Video games were once conjured a certain type of image but now that stereotype is being altered for a more modern take.
Video games are now a gateway to a viable career with a whole industry of job opportunities behind, one of the most glamourous being an esports athlete.
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While sports have traditionally have been in the domain of tracks and field, esports is accessible via a PC, a gaming console and an internet connection.
However, the growth within esports has seen many events move from humble internet cafes dotted on street corners and laneways to vast and futuristic stadiums complete with the latest technology available .
The 2019 Fortnite world championship final was held at Arthur Ashe Stadium, the same stadium which hosts the US Open Final. The Fortnite final saw 16-year-old Kyle Giersdorf, also known as "Bugha" online walk away with a $3 million US prize check after battling opponents from across the globe.
James "Cripsy" Williams is an Australian content creator and esports player who has witnessed the rise of the genre into the mainstream.
Mr Williams said that the sport still had a way to go in Australia but positive signs were there.
"If you compare it to other industries in this timeframe, the development of gaming and what comes from gaming ... I don't think there's an industry that has come so far in such a short space of time with rapid growth," he said.
"And I don't think this industry has anywhere to go but up anyway, just because it is so easily accessible ... if you look at it more and more people are getting a device ... it literally has nowhere to go but continue to grow."
Mr Williams is understandably bullish about the potential of the industry he is involved with but his sentiments are supported by empirical evidence.
Recent data from Newzoo, an analytics company that is focusing on the gaming sector, commissioned a global report on the state of the gaming industry.
Its 2020 report highlighted the excitement around the industry predicting the total esports audience will grow to 495.0 million people in 2020, a year-on-year growth of +11.7 per cent.
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The company also forecasts the global esports audience will continue to expand and potentially reach 577 million people around the world in 2024.
Newzoo's 2021 report predicts the industries revenue to move into the one billion dollar bracket as streaming events impacted by coronavirus get set to return throughout the year.
That financial windfall has been seen by players across the globe. In North America, Hu "SwordArt" Shuo-Chieh was signed to a $6 million contract over two years by TSM.
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Mr Williams himself has been able to move into content creation full-time via his Twitch streaming for the past 12 to 18 months. CripsyTV boasts nearly 30,000 followers on the platform and the Melbourne streamer is as shocked as anyone by his growth.
"It still shocks me, I saw an opportunity where I thought I could give this a crack.James "Cripsy" Williams
"I've been in various tournaments, I've been in the E-League, I thought I didn't really need that, I just needed to be me and do my content," he said.
Mr Williams grew in fame after a stint in the E-League representing Brisbane Roar which was the A-League's try at getting a slice of the esports pie.
The league saw gamers from across Australia represent A-League clubs online and battle it out for supremacy.
The league is still running since its formation in 2017, with Sydney FC victorious last season thanks to the efforts of FUTWIZ Marko and FUTWIZ Jamie. This season saw Tasmania's adopted A-League team, Western United, represented as well.
The league is set to run again in 2021 after the league signed a new naming rights sponsor in Nivea Men, announced on April 15.
These developments, which are slowly creating growth across Australia in esports, are not uncommon.
AFL teams including the Adelaide Crows and Essendon Football Club have both taken over Australian esports franchises.
The City of Launceston council announced that they would be hosting an esports competition as part of their youth week activities to create awareness of the sport.
Speaking at the announcement, GameForge owner Nicholas Alcorso said he was wrapt to see an esports event come to Launceston given the growing popularity of the event worldwide.
"Esports has always been very popular, it's probably becoming more mainstream over the last couple of years ... people are accepting now," he said.
As Australia tries to catch up to where world leaders like the United States and China are taking the esports market, Mr Williams said there were encouraging signs.
"I think there's always encouraging signs, when you see major sporting organisations looking to delve into the esports world," he said.
"When you look at Fortress in Melbourne, that's a multi-million dollar investment ... there's so much potential, are we a little bit out of the way in Australia, probably but you don't need big money to be successful in gaming," he said.
So with the investment flowing inwards and the interest slowly being piqued, how does Australia establish itself on the world stage?
"Our biggest thing is our depth ... once you drop off that top tier, there is a bit of depth and growth [needed] where that amatuer semi-pro scene needs nurture and love," he said.
"It needs competition and structure that's what we need most in Australia."
"[Gaming] is a great equaliser, you don't have to be athletically gifted, you don't have to be a male or you male, if you're good enough, you work hard ... things can happen," he said.
To get that development, Williams said that potential players needed to be encouraged to play and improve.
"If you're in that headspace where you want to be the best, it doesn't really leave your mind, if you get home you've got two hours free, that's time to practice," he said.
"I would reach out to players that were better than me and was constantly getting beat ... but I was desperate and hungry to get better."