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In the digital world, developments are happening faster than we can manage, and when people years ago talked about the great opportunity presented by eSports or virtual reality, few really believed that they would become what they are today.

During this last decade we have seen the take-off of two industries with many things in common and with other very different things that, nevertheless, coincide in a very important aspect beyond their great potential, and that is this, in the unstoppable advance of the digitisation of content and the birth of new entertainment formulas..


eSports, the professionalisation of video games and the rise of a new industry

Electronic sports, or eSports, represent the industry generated around the world’s most popular game competitions and competitive video games, which have a whole series of elements derived from have professionalised and turned into a regulated competition with events, judges, prizes, professional players, casters, etc., making it a full-fledged industry in a time when more people watch eSports competitions than watch NBA or MLB.. On the other hand, it should be clarified that all eSports are video games, but not all video games are eSports. Championships and leagues of the most popular eSports video games such as League of Legends (LOL), Dota, Overwatch, or Counter-Strike are held all over the world. The genres that lend themselves to these types of tournaments range from first-person shooters, to MOBA’s or real-time strategy games, to the world’s most famous sports game, FIFA. Already in 2019, the e-sports industry has reached a value of

1.1 billion worldwide according to the market consultancy specialising in video games NewZooand the consulting firm Omdia expected to reach $ 2.6 billion by 2025The merger of ESL and DreamHack, two major players in the eSports field, could possibly pave the way for a future in which eSports events will be able to be run on a global scale. The timely merger of ESL and DreamHack, two of the major players in the eSports field that occurred in October 2020, could possibly pave the way for a future where eSports events blend with other forms and experiences of entertainment. Furthermore, once physical events are able to return to the scene, a broader approach to eSports would provide the perfect testing ground to explore the options offered by technologies and advances such as 5G, especially in the field of augmented reality and virtual reality. We also believe that we will see a paradigm shift where the player will continue to be key but the viewer will be given much more prominence, with both eSports and VR eSports becoming generators of quality content, capable of capturing the most precious commodity for brands in this decade:


VR ESPORTS: A new dimension of the eSports experience

While the COI acknowledged that e-sports have the potential to be included in what we classify as sportsHe also made clear his desire to see the e-sports players adopt a more active lifestyle and find a balance between games and fitness. And this is precisely one of the aspects that improves virtual reality in the field of VR eSports, the concurrence between physical and intellectual exercise.

As more people get involved in eSports, conversations about taking the whole gaming experience to the next level are gaining momentum. Audiences want players to move and show more emotion, rather than sitting in their chairs for hours on end. Virtual reality has now arrived in the world of eSports, bringing a new dimension to the term, and a new set of skills that players can explore to excel. Strategy, teamwork and quick reactions take on a new physical layer with virtual reality technology, where we must duck and dodge to avoid being shot at, or we must throw a virtual ball hard at our opponent’s goal.

eSports and virtual reality combine the best of technology, sport and competition.

Despite involving physical exertion, VR eSports opens the door for new players and individuals to enter the competitive gaming environment from an inclusivity point of view. For example, in the VR League championships in England, one of the players competing in a wheelchair was able to take fourth place in the standings. Inclusion, along with diversity, are two of the keys to the development of the competitions of the future, as discussed at the Esports Rising event, with industry experts brought together by the Sports Business Journal and The Esports Observer. Virtual reality sports attract players of all backgrounds and ages, offering a wide range of possibilities and a level playing field for participants. And that is also one of BeFootball’s goals, that virtual reality football, in a competitive format, can reach all kinds of people.

To this end, we have created 1VR1, the first one-on-one football simulator in real time and in virtual reality, which allows tournaments and competitions in the style of eSports, creating a new category in the football industry, the fan footballers.



E-sports and virtual reality complement and enhance each other. Virtual reality can bring a higher level of immersion, greater playability and above all a perfect platform for e-sports to create a healthier community. In the near future, we will see the two industries becoming more and more integrated, but above all, we will see how the focus on business generation will shift from the player to the spectator, i.e. a reorientation towards broadcasting. We at BeFootball have already made this necessary change, integrating our own production formulas that will make the games more and more interesting for the viewer. eSports gives virtual reality a perfect opportunity to shine, and after steady growth over the past three years, now is a key time to get involved and partner in this industry that continues to gain traction.