WEBVTT - The Billion Dollar Industry of Esports

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<v Speaker 1>Pushkin from Pushkin Industries. This is Deep Background, the show

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<v Speaker 1>where we explore the stories behind the stories in the news.

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<v Speaker 1>I'm Noah Feldman Dan Deep Background. Something a little bit different.

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<v Speaker 1>I have been watching very closely the debates about the

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<v Speaker 1>future of virtual reality and augmented reality. Since the beginning

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<v Speaker 1>of COVID, all of us have had to explore making

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<v Speaker 1>human connections, having conversations, learning and engaging with others from

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<v Speaker 1>our desks, staring at our screens in ways we did

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<v Speaker 1>not do previously. That entire process has led me to

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<v Speaker 1>think increasingly about what kinds of human engagement can happen

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<v Speaker 1>in virtual space. One direction this might take us, and

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<v Speaker 1>I hope to discuss this in a future episode, is

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<v Speaker 1>the question of virtual reality, augmented reality, and the new

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<v Speaker 1>modes and platforms of engagement that will take place in

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<v Speaker 1>our lives. Another is to think about activities that increasingly

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<v Speaker 1>take place not only in the real world but also

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<v Speaker 1>almost exclusively online. Gaming is one such activity. We hear

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<v Speaker 1>a lot about the gamification of trading, a topic that

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<v Speaker 1>we've done an episode on, and about the gamification of

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<v Speaker 1>a wider range of human interactive activities, including coding. But

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<v Speaker 1>what about the gamification of gaming itself. What I'm referring

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<v Speaker 1>to is the esports industry, in which it turns out

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<v Speaker 1>millions and millions of people watch others playing games, either

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<v Speaker 1>at an extraordinarily high competitive level for rewards and for money,

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<v Speaker 1>or alternatively in an entertainment mode, as gamers who are

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<v Speaker 1>particularly clever or sophisticated or knowledge of stream their own

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<v Speaker 1>games for the edification and entertainment of their fans. This

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<v Speaker 1>is an emergent industry whose participants tend to be young,

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<v Speaker 1>and so perhaps it's not surprising that leading figures in

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<v Speaker 1>this industry are young themselves. Case in point, our guests

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<v Speaker 1>today Nicole La Pointe Jamison, who's the CEO of a

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<v Speaker 1>North American esports organization called Evil Geniuses or EG, which

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<v Speaker 1>is one of the oldest and most recognizable brands in

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<v Speaker 1>professional gaming, or so I'm told, going back all the

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<v Speaker 1>way to nineteen ninety nine. Nicole, for her part, barely

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<v Speaker 1>goes back to nineteen ninety nine herself. She was born

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<v Speaker 1>in nineteen ninety four, which makes her an unusual person

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<v Speaker 1>to be running a large and growing organization as a CEO.

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<v Speaker 1>To top it all off, she's a woman at an

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<v Speaker 1>African American in an industry that tends to be stereotyped

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<v Speaker 1>as one for men, primarily for white and perhaps for

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<v Speaker 1>Asian men. As you're about to hear, Nicole is an

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<v Speaker 1>extraordinary person, and she sat down with me to explain

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<v Speaker 1>her industry and what she does in it. Nicole, thank

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<v Speaker 1>you so much for joining me. This is one of

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<v Speaker 1>those episodes on Deep Background where instead of talking about

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<v Speaker 1>some well fummed area where I and the listeners all

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<v Speaker 1>think we're big experts, were instead exploring a whole field

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<v Speaker 1>of human endeavor that is not actually all that new,

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<v Speaker 1>but is new to many of us as observers, and

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<v Speaker 1>that's esports as an industry and as a concept. So

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<v Speaker 1>I wonder if you would start by just assuming that

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<v Speaker 1>we don't understand exactly what esports are, we don't understand

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<v Speaker 1>why it is that other people would want to watch

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<v Speaker 1>people playing video games, and begin by just explaining to

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<v Speaker 1>us what this industry is and why we should start

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<v Speaker 1>caring about it. Of course, and first of all, Noah,

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<v Speaker 1>thank you for having me. Always glad to bring others

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<v Speaker 1>on board to the surprisingly vast and deep world of esports. So,

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<v Speaker 1>if you're coming from zero esports is competitive gaming where

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<v Speaker 1>we bridge industries that resemble a lot of traditional sports

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<v Speaker 1>but also resemble modern day entertainment. And so the best

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<v Speaker 1>way to think about my universe I run an esports

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<v Speaker 1>organization called Evil Geniuses, is think of us like the

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<v Speaker 1>University of Michigan, like UM's athletics department, where they have

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<v Speaker 1>basketball and football and soccer that have distinct players on

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<v Speaker 1>distinct schedules, and a very robust back office that bridges

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<v Speaker 1>athletics to sponsorships, to brand, to health and wellness, all

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<v Speaker 1>to support the different players in their seasons. But instead

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<v Speaker 1>of University of Michigan, I am Evil Geniuses, and I

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<v Speaker 1>have Counterstrike and DODA and League of Legends, distinct player

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<v Speaker 1>athletes with distinct schedules, and all of the same back

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<v Speaker 1>office needs to support and make sure we are competitively viable,

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<v Speaker 1>financially viable, and culturally viable. And it is often surprising

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<v Speaker 1>people to hear the level of play for these athletes.

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<v Speaker 1>Isn't someone that could just mosey on and say, oh,

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<v Speaker 1>you know, I'm pretty good at Mario Kart, Let me

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<v Speaker 1>show up one day and be a esports pro. These

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<v Speaker 1>are athletes that have typically been playing at the best

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<v Speaker 1>level that exists in the world from a long time,

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<v Speaker 1>at a young age, and when they come into an

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<v Speaker 1>esports organization, it looks like traditional sports. You have training time,

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<v Speaker 1>you have physical fitness health wellness time, you have scrimming

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<v Speaker 1>and review, and the infrastructure around these athletes and players

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<v Speaker 1>is robust and deep, and we heavily invest in these games.

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<v Speaker 1>And so a lot of this mirrors traditional sports. Where

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<v Speaker 1>I think the analogy falls off, and I don't have

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<v Speaker 1>a really good way to paint that picture yet, is

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<v Speaker 1>we also have what I mentioned earlier, this entertainment side,

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<v Speaker 1>where unlike traditional sports where fans tend to be geo

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<v Speaker 1>affiliated or inherited, we are digital and global. Our players

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<v Speaker 1>come from all over the world. We're not locked into

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<v Speaker 1>a region. I'm not even though we're Seattle based, I

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<v Speaker 1>am not the Seattle something. The Seattle eg our fans

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<v Speaker 1>are truly global. So many questions immediately come into my mind.

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<v Speaker 1>Let's start with what maybe is a silly question, which

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<v Speaker 1>is there's a movement from we all play sports outdoors

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<v Speaker 1>to we watch sports on television. And you know, a

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<v Speaker 1>whole generation, an older generation even than mine, was skeptical

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<v Speaker 1>of that saying why don't you go out and play

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<v Speaker 1>the sport? Why do you want to sit at home

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<v Speaker 1>and watch the sport? And now that objection seems hopelessly

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<v Speaker 1>dated because of course as possible to do both, and

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<v Speaker 1>televised sports became a vast multi billion, maybe even trillion

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<v Speaker 1>dollar industry over the course of fifty years. Are there

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<v Speaker 1>similar objections? There must be similar objections to esports saying

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<v Speaker 1>that somehow, why are you watching people do something that

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<v Speaker 1>they're in fact doing technologically? And is the answer just

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<v Speaker 1>sort of grow up? You know, Like that's the same

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<v Speaker 1>objection that people made to watching basketball on television and

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<v Speaker 1>didn't make any sense really, and it makes even less

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<v Speaker 1>sense in this context. I actually think the analogy transfers

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<v Speaker 1>really well. Like the beauty of esports, both the athletes

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<v Speaker 1>and the fan is that we're young, digital and very diverse,

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<v Speaker 1>but the altitude of play and competence at the pro level,

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<v Speaker 1>because then these are oftentimes six figure to seven figure

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<v Speaker 1>based salaries of athletes. These aren't the run of a

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<v Speaker 1>mill picked up off a street corner players. They are

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<v Speaker 1>the top thirty in the world. So similarly to why

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<v Speaker 1>you want to watch NBA, the depth of prestige and

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<v Speaker 1>ability to perform in some of these games is unparalleled,

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<v Speaker 1>and so that's exciting to watch. The esports athletes also

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<v Speaker 1>play for the same reasons. They just do it so well.

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<v Speaker 1>The answer is, they just do it so well, and

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<v Speaker 1>the specific skills that they have are some combination of

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<v Speaker 1>hand eye coordination, conceptual ability, strategic ability. It's a full

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<v Speaker 1>range of skills. Presumably yes, probabilistic thinking, quick communication, similar

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<v Speaker 1>to an options trader or a sports athlete. Right, let's

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<v Speaker 1>talk for a second about this non locality that you mentioned.

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<v Speaker 1>So one of the fascinating things about sports, both at

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<v Speaker 1>the university level but also at the professional level, is

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<v Speaker 1>that over time it came to be one of the

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<v Speaker 1>leading factors in a lot of countries in unifying people

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<v Speaker 1>within a geographic area. Right. Originally, the reason you had

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<v Speaker 1>local teams is that people had strong local identities, and

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<v Speaker 1>people who were starting teams wanted to make money, and

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<v Speaker 1>they said, well, if we identified the team with a

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<v Speaker 1>place or with a university, then there will be attachment

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<v Speaker 1>to it. But then things flipped and as our identities

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<v Speaker 1>as members of a neighborhood or a region weakened, the

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<v Speaker 1>sports teams became the glue that held us together. In

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<v Speaker 1>that sense, what your industry is is about cosmopolitanism in

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<v Speaker 1>the deepest sense, right. It's about a world where we

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<v Speaker 1>no longer think, oh, I'm from New England, so I'm

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<v Speaker 1>a member of Red Sox Nation by default, or you know,

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<v Speaker 1>I have to be a Patriots fan and there's nothing

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<v Speaker 1>I can do about that because I was born that way.

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<v Speaker 1>It's like my religion in your world. I can pick

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<v Speaker 1>and choose my affiliations no matter where they are in

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<v Speaker 1>the world. So how do people choose whom they're going

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<v Speaker 1>to root for and root against? I love this question

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<v Speaker 1>because it's surprisingly contentious in the space, especially when talking

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<v Speaker 1>to people that come from traditional sports into the esports area.

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<v Speaker 1>Is the lack of geo affiliation is puzzling, but I

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<v Speaker 1>find it exciting for us because we have a bigger

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<v Speaker 1>pie to play from. And that's again where the entertainment

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<v Speaker 1>sprinkle comes in. More like WWE than even you know,

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<v Speaker 1>the Lakers or the Yankees. The brand identity of the

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<v Speaker 1>organization matters, and how an organization presents itself beyond just

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<v Speaker 1>what games they compete in, because not every sport team

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<v Speaker 1>or organization plays the same games, So there's some fan

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<v Speaker 1>stratification by what game are they in. If you're a

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<v Speaker 1>Rocket League fan, you tend to not be a fan

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<v Speaker 1>of League of Legends per se. And then it's how

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<v Speaker 1>does the org represent themselves and some of that, just

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<v Speaker 1>like in traditional sports, is a win loss ratio. People

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<v Speaker 1>like to follow the winners or they like to follow

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<v Speaker 1>the underdogs, So there's that bimodal distribution. But then how

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<v Speaker 1>do we and how do organizations represent themselves in the

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<v Speaker 1>culture and engage with fans in unique ways. That's the

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<v Speaker 1>big why for creating a compelling esports organization with a

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<v Speaker 1>distinct set of fandom. One of the things that stunned

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<v Speaker 1>me and preparing for our conversation was just the size

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<v Speaker 1>of the industry. If someone had asked me to guess,

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<v Speaker 1>I would have been off by orders of magnitude. Yes,

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<v Speaker 1>it is a huge industry, whatever way you slice the pie.

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<v Speaker 1>If it's active viewers on different distribution platforms, because you

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<v Speaker 1>can watch esports in a variety of ways, especially if

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<v Speaker 1>you have an Internet connection. If you count gamers as

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<v Speaker 1>part of the esports industry, people who game, there's more

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<v Speaker 1>of those than people who don't game, especially under the

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<v Speaker 1>age of thirty, and if you consider the global reach,

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<v Speaker 1>especially in the APAC region, the millions of concurrent viewers

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<v Speaker 1>you could have at a time in a day is

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<v Speaker 1>unparalleled to many other traditional sports. We can sometimes reach

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<v Speaker 1>on our peak seasons on social media more viewers in

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<v Speaker 1>a day than certain hockey teams get in a season.

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<v Speaker 1>And though the fandom the eyeballs are large, what I

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<v Speaker 1>find more as a businessperson compelling and exciting is the

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<v Speaker 1>dollars are starting to pace and grow to reflect a

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<v Speaker 1>lot of the magnitude of sponsorship and spend in traditional sports.

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<v Speaker 1>In the esports space, as people start to understand the

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<v Speaker 1>true volume of fans that are hard to advertise, too

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<v Speaker 1>hard to reach organically in other ways, and where they

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<v Speaker 1>are and who they watch. Finding brands, finding distribution platforms,

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<v Speaker 1>and even finding linear distribution platforms like TV try to

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<v Speaker 1>reach and understand how can they have E sports showcased

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<v Speaker 1>is unbelievable, and so I believe there's a new Zoo

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<v Speaker 1>study out that shows E sports industries valued a little

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<v Speaker 1>less than a billion targeted for next year in terms

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<v Speaker 1>of spend and revenue in the space. So it's it's

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<v Speaker 1>exciting how quickly. It's growing. From even five ten years ago,

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<v Speaker 1>it was relatively grassroots and not well established or defined.

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<v Speaker 1>We'll be right back Nicole. Your Wikipedia entry, assuming that

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<v Speaker 1>it's accurate, has you as twenty seven years old. Is

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<v Speaker 1>that true? First of all, it is true. So how

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<v Speaker 1>does a twenty seven year old end up as CEO

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<v Speaker 1>of a major company in this developing space? A lot

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<v Speaker 1>of stumbling up. It can't have been that much. There's

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<v Speaker 1>that's not enough time. So I have a very nonlinear

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<v Speaker 1>path into esports, and I would say my age is

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<v Speaker 1>maybe surprising for the space, but not completely unprecedented, as

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<v Speaker 1>historically leaders and esports either were in esports veterans for

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<v Speaker 1>a while, who typically were players and kind of worked

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<v Speaker 1>their way up, or traditional sports executives who were plopped in.

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<v Speaker 1>That's changed a bit. Prior to this, I actually worked

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<v Speaker 1>for an investment firm in Chicago. I focused on distressed

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<v Speaker 1>asset turnarounds, which is maybe not a great signal for

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<v Speaker 1>those that are more financially savvy understanding my entry into esports,

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<v Speaker 1>but EG came to me actually as an investment opportunity.

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<v Speaker 1>I was all jazzed for a board seat, but at

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<v Speaker 1>the time the company resembled a distressed asset or a

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<v Speaker 1>true startup. That being said that, what was interesting about

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<v Speaker 1>EG is, despite me coming in a little less than

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<v Speaker 1>three years ago, it had been a brand that it

0:14:05.076 --> 0:14:07.476
<v Speaker 1>is actually one of the oldest esports organizations in the world.

0:14:07.716 --> 0:14:10.716
<v Speaker 1>And that's not super interest in general, but I would

0:14:10.716 --> 0:14:14.276
<v Speaker 1>say it's quite insightful for EG and that to exist

0:14:14.356 --> 0:14:19.036
<v Speaker 1>from nineteen ninety nine as a then niche gaming club

0:14:19.116 --> 0:14:22.396
<v Speaker 1>and survive and bring in sponsorships and keep your brand

0:14:23.396 --> 0:14:26.196
<v Speaker 1>and build and grow and build that long term fandom

0:14:26.476 --> 0:14:30.436
<v Speaker 1>and survive tech changes, game changes, and still say culturally

0:14:30.476 --> 0:14:35.316
<v Speaker 1>relevant was exciting. So from an investment conversion into operating position,

0:14:35.396 --> 0:14:37.636
<v Speaker 1>it wasn't that different from things I had done before,

0:14:37.716 --> 0:14:41.596
<v Speaker 1>but definitely the coolest operating company I've been able to

0:14:41.636 --> 0:14:44.596
<v Speaker 1>get my hands on in my history of ensure tech

0:14:44.996 --> 0:14:49.756
<v Speaker 1>and SaaS businesses and hardware technology. But I've always loved

0:14:49.796 --> 0:14:52.516
<v Speaker 1>gaming from a personal passion point, so I understood the space.

0:14:52.556 --> 0:14:55.036
<v Speaker 1>I was familiar with the space, and I was excited

0:14:55.076 --> 0:14:58.396
<v Speaker 1>to help carve out what ought to be in esports

0:14:58.436 --> 0:15:02.316
<v Speaker 1>as I wasn't seeing voices or perspectives like mine and

0:15:02.636 --> 0:15:08.036
<v Speaker 1>our firm represented in this space. So I'm wondering whether

0:15:08.116 --> 0:15:10.916
<v Speaker 1>the sort of stereotypical picture of the industry, which may

0:15:10.956 --> 0:15:15.716
<v Speaker 1>not be accurate as heavily male, heavily white, and Asian,

0:15:16.396 --> 0:15:18.356
<v Speaker 1>as an African American woman, is that a plus for

0:15:18.396 --> 0:15:20.476
<v Speaker 1>you that you come in and say, hey, I have

0:15:20.476 --> 0:15:23.876
<v Speaker 1>a different perspective, or is it altogether irrelevant in an

0:15:23.956 --> 0:15:28.116
<v Speaker 1>enterprise that ultimately is about avatars on screens much more

0:15:28.156 --> 0:15:30.436
<v Speaker 1>than it's about who you are on the other side

0:15:30.436 --> 0:15:33.836
<v Speaker 1>of the console. It was a bit of an interesting

0:15:33.916 --> 0:15:38.196
<v Speaker 1>challenge more from a personal perspective, as I think you

0:15:38.236 --> 0:15:41.956
<v Speaker 1>were quite polite with it. Gaming has stereotypes of who

0:15:42.036 --> 0:15:43.796
<v Speaker 1>is a gamer and what do they act like that

0:15:43.916 --> 0:15:48.156
<v Speaker 1>are not good? Are not positive? Rife with toxicity and

0:15:49.036 --> 0:15:53.836
<v Speaker 1>juvenile behavior, to call it nicely, and coming into a

0:15:53.876 --> 0:15:58.476
<v Speaker 1>space where I was different industry background, different in how

0:15:58.516 --> 0:16:01.156
<v Speaker 1>I appeared. I was a newcomer into a relatively gate

0:16:01.276 --> 0:16:04.916
<v Speaker 1>kept community of who's any esports and who's not, had

0:16:05.156 --> 0:16:08.396
<v Speaker 1>personal and professional challenges. But I think that actually has

0:16:08.436 --> 0:16:12.796
<v Speaker 1>becomes war cry and how we have been able to

0:16:12.836 --> 0:16:16.316
<v Speaker 1>thrive in the past two years and differentiate our brand

0:16:16.796 --> 0:16:21.516
<v Speaker 1>and I can't underline that it can't undermine really that

0:16:21.596 --> 0:16:25.396
<v Speaker 1>it was easy, because it wasn't. It's truly carving a

0:16:25.476 --> 0:16:28.916
<v Speaker 1>path that hadn't been carved. And the anonymity of the

0:16:28.956 --> 0:16:33.076
<v Speaker 1>Internet can be difficult to navigate as people love to

0:16:33.396 --> 0:16:36.316
<v Speaker 1>use that to their advantage to be toxic. But like

0:16:36.516 --> 0:16:39.556
<v Speaker 1>tends to attract like, and I've been able to I'm

0:16:39.596 --> 0:16:42.876
<v Speaker 1>lucky that I've had mentorship and leadership, a strong advisory board,

0:16:43.276 --> 0:16:46.596
<v Speaker 1>and friends in the space that are excited and compelled

0:16:46.596 --> 0:16:48.916
<v Speaker 1>by why and what we do to make sure the

0:16:48.956 --> 0:16:53.236
<v Speaker 1>space is safer. So, Nicole, when you talk about toxicity,

0:16:53.556 --> 0:16:59.756
<v Speaker 1>is toxicity an existential threat to the esports industry or

0:16:59.756 --> 0:17:05.636
<v Speaker 1>to the gaming industry? And alternatively, is the perception of

0:17:05.676 --> 0:17:10.036
<v Speaker 1>toxicity also a kind of existential threats separate from the

0:17:10.116 --> 0:17:13.636
<v Speaker 1>underlying reality. Oh I love that you've broken it up

0:17:13.676 --> 0:17:16.596
<v Speaker 1>into two. So for the former, there is a threat

0:17:16.636 --> 0:17:19.156
<v Speaker 1>of toxicity because just like how people tend to make

0:17:19.196 --> 0:17:21.876
<v Speaker 1>bad decisions in group think, people tend to make bad

0:17:21.916 --> 0:17:26.556
<v Speaker 1>decisions under the cover of anonymity. And we actually we

0:17:26.596 --> 0:17:28.316
<v Speaker 1>did a study on this. We partnered with you gov,

0:17:28.396 --> 0:17:32.676
<v Speaker 1>a data and survey company, and looked to understand toxic

0:17:32.756 --> 0:17:36.156
<v Speaker 1>behaviors and we found that a lot in gaming, whether

0:17:36.196 --> 0:17:41.516
<v Speaker 1>it's through harassment or rude language, etc. Is learned doesn't

0:17:41.516 --> 0:17:45.436
<v Speaker 1>appear until later in life. But if you know, if

0:17:45.516 --> 0:17:48.236
<v Speaker 1>parents don't understand what their kids are doing, if there's

0:17:48.276 --> 0:17:50.676
<v Speaker 1>no checks and balances either by the game in the

0:17:50.716 --> 0:17:56.236
<v Speaker 1>system itself, that perpetuates and becomes an acceptable standard, which

0:17:56.276 --> 0:17:59.276
<v Speaker 1>really isn't acceptable. You can't act like you might in

0:17:59.276 --> 0:18:01.956
<v Speaker 1>a Call of duty game in the workplace or in

0:18:01.996 --> 0:18:07.276
<v Speaker 1>a group project in college. And that needs to be addressed.

0:18:07.356 --> 0:18:09.676
<v Speaker 1>And there's a lot of moving pieces in terms of

0:18:09.716 --> 0:18:13.756
<v Speaker 1>who is the address of this problem. Is it parents,

0:18:13.916 --> 0:18:17.476
<v Speaker 1>is it developers, is it the content creators? But it's

0:18:17.516 --> 0:18:21.476
<v Speaker 1>something that creates tangible and what we found in our

0:18:21.516 --> 0:18:25.516
<v Speaker 1>study is we actually it does create tangible negative results

0:18:25.516 --> 0:18:28.116
<v Speaker 1>and that people either don't want to, for example, have

0:18:28.196 --> 0:18:31.396
<v Speaker 1>their mic on in game and talk, which impedes communication

0:18:31.476 --> 0:18:34.636
<v Speaker 1>for certain games and impedes results, which for me from

0:18:34.676 --> 0:18:38.556
<v Speaker 1>a team side, impedes potential future talent from developing and

0:18:38.596 --> 0:18:41.316
<v Speaker 1>coming into the pipeline. So we care about this because

0:18:41.316 --> 0:18:44.716
<v Speaker 1>it has long term material impacts into who is represented

0:18:44.956 --> 0:18:48.316
<v Speaker 1>in the space, especially if toxicity is aimed at certain

0:18:48.356 --> 0:18:53.356
<v Speaker 1>groups or demographics of people. The perception of toxicity. However,

0:18:53.956 --> 0:18:56.796
<v Speaker 1>is also damaging because in a lot of spaces this

0:18:56.956 --> 0:19:01.476
<v Speaker 1>has gotten much better. I would say gaming is probably

0:19:01.516 --> 0:19:04.116
<v Speaker 1>more inclusive now than it even was five years ago.

0:19:04.356 --> 0:19:07.196
<v Speaker 1>Is people are becoming aware and understand that what is

0:19:07.196 --> 0:19:13.236
<v Speaker 1>culturally accepted as shifting, but the negative, sometimes misunderstanding of

0:19:13.276 --> 0:19:19.316
<v Speaker 1>what the gaming industry represents hurts us from becoming mainstream,

0:19:19.356 --> 0:19:23.596
<v Speaker 1>financially viable and supported. If someone is like, oh, gaming's bad,

0:19:23.596 --> 0:19:25.476
<v Speaker 1>I'm not even going to listen to what these people

0:19:25.556 --> 0:19:28.356
<v Speaker 1>have to say. That closes off the potential for both

0:19:28.476 --> 0:19:31.156
<v Speaker 1>us to develop and grow, but that person from developing

0:19:31.156 --> 0:19:34.796
<v Speaker 1>and growing, and whether that person is potential parent of

0:19:34.796 --> 0:19:37.956
<v Speaker 1>a talent that we'd want to recruit, a sponsorship partner,

0:19:38.356 --> 0:19:41.476
<v Speaker 1>a university that is trying to understand if esports curriculum

0:19:41.516 --> 0:19:45.236
<v Speaker 1>should be supported, and so breaking down both the perception

0:19:45.276 --> 0:19:47.796
<v Speaker 1>and the reality is something that we try to take

0:19:47.836 --> 0:19:50.876
<v Speaker 1>a decent stab at as it relates to our wheelhouse

0:19:50.876 --> 0:19:54.916
<v Speaker 1>and our expertise, but is a multifaceted problem that I'm

0:19:54.996 --> 0:19:57.516
<v Speaker 1>hopeful more and more people as we continue to talk about,

0:19:57.756 --> 0:20:00.876
<v Speaker 1>address and try to tackle and solve in their own way,

0:20:00.916 --> 0:20:04.836
<v Speaker 1>because what we have found is again the learned behavior

0:20:05.116 --> 0:20:08.716
<v Speaker 1>not inherent. I've been very influenced by writing by a

0:20:08.716 --> 0:20:11.196
<v Speaker 1>scholar at Dartmouth called Will Chang, who's actually in the

0:20:11.276 --> 0:20:13.356
<v Speaker 1>music department. Believe it or not, but he wrote a

0:20:13.356 --> 0:20:16.276
<v Speaker 1>book called sound Play, one of his great books, which

0:20:16.316 --> 0:20:20.836
<v Speaker 1>is specifically about the use of sound in major online

0:20:20.876 --> 0:20:25.076
<v Speaker 1>gaming platforms and experiences. And as part of that account,

0:20:25.316 --> 0:20:29.516
<v Speaker 1>he also talks about the whole range of behaviors, whether

0:20:29.556 --> 0:20:33.876
<v Speaker 1>they're supportive or abusive, that come an association with difference

0:20:34.236 --> 0:20:38.796
<v Speaker 1>with gender, with sexuality, with disability status in the online space.

0:20:38.916 --> 0:20:41.516
<v Speaker 1>And one of the things that emerges from his work,

0:20:41.556 --> 0:20:45.116
<v Speaker 1>and I'm oversimplifying it a little bit just for our purposes,

0:20:45.316 --> 0:20:48.236
<v Speaker 1>is that there's both a lot of the toxicity you're

0:20:48.276 --> 0:20:52.996
<v Speaker 1>talking about and a lot of tools for capturing and

0:20:53.036 --> 0:20:57.876
<v Speaker 1>pushing back at that toxicity and reshaping and reforming it.

0:20:58.236 --> 0:21:00.156
<v Speaker 1>And I wonder, when you think about that from the

0:21:00.196 --> 0:21:05.796
<v Speaker 1>standpoint of esports teams and franchises, what are the strategies

0:21:05.796 --> 0:21:07.636
<v Speaker 1>that are available to you to say, we're going to

0:21:07.676 --> 0:21:11.716
<v Speaker 1>make sure that our organized and our teams are contributing

0:21:11.796 --> 0:21:15.196
<v Speaker 1>in the positive way to this stuff rather than to

0:21:15.276 --> 0:21:17.676
<v Speaker 1>the negative. How do you make those two things work together.

0:21:19.076 --> 0:21:23.676
<v Speaker 1>It's been interesting for us as I've been a pretty

0:21:23.716 --> 0:21:26.436
<v Speaker 1>big stickler, and so I can give good examples of

0:21:26.796 --> 0:21:29.916
<v Speaker 1>how One of the problems we faced is finding good

0:21:29.956 --> 0:21:33.836
<v Speaker 1>talent that want to come into esports because I need

0:21:33.876 --> 0:21:37.196
<v Speaker 1>a head of finance. It's really hard to convince the

0:21:37.236 --> 0:21:39.956
<v Speaker 1>forty five year old controller at EUY to come on

0:21:40.076 --> 0:21:42.396
<v Speaker 1>over to an esports organization that I've never heard of

0:21:42.436 --> 0:21:44.436
<v Speaker 1>the space. They don't really understand it. And when you

0:21:44.516 --> 0:21:48.636
<v Speaker 1>google gaming and esports, not wonderful things came up about

0:21:48.676 --> 0:21:52.276
<v Speaker 1>the stability, the perception inclusion, and so we've been tackling

0:21:52.316 --> 0:21:54.116
<v Speaker 1>this through a couple of different ways, some of that

0:21:54.156 --> 0:21:57.756
<v Speaker 1>are less sexy than others, but maybe forever all the

0:21:57.836 --> 0:22:00.676
<v Speaker 1>listeners rolling their eyes. But the first thing we pushed

0:22:00.756 --> 0:22:04.196
<v Speaker 1>was really a suite of back office benefits and support

0:22:04.276 --> 0:22:06.436
<v Speaker 1>that emulate what you would find at a lot of

0:22:06.436 --> 0:22:10.876
<v Speaker 1>our local peers in Seattle. Benefits, maternity leave, paternity leave,

0:22:11.476 --> 0:22:14.636
<v Speaker 1>full suite of healthcare, a lot of the mental wellness

0:22:14.636 --> 0:22:18.916
<v Speaker 1>and physical wellness support first of its kind in esports.

0:22:18.916 --> 0:22:22.196
<v Speaker 1>And people were surprised, why are you spending on this

0:22:22.356 --> 0:22:24.716
<v Speaker 1>esports as sexy? There's so much young people that want

0:22:24.716 --> 0:22:27.676
<v Speaker 1>to come in. But if I can't attract the full

0:22:27.756 --> 0:22:31.956
<v Speaker 1>multigenerational audience of experience workers, I've already failed in inclusivity

0:22:32.116 --> 0:22:35.156
<v Speaker 1>and that hurts our bottom line results. So there's a

0:22:35.196 --> 0:22:38.156
<v Speaker 1>lot of programming we put there to ensure we were

0:22:38.236 --> 0:22:43.276
<v Speaker 1>getting a wide net of talent. On the competitive side, though,

0:22:44.876 --> 0:22:48.196
<v Speaker 1>the esports space has been plagued despite being digitally native,

0:22:48.516 --> 0:22:51.676
<v Speaker 1>plagued by lack of good data use in scouting. It's

0:22:51.676 --> 0:22:53.596
<v Speaker 1>a lot of who you know who the coach knows,

0:22:53.916 --> 0:22:57.636
<v Speaker 1>which becomes an incestuous, self fulfilling pool of the same

0:22:58.116 --> 0:23:02.596
<v Speaker 1>fifty people are becoming pro players, which is crazy because

0:23:02.636 --> 0:23:06.316
<v Speaker 1>we have such opportunity for talent elsewhere, and so we

0:23:06.556 --> 0:23:08.356
<v Speaker 1>are claimed to fame, especially in one of our games,

0:23:08.436 --> 0:23:11.156
<v Speaker 1>League of Legends, was we've been using data and analytics

0:23:11.236 --> 0:23:16.116
<v Speaker 1>to scout and recruit unknown quantities unknown talent and bring

0:23:16.316 --> 0:23:20.156
<v Speaker 1>in and develop up over time talent that we wouldn't

0:23:20.156 --> 0:23:23.036
<v Speaker 1>have found otherwise because they weren't already in network. That

0:23:23.196 --> 0:23:25.796
<v Speaker 1>also led that same method led to us being able

0:23:25.836 --> 0:23:29.276
<v Speaker 1>to start one of the only mixed gender rosters in esports.

0:23:29.276 --> 0:23:32.276
<v Speaker 1>So between the back office infrastructure, the empirical methods for

0:23:32.316 --> 0:23:37.316
<v Speaker 1>scouting and then of course showcasing where we have wins.

0:23:37.356 --> 0:23:39.636
<v Speaker 1>In the education space, we do a lot of K

0:23:39.796 --> 0:23:44.276
<v Speaker 1>through twelve programming, do a lot of university partnership around curriculum,

0:23:44.676 --> 0:23:48.476
<v Speaker 1>anti toxicity, anti bullying, how to create a good personal

0:23:48.556 --> 0:23:51.436
<v Speaker 1>brand for yourself on social media. If the gaming or

0:23:51.556 --> 0:23:55.436
<v Speaker 1>entertainment space is important, that investment of time and labor,

0:23:55.676 --> 0:23:58.996
<v Speaker 1>which is authentic to ourselves but also helps us build

0:23:59.076 --> 0:24:02.676
<v Speaker 1>long term returns in people that think positively about what

0:24:02.756 --> 0:24:06.156
<v Speaker 1>we've done in the space, is critically important. So it's interesting.

0:24:06.236 --> 0:24:11.356
<v Speaker 1>One weird nuance with esports that is cult is unlike

0:24:11.996 --> 0:24:13.876
<v Speaker 1>an NBA team, like you know the game you're going

0:24:13.956 --> 0:24:16.276
<v Speaker 1>to play, the game is there forever, like basketball is

0:24:16.276 --> 0:24:17.956
<v Speaker 1>probably not going to go anywhere, and you kind of

0:24:17.956 --> 0:24:20.116
<v Speaker 1>know the rules aren't going to all of a sudden change.

0:24:20.996 --> 0:24:24.716
<v Speaker 1>We in esports are beholden to a series of developers.

0:24:25.316 --> 0:24:27.996
<v Speaker 1>Riot does not act like Valve, does not act like Epic,

0:24:28.036 --> 0:24:31.476
<v Speaker 1>and they can do whatever they kind of want. Some

0:24:31.556 --> 0:24:33.716
<v Speaker 1>of that gives us perks. We own more ip We

0:24:33.756 --> 0:24:36.636
<v Speaker 1>own more rights than traditional sports teams might own of

0:24:36.636 --> 0:24:40.036
<v Speaker 1>their athletes or their gameplay. On the flip side, eg

0:24:40.276 --> 0:24:41.476
<v Speaker 1>used to be one of the best teams in the

0:24:41.516 --> 0:24:44.196
<v Speaker 1>world at a game called Halo. Halo is no longer

0:24:44.196 --> 0:24:47.156
<v Speaker 1>a competitive game that exists. So we have to be

0:24:47.196 --> 0:24:50.596
<v Speaker 1>careful and always thoughtful of what games do we invest

0:24:50.676 --> 0:24:53.716
<v Speaker 1>in because it's expensive to run an esports organization, and

0:24:53.756 --> 0:24:57.036
<v Speaker 1>but also be good at the predictive nature of what

0:24:57.116 --> 0:25:01.996
<v Speaker 1>games will resonate with certain audiences, certain fans, certain sponsor needs.

0:25:02.036 --> 0:25:04.556
<v Speaker 1>And that's an art of esports leadership. That was probably

0:25:04.556 --> 0:25:07.916
<v Speaker 1>my biggest learning curve as there's no playbook for that,

0:25:07.996 --> 0:25:10.396
<v Speaker 1>and that's the how you pick your winning jockey, and

0:25:10.596 --> 0:25:13.436
<v Speaker 1>esports leadership is finding good leaders who are really attuned

0:25:13.476 --> 0:25:18.116
<v Speaker 1>to the developers and changes of fan interest in games.

0:25:18.156 --> 0:25:22.036
<v Speaker 1>And so why that's relevant to your question is those

0:25:22.196 --> 0:25:24.956
<v Speaker 1>factors of what game do we invest in? And why

0:25:26.116 --> 0:25:30.396
<v Speaker 1>the in game avatars and what they represent is actually

0:25:30.396 --> 0:25:34.476
<v Speaker 1>a meaningful metric in understanding do people play a game?

0:25:34.516 --> 0:25:35.956
<v Speaker 1>And I don't want to use names so I don't

0:25:35.956 --> 0:25:37.596
<v Speaker 1>want to get angry phone calls later. But there's this

0:25:37.596 --> 0:25:39.396
<v Speaker 1>one game it's very popular right now. It's a first

0:25:39.396 --> 0:25:43.636
<v Speaker 1>person shooter game. It's having a hard time proliferating certain

0:25:43.716 --> 0:25:47.196
<v Speaker 1>region in Asia that is known for being very popular

0:25:47.796 --> 0:25:50.276
<v Speaker 1>in gaming, and it's a huge region from a financial standpoint,

0:25:50.356 --> 0:25:53.476
<v Speaker 1>huge region culturally, and there's a lot of theses as

0:25:53.476 --> 0:25:56.156
<v Speaker 1>of why, but when we use in some of our

0:25:56.236 --> 0:25:58.956
<v Speaker 1>derived stats around, we call it the matrix, like how

0:25:58.956 --> 0:26:02.996
<v Speaker 1>we evaluate game titles to be in competitively, when we

0:26:03.076 --> 0:26:06.156
<v Speaker 1>look at style of game, like first person shooters do

0:26:06.236 --> 0:26:08.756
<v Speaker 1>well in certain regions and they don't, that impacts our

0:26:08.796 --> 0:26:12.836
<v Speaker 1>decision as well as when a game has characters that

0:26:12.956 --> 0:26:16.996
<v Speaker 1>look like people of that region, conversion tends to be higher,

0:26:17.236 --> 0:26:19.556
<v Speaker 1>and we noticed this region didn't have any characters that

0:26:19.596 --> 0:26:23.636
<v Speaker 1>looked like them. It's kind of why Overwatch was so popular.

0:26:23.636 --> 0:26:26.636
<v Speaker 1>It's one of the first games that had a variety

0:26:26.916 --> 0:26:30.316
<v Speaker 1>of characters and personas of different body weights, different skin colors,

0:26:30.316 --> 0:26:34.676
<v Speaker 1>different nationalities that really brought in new fandoms and audiences

0:26:34.716 --> 0:26:39.036
<v Speaker 1>that weren't there before, Versus a game that trying to

0:26:39.156 --> 0:26:42.116
<v Speaker 1>not be offensive, but like Counterstrike where it's just terrorists

0:26:42.196 --> 0:26:46.596
<v Speaker 1>versus counter terrorists, army looking white dude versus terrorist. You know,

0:26:46.636 --> 0:26:51.716
<v Speaker 1>that doesn't attract certain people, and so it's actually really

0:26:51.756 --> 0:26:54.636
<v Speaker 1>important and something that we think about deeply in terms

0:26:54.676 --> 0:26:56.676
<v Speaker 1>of what games do we enter into. Because there are

0:26:56.676 --> 0:26:59.876
<v Speaker 1>some games if you look at how they're structured, how

0:26:59.916 --> 0:27:02.076
<v Speaker 1>the avatars are represented. Are you a human or are

0:27:02.116 --> 0:27:05.396
<v Speaker 1>you a car or are you an animal? That really

0:27:05.476 --> 0:27:09.516
<v Speaker 1>can dictate what fans are attracted and where viewers come from,

0:27:09.556 --> 0:27:13.116
<v Speaker 1>as well as what sponsors feel comfortable sponsoring that title.

0:27:13.556 --> 0:27:16.756
<v Speaker 1>But it's critically important for us to be aware of

0:27:16.796 --> 0:27:19.596
<v Speaker 1>to understand where we invest our time and money and focus.

0:27:20.836 --> 0:27:24.116
<v Speaker 1>It's really fascinating to imagine. It's as though James Naismith,

0:27:24.236 --> 0:27:27.956
<v Speaker 1>you know, the guy who invented basketball, owned the NBA,

0:27:28.116 --> 0:27:32.036
<v Speaker 1>the NCAA, Basketball, International Basketball, and every basketball league in

0:27:32.036 --> 0:27:35.356
<v Speaker 1>the world, and could just say I'm changing basketball now.

0:27:35.396 --> 0:27:37.836
<v Speaker 1>I mean, so you know, they're obviously there are evolutions

0:27:37.836 --> 0:27:39.756
<v Speaker 1>within those games. The game looks really different than it

0:27:39.796 --> 0:27:42.636
<v Speaker 1>did when Nasmith created or when my great grandfather, who

0:27:42.676 --> 0:27:45.276
<v Speaker 1>was about five foot four was the semi professional basketball

0:27:45.276 --> 0:27:49.076
<v Speaker 1>player for the South Philadelphia Hebrew Association team, and you know,

0:27:49.476 --> 0:27:51.356
<v Speaker 1>he would talk to us when we were kids about

0:27:51.396 --> 0:27:52.996
<v Speaker 1>what basketball was like in those days, and it was

0:27:53.036 --> 0:27:55.276
<v Speaker 1>you know, it was even then hard to conceive how

0:27:55.396 --> 0:27:57.036
<v Speaker 1>he could have been one of the handful of best

0:27:57.036 --> 0:27:59.876
<v Speaker 1>basketball players on the East Coast. So things evolve, but

0:27:59.916 --> 0:28:03.876
<v Speaker 1>they evolve more slowly and in a more decentralized way.

0:28:03.996 --> 0:28:07.076
<v Speaker 1>I think to some degree here, as you were saying

0:28:07.396 --> 0:28:12.556
<v Speaker 1>the games are wholly owned, what is to stop the

0:28:12.636 --> 0:28:20.156
<v Speaker 1>developers from trying to own the universe of esports entirely?

0:28:20.316 --> 0:28:22.796
<v Speaker 1>From saying, you know, like, we want to create our

0:28:22.836 --> 0:28:28.116
<v Speaker 1>own teams and franchises and have those operate within our universes.

0:28:28.156 --> 0:28:30.596
<v Speaker 1>In other words, from a sort of business organization standpoint,

0:28:30.956 --> 0:28:34.156
<v Speaker 1>why is it efficient for something like EG to have

0:28:35.036 --> 0:28:38.236
<v Speaker 1>to field teams across a range of different platforms or

0:28:38.316 --> 0:28:43.916
<v Speaker 1>games rather than having everything consolidated in the platform owners Well,

0:28:43.956 --> 0:28:46.836
<v Speaker 1>this answer will vary by region because how this is

0:28:46.836 --> 0:28:49.916
<v Speaker 1>reflected in China is very different than how it's reflected

0:28:50.396 --> 0:28:53.076
<v Speaker 1>in the US. As you probably could guess, there's more

0:28:53.236 --> 0:28:56.276
<v Speaker 1>end to end ownership in especially the APAC region than

0:28:56.316 --> 0:28:58.876
<v Speaker 1>you'd find here. But I don't even claim to be

0:28:58.876 --> 0:29:00.596
<v Speaker 1>an expert in APAC region, so I can speak to

0:29:00.636 --> 0:29:06.876
<v Speaker 1>North America. Part of it is the beautiful limitations of capitalism, right.

0:29:07.916 --> 0:29:11.116
<v Speaker 1>Making a game is very high level of effort, like

0:29:11.556 --> 0:29:16.876
<v Speaker 1>company initiative, huge vast upfront in investment exactly, and it's

0:29:17.316 --> 0:29:20.996
<v Speaker 1>rife with problems, rife with human component risk. It's just

0:29:21.116 --> 0:29:27.396
<v Speaker 1>it's an incredible undertaking. Adding a league that is hard

0:29:27.836 --> 0:29:30.676
<v Speaker 1>to do. I know, I just pose a logistics problem.

0:29:30.716 --> 0:29:34.396
<v Speaker 1>A developer could do that, but I don't know if

0:29:34.396 --> 0:29:37.596
<v Speaker 1>it's always financially viable to own all components at the

0:29:37.636 --> 0:29:40.596
<v Speaker 1>scale or without heavy future planning. That being said, there

0:29:40.636 --> 0:29:43.116
<v Speaker 1>are certain developers that are a higher touch, especially in

0:29:43.156 --> 0:29:45.516
<v Speaker 1>the franchise leagues. The leagues that we have to pay

0:29:45.516 --> 0:29:47.236
<v Speaker 1>to be a part of, and the incentive to us

0:29:47.356 --> 0:29:51.396
<v Speaker 1>is league guaranteed revenue. But we have provisions and controls

0:29:51.436 --> 0:29:54.556
<v Speaker 1>and rules that we must abide by versus some developers

0:29:54.596 --> 0:29:59.396
<v Speaker 1>that are very hands off LEAs a fair but there

0:29:59.436 --> 0:30:02.956
<v Speaker 1>aren't many rights of provisions protecting us besides the logistics

0:30:03.156 --> 0:30:06.636
<v Speaker 1>and the time. So what might happen in ten years

0:30:06.676 --> 0:30:11.476
<v Speaker 1>could be different than what's happening today, But current state

0:30:11.796 --> 0:30:14.276
<v Speaker 1>gamed we're probably protected just by the fact that game

0:30:14.316 --> 0:30:17.796
<v Speaker 1>development is such a big undertaking to support as an individual.

0:30:17.836 --> 0:30:19.996
<v Speaker 1>It probably doesn't make as much sense or is the

0:30:20.116 --> 0:30:23.796
<v Speaker 1>smartest vertical integration to jump from game development all the

0:30:23.836 --> 0:30:29.276
<v Speaker 1>way to esports team big picture question assume that esports

0:30:29.276 --> 0:30:32.836
<v Speaker 1>sort of continue on this trajectory towards greater and greater growth.

0:30:33.716 --> 0:30:37.796
<v Speaker 1>How will they How will esports as an industry change

0:30:37.836 --> 0:30:41.716
<v Speaker 1>the way we broadly think about sports and its relationship

0:30:41.876 --> 0:30:45.516
<v Speaker 1>to human experience. I mean, what do you see as

0:30:45.556 --> 0:30:49.676
<v Speaker 1>the biggest impacts. You've already mentioned the geographically localized versus

0:30:49.676 --> 0:30:53.156
<v Speaker 1>the non There's the on screen versus off screen. There's

0:30:53.196 --> 0:30:56.276
<v Speaker 1>the do you attend matches in a big urban you

0:30:56.276 --> 0:30:58.756
<v Speaker 1>know dome or do you do it at home? There's

0:30:58.796 --> 0:31:01.956
<v Speaker 1>probably television versus streaming. I mean, there are a range

0:31:01.996 --> 0:31:04.236
<v Speaker 1>of different ways that you're involved in something that's going

0:31:04.236 --> 0:31:07.636
<v Speaker 1>to disrupt a very big industry with a lot of

0:31:07.676 --> 0:31:09.396
<v Speaker 1>capital in it and a lot of power and a

0:31:09.396 --> 0:31:12.996
<v Speaker 1>lot of social importance. So when you think about the

0:31:13.156 --> 0:31:17.276
<v Speaker 1>bigger social impact that growth in esports is likely to have,

0:31:17.636 --> 0:31:20.636
<v Speaker 1>how do you imagine that that going well? I could

0:31:20.676 --> 0:31:23.556
<v Speaker 1>share a hope around and what we try to help

0:31:23.596 --> 0:31:26.836
<v Speaker 1>bridge the big gap we have, especially if you continue

0:31:26.876 --> 0:31:30.556
<v Speaker 1>to like in the strictional sports. So we haven't figured

0:31:30.596 --> 0:31:32.716
<v Speaker 1>out partially due to the maturity and age of our

0:31:32.756 --> 0:31:36.796
<v Speaker 1>space as well as the accessibility to understanding, we haven't

0:31:36.796 --> 0:31:40.676
<v Speaker 1>figured out the multigenerational or inherited audience type pathway, you know,

0:31:40.676 --> 0:31:43.876
<v Speaker 1>traditional sports. You know, if your dad's a Patriots fan,

0:31:43.956 --> 0:31:46.116
<v Speaker 1>you're probably going to have to watch some Patriots at

0:31:46.156 --> 0:31:47.916
<v Speaker 1>some point in your life. I mean, I was just

0:31:47.996 --> 0:31:50.116
<v Speaker 1>at a family funeral of my great uncle who died

0:31:50.156 --> 0:31:52.556
<v Speaker 1>at ninety two, who was a lifelong fan of the

0:31:52.556 --> 0:31:56.156
<v Speaker 1>Washington sports team. He was sixty plus year season ticket

0:31:56.276 --> 0:31:59.876
<v Speaker 1>holder and the Washington football team, and that was a

0:31:59.916 --> 0:32:02.676
<v Speaker 1>central theme of the funeral because he was a central

0:32:02.796 --> 0:32:04.276
<v Speaker 1>theme of his life, and it was a way that

0:32:04.356 --> 0:32:08.556
<v Speaker 1>he bridged family connections and generations, and it was central.

0:32:08.596 --> 0:32:11.116
<v Speaker 1>So it really was generationally exactly the way that you're describing.

0:32:11.756 --> 0:32:13.836
<v Speaker 1>And we haven't seen that play out yet because I

0:32:13.876 --> 0:32:17.476
<v Speaker 1>would say probably the first generation of die hard esports

0:32:17.476 --> 0:32:20.836
<v Speaker 1>as we know today fans are the older millennials at

0:32:20.916 --> 0:32:24.876
<v Speaker 1>this at this stage, um, but seeing how we bridge

0:32:25.236 --> 0:32:28.396
<v Speaker 1>esports to a younger audience continue to be multigenerational be

0:32:28.436 --> 0:32:31.276
<v Speaker 1>important because and I don't want to sound pessimistic, but

0:32:31.316 --> 0:32:34.596
<v Speaker 1>why I love having these conversations is it is hard

0:32:34.676 --> 0:32:37.396
<v Speaker 1>to convince. You know, even my parents. If you ask

0:32:37.476 --> 0:32:39.516
<v Speaker 1>my parents, would what does your daughter do? She's like, ah,

0:32:39.516 --> 0:32:43.236
<v Speaker 1>she works in tech. Like they don't really understand what

0:32:43.316 --> 0:32:49.396
<v Speaker 1>I do. And I don't know if they sat. They're

0:32:49.396 --> 0:32:51.556
<v Speaker 1>proud of me, but they don't really get it. I

0:32:51.556 --> 0:32:54.276
<v Speaker 1>don't think they know how I get a paycheck. But um,

0:32:54.356 --> 0:33:00.476
<v Speaker 1>it's harder to bridge those that older audience, and I

0:33:00.556 --> 0:33:03.796
<v Speaker 1>hope younger audiences are able to carry some of that

0:33:03.876 --> 0:33:08.436
<v Speaker 1>heavy lifting to help this continue to be multigenerational, to

0:33:08.516 --> 0:33:12.876
<v Speaker 1>be sticky, fascinating. So transgenerational connection would be a desirable

0:33:12.916 --> 0:33:17.036
<v Speaker 1>thing for sure, And if it did, it might supplement

0:33:17.116 --> 0:33:20.556
<v Speaker 1>or even displace some of the other kinds of identity

0:33:20.596 --> 0:33:23.596
<v Speaker 1>based features of sports, and that might have some impact

0:33:23.636 --> 0:33:27.076
<v Speaker 1>on the way we identify around place, around country. You know,

0:33:27.076 --> 0:33:30.076
<v Speaker 1>in the Olympics, we're always thinking about country identity, right,

0:33:30.476 --> 0:33:33.436
<v Speaker 1>and yet that's a very seems like a very dated

0:33:33.476 --> 0:33:35.596
<v Speaker 1>way to think about. You know, athletes at the greatest

0:33:35.636 --> 0:33:38.316
<v Speaker 1>level internationally, right, I mean, on some level, who really

0:33:38.356 --> 0:33:40.716
<v Speaker 1>cares what countries they represent? And when they play in

0:33:40.716 --> 0:33:42.716
<v Speaker 1>professional leagues, they come from all over the world typically

0:33:42.716 --> 0:33:46.036
<v Speaker 1>to wherever they go, and that's pretty cosmopolitan. What you're

0:33:46.036 --> 0:33:48.356
<v Speaker 1>working in, what your industry represents is an even further

0:33:48.436 --> 0:33:52.636
<v Speaker 1>globalization or cosmopolitanization of sport. But I also wonder if

0:33:52.636 --> 0:33:56.236
<v Speaker 1>there might be some loss of some of the familial

0:33:56.316 --> 0:34:02.236
<v Speaker 1>or identity based features that are more generationally bound. It's

0:34:02.236 --> 0:34:04.796
<v Speaker 1>a tough thought to ponder because part of what I

0:34:05.196 --> 0:34:09.076
<v Speaker 1>see esports as is quite beautiful. That you can be

0:34:09.276 --> 0:34:14.116
<v Speaker 1>someone who loves you sports and find community with people

0:34:14.276 --> 0:34:17.236
<v Speaker 1>countries and time zones far away you don't even speak

0:34:17.276 --> 0:34:20.436
<v Speaker 1>the same language of you. But I'm hopeful for this

0:34:20.516 --> 0:34:22.476
<v Speaker 1>because I think it is a natural progression of the

0:34:22.516 --> 0:34:27.476
<v Speaker 1>attitudes and behaviors of our youngest generation right now, how

0:34:27.516 --> 0:34:30.636
<v Speaker 1>they engage in the digital world and how they consume content.

0:34:31.236 --> 0:34:36.116
<v Speaker 1>It is much less where am I physically allocated to

0:34:36.916 --> 0:34:40.716
<v Speaker 1>who has values, beliefs, and ideas like me in a

0:34:40.796 --> 0:34:47.556
<v Speaker 1>broader scale. So I'm optimistic, a little bit biased, but optimistic. Nicole.

0:34:47.636 --> 0:34:51.276
<v Speaker 1>Thank you for educating me and our listeners. And I'm

0:34:51.396 --> 0:34:52.996
<v Speaker 1>very confident that we're going to be hearing a lot

0:34:52.996 --> 0:34:55.196
<v Speaker 1>from you in the future, whether it's in this space

0:34:55.516 --> 0:34:57.796
<v Speaker 1>or other spaces that you find yourself in. And I

0:34:57.796 --> 0:35:00.316
<v Speaker 1>really want to extend my appreciation to you for spending

0:35:00.316 --> 0:35:02.916
<v Speaker 1>some time with me. Thank you, Thank you so much. Noah,

0:35:04.196 --> 0:35:16.556
<v Speaker 1>We'll be right back. What I learned from Nicole is

0:35:16.756 --> 0:35:22.356
<v Speaker 1>genuinely fascinating, with serious implications for society, for our future,

0:35:22.676 --> 0:35:25.316
<v Speaker 1>and for how we interact with each other in the

0:35:25.396 --> 0:35:29.636
<v Speaker 1>spaces of entertainment and sports in the world. Listening to Nicole,

0:35:29.716 --> 0:35:32.636
<v Speaker 1>I felt like a whole world was opening up to me.

0:35:32.996 --> 0:35:35.796
<v Speaker 1>And it's a world in which I think certain elements

0:35:35.796 --> 0:35:39.716
<v Speaker 1>are familiar, but others actually seem to be extraordinarily different.

0:35:40.276 --> 0:35:42.756
<v Speaker 1>I confess that for me, and I'm someone who loves

0:35:42.756 --> 0:35:45.676
<v Speaker 1>to watch sports, the idea of watching somebody play a

0:35:45.796 --> 0:35:50.236
<v Speaker 1>video game is still new and novel. Listening to Nicole,

0:35:50.356 --> 0:35:53.316
<v Speaker 1>I was able to see that the mere excellence of

0:35:53.316 --> 0:35:56.196
<v Speaker 1>the people performing it is actually reminiscent of the joy

0:35:56.236 --> 0:35:59.716
<v Speaker 1>that we take in watching people perform any activity to

0:35:59.796 --> 0:36:03.316
<v Speaker 1>an excellent degree, and we all experienced that during the Olympics,

0:36:03.316 --> 0:36:05.676
<v Speaker 1>when we watch some sports that we don't ordinarily watch

0:36:05.876 --> 0:36:10.116
<v Speaker 1>and are nevertheless gripped to see it done the highest

0:36:10.196 --> 0:36:14.996
<v Speaker 1>possible level. Furthermore, as Nicole pointed out, there's an entertainment component,

0:36:15.276 --> 0:36:18.316
<v Speaker 1>especially with regard to streaming, that is actually more laid

0:36:18.316 --> 0:36:20.476
<v Speaker 1>back and fun than a lot of the watching of

0:36:20.516 --> 0:36:23.796
<v Speaker 1>sports that we do, because we're not just observing competition,

0:36:24.076 --> 0:36:27.956
<v Speaker 1>we're also observing fun being had, and that invites us

0:36:27.996 --> 0:36:30.956
<v Speaker 1>as viewers to tap into that experience of fun much

0:36:30.996 --> 0:36:33.436
<v Speaker 1>more so than we do when we watch professional athletes,

0:36:33.596 --> 0:36:35.756
<v Speaker 1>who to a certain degree are having fun, but to

0:36:35.836 --> 0:36:40.236
<v Speaker 1>a much greater degree are all business. Another takeaway that

0:36:40.276 --> 0:36:42.876
<v Speaker 1>really struck me was the idea that in the world

0:36:42.876 --> 0:36:46.116
<v Speaker 1>of esports, where you're from has nothing to do with

0:36:46.156 --> 0:36:49.596
<v Speaker 1>what teams you root for. I don't think it's possible

0:36:49.636 --> 0:36:54.276
<v Speaker 1>to overstate how transformative and effect expanded esports would therefore

0:36:54.356 --> 0:36:58.676
<v Speaker 1>have on cultures in North America, in Europe, and elsewhere

0:36:58.716 --> 0:37:02.236
<v Speaker 1>around the world where local and national identities are bound

0:37:02.316 --> 0:37:05.916
<v Speaker 1>up in sports teams, whether those sports teams are university based,

0:37:06.476 --> 0:37:10.796
<v Speaker 1>regionally based, city based, or even now nationally based. In

0:37:10.836 --> 0:37:16.756
<v Speaker 1>our world of fading national and local identity associations, sports

0:37:16.756 --> 0:37:20.396
<v Speaker 1>have become important glue for holding us together. On the

0:37:20.396 --> 0:37:24.756
<v Speaker 1>other hand, sports also have the capacity, via those local identities,

0:37:24.836 --> 0:37:27.316
<v Speaker 1>to bring out the worst in US and to make

0:37:27.396 --> 0:37:32.996
<v Speaker 1>us polarized and regionalized. In contrast, esports both hold out

0:37:33.036 --> 0:37:36.516
<v Speaker 1>the hope of true cosmopothanism, where you could root for

0:37:36.556 --> 0:37:41.076
<v Speaker 1>anyone from anywhere, and also of potentially weakening some of

0:37:41.116 --> 0:37:43.796
<v Speaker 1>the local ties that are in fact of some value

0:37:43.796 --> 0:37:48.716
<v Speaker 1>to us. In living in civic communities. Last, but not least,

0:37:48.796 --> 0:37:51.836
<v Speaker 1>I walked away from this conversation with Nicole with a

0:37:51.876 --> 0:37:56.076
<v Speaker 1>sense of being extraordinarily impressed to hear a young person

0:37:56.436 --> 0:38:00.036
<v Speaker 1>so dynamically committed to the growth of an industry so

0:38:00.156 --> 0:38:03.756
<v Speaker 1>deeply steeped in its details. And based on this conversation,

0:38:03.836 --> 0:38:06.596
<v Speaker 1>I'm pretty confident that we should be all watching her

0:38:06.716 --> 0:38:12.876
<v Speaker 1>career going forward alongside career of evil geniuses. Until the

0:38:12.916 --> 0:38:16.876
<v Speaker 1>next time I speak to you. Breathe deep, think deep thoughts,

0:38:17.356 --> 0:38:23.316
<v Speaker 1>and have a little fun, maybe watching esports. If you're

0:38:23.316 --> 0:38:26.436
<v Speaker 1>a regular listener, you know I love communicating with you

0:38:26.556 --> 0:38:30.196
<v Speaker 1>here on Deep Background. I also really want that communication

0:38:30.236 --> 0:38:32.796
<v Speaker 1>to run both ways. I want to know what you

0:38:32.836 --> 0:38:35.796
<v Speaker 1>think are the most important stories of the moment, and

0:38:35.916 --> 0:38:37.836
<v Speaker 1>what kinds of guests you think you would be useful

0:38:37.876 --> 0:38:41.036
<v Speaker 1>to hear from. More So, I'm opening a new channel

0:38:41.076 --> 0:38:44.716
<v Speaker 1>of communication. To access it, just go to my website

0:38:44.916 --> 0:38:47.876
<v Speaker 1>Noa Dashfelman dot com. You can sign up from my

0:38:47.916 --> 0:38:51.636
<v Speaker 1>newsletter and you can tell me exactly what's on your mind,

0:38:52.316 --> 0:38:55.436
<v Speaker 1>something that would be really valuable to me and I

0:38:55.476 --> 0:38:59.436
<v Speaker 1>hope to you too. Deep Background is brought to you

0:38:59.476 --> 0:39:03.196
<v Speaker 1>by Pushkin Industries. Our producer is mo La Board, our

0:39:03.236 --> 0:39:07.076
<v Speaker 1>engineer is Benaliday, and our showrunner is Sophie Crane mckibbon.

0:39:07.796 --> 0:39:11.956
<v Speaker 1>Editorial support from no Osband. Theme music by Luis Guerra

0:39:12.636 --> 0:39:16.756
<v Speaker 1>at Pushkin. Thanks to Mia Lobell, Julia Barton, Lydia Jean Cott,

0:39:17.036 --> 0:39:21.996
<v Speaker 1>Heather Faine, Carl mcgliori, Maggie Taylor, Eric Sandler, and Jacob Weisberg.

0:39:22.596 --> 0:39:24.956
<v Speaker 1>You can find me on Twitter at Noah R. Feldman.

0:39:25.476 --> 0:39:27.796
<v Speaker 1>I also write a column for Bloomberg Opinion, which you

0:39:27.836 --> 0:39:31.676
<v Speaker 1>can find at Bloomberg dot com slash Feldman. To discover

0:39:31.756 --> 0:39:35.876
<v Speaker 1>Bloomberg's original slate of podcasts, go to Bloomberg dot com

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0:39:39.556 --> 0:39:42.676
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0:39:42.756 --> 0:39:43.676
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