1:14:11.240 --> 1:14:14.600
<v Speaker 1>event every year, and I would play twenty four hours

1:14:14.600 --> 1:14:18.760
<v Speaker 1>straight of Minecraft and then for whatever when people would

1:14:18.760 --> 1:14:21.719
<v Speaker 1>make donations at whatever level they would donate, I would

1:14:21.720 --> 1:14:26.519
<v Speaker 1>build a monument in Minecraft out of materials that were, uh,

1:14:26.640 --> 1:14:29.400
<v Speaker 1>comparatively difficult to find. So the more you donated, the

1:14:30.400 --> 1:14:33.160
<v Speaker 1>more rare the material had to be in order for

1:14:33.240 --> 1:14:36.479
<v Speaker 1>me to make a monument significant for that donation. And

1:14:36.479 --> 1:14:39.000
<v Speaker 1>I it was not creative mode. It was you know,

1:14:39.080 --> 1:14:42.720
<v Speaker 1>regular mode, turned on all the enemies everything, and um,

1:14:42.840 --> 1:14:45.599
<v Speaker 1>let me tell you somewhere around our number sixteen, things

1:14:45.600 --> 1:14:49.519
<v Speaker 1>get special. But uh, but yeah, I I have a

1:14:49.600 --> 1:14:52.240
<v Speaker 1>love of this as well. So I cannot wait to

1:14:52.320 --> 1:14:55.439
<v Speaker 1>check out the the E League play. I cannot wait.

1:14:55.520 --> 1:14:58.760
<v Speaker 1>I plan to actually be at the finals, so I

1:14:58.800 --> 1:15:02.439
<v Speaker 1>cannot wait to see that in person. And uh, where

1:15:02.479 --> 1:15:06.519
<v Speaker 1>can people go to experience this? I mean Elite dot

1:15:06.520 --> 1:15:10.040
<v Speaker 1>com is is the one stop shop for everything you'd

1:15:10.080 --> 1:15:13.760
<v Speaker 1>want when we're live. That will point you to all

1:15:13.800 --> 1:15:17.200
<v Speaker 1>the different viewing experiences that we have and it'll give

1:15:17.240 --> 1:15:21.839
<v Speaker 1>you schedule information anything else you would want. Excellent, Robert,

1:15:21.880 --> 1:15:25.080
<v Speaker 1>thank you so much for your time. I really appreciate it,

1:15:25.280 --> 1:15:27.439
<v Speaker 1>and I hope we get a chance to talk again

1:15:27.560 --> 1:15:30.200
<v Speaker 1>in the future. Awesome. Thanks for having me on. I

1:15:30.240 --> 1:15:34.439
<v Speaker 1>really appreciate the conversation. Clearly there's a healthy audience out

1:15:34.479 --> 1:15:38.879
<v Speaker 1>there for professional gaming, from entertainment personalities to tournament players,

1:15:39.040 --> 1:15:40.840
<v Speaker 1>and it will be really interesting to see how the

1:15:40.840 --> 1:15:43.880
<v Speaker 1>industry evolves from here. Could we one day see video

1:15:43.920 --> 1:15:46.639
<v Speaker 1>games take a place with traditional sports and something as

1:15:46.680 --> 1:15:50.000
<v Speaker 1>celebrated as the Olympics, or will there always be at

1:15:50.080 --> 1:15:52.759
<v Speaker 1>least some level of stigma in place that will prevent

1:15:52.840 --> 1:15:56.120
<v Speaker 1>that from ever happening. And doesn't really matter as long

1:15:56.160 --> 1:15:59.000
<v Speaker 1>as people are having a good time playing or watching games.

1:15:59.840 --> 1:16:03.559
<v Speaker 1>I can say this. I am in my early forties

1:16:04.000 --> 1:16:07.879
<v Speaker 1>and I watch a lot of let's play style videos

1:16:07.920 --> 1:16:11.920
<v Speaker 1>and live streams. I enjoy watching people play games. I'm

1:16:12.000 --> 1:16:15.439
<v Speaker 1>dazzled by the skills of pro level gamers, and I

1:16:15.479 --> 1:16:19.760
<v Speaker 1>find myself thoroughly entertained by certain personalities when they interact

1:16:19.960 --> 1:16:25.200
<v Speaker 1>with each other while playing together. Cough achievement Hunter cough.

1:16:25.800 --> 1:16:28.120
<v Speaker 1>I think there's plenty of room for growth in that

1:16:28.200 --> 1:16:30.960
<v Speaker 1>realm of entertainment. I hope you guys enjoyed this episode

1:16:30.960 --> 1:16:32.880
<v Speaker 1>about the history of the sports. If you have any

1:16:32.960 --> 1:16:35.680
<v Speaker 1>suggestions for future episodes of tech Stuffs, reach out to

1:16:35.720 --> 1:16:38.280
<v Speaker 1>me on Twitter or on Facebook to handle I use

1:16:38.320 --> 1:16:40.720
<v Speaker 1>it both as Text Stuff H s W and I'll

1:16:40.720 --> 1:16:47.960
<v Speaker 1>talk to you again really soon. Text Stuff is an

1:16:47.960 --> 1:16:51.679
<v Speaker 1>I heart Radio production. For more podcasts from my heart Radio,

1:16:52.000 --> 1:16:55.200
<v Speaker 1>visit the i heart Radio app, Apple Podcasts, or wherever

1:16:55.280 --> 1:17:00.439
<v Speaker 1>you listen to your favorite shows. Two