Sport goes digital
In 2002, Sangam Stadium in Seoul played host to the semi-final of the FIFA World Cup, with more than 66,000 people in attendance. Twelve years later, that same stadium sold out for the 2014 World Final of the video game League of Legends.
Competitive gaming (or eSports) has been on the precipice of cracking the mainstream for years, but only now is it truly beginning to receive recognition befitting of the world’s fastest-growing entertainment industry. According to market intelligence firm Newzoo, revenues from eSports in 2018 are projected to reach $906m.








