prioritized North American players. The free-to-play aspect of the game also appealed to the youth who could not afford games such as Counter- Strike, StarCraft, and Warcraft 3. As the game grew more popular, the number of local tournaments made a huge leap. Similar to the growth of eSports in South Korea, American companies began sponsoring these tournaments in exchange for advertisement. Prize pools for the original tournaments began as very small, ranging from free merchandise from the sponsors of the tournament to small amount of prize money. It wasn’t until a prize pool of $1 million was announced for the League of Legends World Championship that serious teams were established in North America. With this development, the globalization of eSports to major sectors of the worLd was compLete. The Other Press spoke with Conrad Janzen, the former player manager for Cloud9’s DotA 2 team, who gave an inside perspective to the complicated world of eSports, and helped breakdown some of the common stereotypes that people have about professional gamers. One very common stereotype about professional gamers is in regard to the amount of money they make. This stereotype comes from the common concern of parents with the amount of time their children spend playing video games. “You can’t make a living off playing video games,” they say to their children for spending an entire day playing games. That argument is getting harder to make as more people are proving that one can indeed, make a living playing video games. Janzen, when asked about how much players can be expected to be paid, said: “Wage is dependent on a variety of factors, from the value of a player, the success of the team, the popularity of a player, and even the game. It could be anywhere from $1,000 a month, which is on the very low end, to possibly up $5,000 to $6,000 a month. This doesn’t incLude sponsorship deals, potential external revenue, and prize money. The highest recorded earners have made slightly less than $2 million, in prize money alone. Depending on the company, i) a) Ib 0) players make a certain percentage of the prize pool. Many organizations take a small percentage of the prize to compensate for services, and the remaining prize money is then divided equally between the players. Another common stereotype about professional gamers is that all players are kids. According to Janzen, the stereotype isn’t far off from reality. “Most players are within either mid-teen or mid- twenties with some reaching on the edge of thirty.” This is more than likely due to the belief that younger players have faster reaction times than older players, which in games such as League of Legends and DotA 2, is crucial for success. The older players in the eSports scene are predominately Counter-Strike and StarCraft players, where Less emphasis 1S put on reaction speed and more stress is placed upon experience and strategy. The average age is expected to rise overall in both areas as games begin getting older and flow of fresh talent begins slowing down. However, it is not all fun and games for players. The job of a professional gamer is one of self-sacrifice. Many professional players find their lives are solely dedicated to the game they play and they no longer have time for anything besides practicing. While this sounds negative, it is not necessarily a bad thing. Players who find themselves in the position to go pro are truly within the @.001 per cent of all players. For example, LoL has a player count of 24 million-only 200 of them are considered professionals. This only slightly makes up for the fact that playing eSports as a career is in itself, is a huge risk. When asked about job security in the eSports industry as a player, Janzen said, “There’s no regulations on most teams, in most eSports even.. Suddenly you’re not good enough. ‘Sorry, you’re off the team’.. That’s it. That’s the brutality of it.. I would personally never recommend anybody do this (be a pro player) unless you already are a top player.” Nevertheless, the craze of eSports has infatuated much of the civilized world to date. Game on. DOUGLAS COLLEGE HAS AN ESPORTS CLUB AS WELL The club is split into two areas of play: casual and competitive. The casual side of the club focuses on getting people out to events to have fun. The club often puts together social events and encourages players of all skill Levels to come and play with each other. The goal is to introduce students to other students who share the same interest in them by offering a friendly environment. The competitive side of the club runs much differently. eM eMM aL nM MCMC -Lelael AG) GPA, be full-time students, and be competitive in nature. The goal is to find events and tournaments for students who wish to represent Douglas College competitively. Team-based games that garner more interest than spaces available are subject to tryout, much like any other sports team. Teams practice three times a week, usually in the evening, or whenever it is best for everyone. ALl spots on teams are refreshed every semester, offering fair opportunities to those who are interested while also keeping current players on their toes. Past events that the club has sent teams to are the North American Collegiate Championships CNACC) CLeague of Legends), Heroes of the Dorm CHeroes of the Storm), and Hearthstone Collegiate Championships CHearthstone). Future competitive teams and events where Douglas will participate are The NACC Copen to applications & competitive), Hearthstone tournaments Calways open & competitive), fighting games Ccasual/semi-competitive events), and Rocket League (casual). If you wish to join a team, come out to events hosted by the Douglas eSports Club, or simply find their Facebook page at facebook.com/dsue-Sports and contact them.