Video games aren’t just a way for teenagers to avoid their homework but a more than $1 billion industry that continues to grow despite the COVID-19 pandemic, and Rhode Island is looking to get in on the action through esports.
R.I. Commerce Corp. is ramping up efforts to establish the state as a hub for esports. Led by Siu-Li Khoe, vice president of business development, a team of R.I. Commerce staff is working to gauge interest in attracting major companies to the state and collaborating with colleges and universities on programs that would train future industry workers.
The heightened attention on esports comes after Malta-based gambling company Esports Entertainment Group’s $43 million acquisition of two esports companies, one of which, Helix eSports, operates a tournament venue in Foxborough, Mass. The Oct. 23 deal also includes an esports data analytics company founded by Providence resident and former Hasbro Inc. employee William Collis.
Khoe described the acquisition as a “giant opportunity,” proving regional demand and potentially paving the way for the multimillion-dollar entertainment company to spread its roots into Rhode Island.
Collis also said that Helix is exploring opportunities in Rhode Island, although he declined to give specifics.
At the same time, a contingent of existing Rhode Island companies has transitioned into industry-related products as a way to retool their businesses amid the pandemic. Ritual Motion, a Warwick-based entertainment company established in April 2019, began by selling custom gloves to gamers. It has since expanded its gamer-targeted offerings to include apparel, “superfood” nutrition and blue-light-blocking glasses through partnerships with five Rhode Island companies including SquadLocker Inc. and FGX International Inc., according to Dana Paul, Ritual Motion co-founder and CEO.
Paul sees Rhode Island as the ideal location to start what he termed the “e-dustrial revolution.” In particular, the state’s concentration of college and university students – which make up a majority of esports players and consumers – makes it well-positioned to host tournaments and attract companies with the promise of trained workers.
“The opportunity is really just at the tip of the iceberg as far as commerce and jobs,” Paul said.
New England Institute of Technology, Johnson & Wales University and Providence College have opened dedicated esports centers, equipped with thousands of dollars in gaming stations designed for multiplayer competitions and recreational club team use. JWU also has a varsity team, with plans to offer scholarships to prospective players beginning in 2021, according to Aaron Colaiacomo, the university’s esports coach.
These schools have also started incorporating aspects of the esports industry into their curriculum. NEIT’s esports club and center, which launched earlier this year, is designed to complement programs in game design, social media branding and strategy, according to Alan Resnick, the school’s vice president of strategic planning. Exactly what the state could expect to gain in jobs and revenue from the esports revenue – or when those gains would be realized – is unclear. But the ever-changing, fast-moving nature of the industry means any attempts to court companies or investors should be acted upon both swiftly and cautiously, Colaiacomo said.
Nancy Lavin is a PBN staff writer. Contact her at Lavin@PBN.com.