Fortnite was the most outstanding and unexpected success of 2018, hitting 78.3 million players in August, and bumping developer Epic Games to a US$15 billion dollar valuation.
The International Olympic Committee recently hosted a meeting on e-sports -- organized video competitions. Should e-sports be in the Olympic Games? An Olympian says no.
Facebook enters the world of gaming – where the web addresses are short, the streams are long and the cash flows.
Media giants like ESPN may have thought that eSports was a fad but not anymore. Revenue from eSports video games are set to take over traditional sports leagues.
We should consider the messages that violence and aggression in sports of all kinds give children and young people – and devise strategies to lessen the impact.
PlayerUnknown's Battleground - a multiplayer, fight-to-the-death video game - was the most downloaded game for the first quarter of 2018. It feels like an immersive experience of today’s nightmares.
Australia’s deep passion for sport is changing, with fewer people attending major traditional sporting events and eSports on the rise.
The consumption of sport has already changed dramatically, and esports in major competitions is the next step.
AI just beat a top human professional in the game Dota 2, but the technology could help with much bigger strategic problems.
New ABS figures on film, TV and digital gaming show that subscription broadcasters and online content creators are booming. Yet local content quotas only apply to free-to-air broadcasters.
Beyond the glitz and glamour of the esports arena there are some serious issues with how its economy works and how this affects player well-being.
In this month's episode of The Anthill, we are playing games – computer games, grammar games and real life games, too.
Australia's biggest prize pot for computer gaming is up for grabs this weekend which shows our growing interest in the multi-million dollar eSports industry.