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For the uninitiated Baby Boomers, Gen-Xers and Millennials born in the mid-1980s, Minecraft is a sandbox crafting game where players can build just about anything from the resources dug out of the in-game dirt and rock.
The eSports industry is among few sectors, both locally and globally, that has not taken a beating since the Covid-19 pandemic and movement restrictions started last year.
Singapore may not compete for gold in many Olympic events, but the tiny city-state is emerging as a force in a different kind of sport: mobile and video games.
Around 100 young gamers now participate in AfroGames, whose activities are sponsored by companies including Brazilian airline GOL and media powerhouse Grupo Globo.
Asia’s most valuable company has set its sights on a billion-dollar eSports arena that already boasts more regular viewers than the National Basketball Association or the National Football League.
KUCHING: Serba Dinamik Bhd, which has launched its RM13mil D-Virtual Park in Kota Samarahan, has teamed up with several parties to drive IR 4.0 technology to the public.
Gender diversity in eSports has become a talking point in the industry, with women still under-represented. Honour Of Kings has been the most popular and lucrative mobile game in China in recent years.
It still surprises many people that professional video-game tournaments fill 50,000-seat arenas and that millions of fans watch from their bedrooms, aspiring to compete themselves one day.
Forget about competing on the school track team or hanging out with friends. In the age of a coronavirus pandemic, there's more time for video games.
The Covid-19 crisis has shut down eSports facilities across the country. But in recent years, before the onset of the pandemic, arenas were starting to pop up in unlikely locations — on college campuses and as standalone venues their owners are calling stadiums in places like Arlington, Texas. Nowhere has the trend elicited more excitement than at American shopping malls.