This archive report was first published on 15 May 2020.
As the world grapples with the COVID-19 pandemic, e-sports has found itself in an unexpected position – thriving in the midst of a global crisis.
According to a report by Twitch, global streaming service, online viewership has increased by 49% as of this month, with a corresponding 37% increase in monthly streamers.
However, beneath the surface of these impressive statistics lies a more complex reality. The pandemic has exposed structural difficulties in the e-sports industry, including production and release delays of next-generation gaming consoles due to supply chain disruptions in southeast Asia and China.
Furthermore, live tournaments and LAN parties have been cancelled, citing concerns over the spread of the coronavirus. Events like the Tekken World Tour 2020, organised by Bandai Namco Entertainment, have been postponed due to international travel restrictions and the risk of contagion at large public gatherings.
These cancellations have significant implications for players, who rely on such events for exposure and standard connectivity to ensure a fair game.