Evil Geniuses CEO on Esports Growth & Future

The Evolving Landscape of Esports and Gaming
The recent pandemic spurred a significant influx of new players into the gaming world, resulting in an unprecedented expansion and diversification of the gaming space. Despite some gains in viewership, the esports sector encountered obstacles due to restrictions on live events.
During a recent discussion at TechCrunch Disrupt, Nicole LaPointe Jameson, CEO of Evil Geniuses – a long-standing esports organization – shared insights as one of the youngest leaders in the industry. The conversation centered on the challenges facing esports in adapting to a rapidly changing audience and the potential for creating a more agile league structure.
The History and Investment in Evil Geniuses
Founded in 1999, Evil Geniuses has experienced a complex evolution. LaPointe Jameson’s involvement began when Peak6 Investments, the Chicago-based firm she worked for, acquired EG following Amazon’s purchase of Twitch, the previous owner of the organization. This investment coincided with a period where esports leagues began attracting substantial interest from institutional investors recognizing the sector’s potential.
While that potential remains, the path to widespread acceptance has proven more complex than initially anticipated. Precise viewership data is scarce, suggesting a slower growth rate compared to the broader gaming industry. Nevertheless, LaPointe Jameson maintains that the industry still offers ample opportunities for innovation and growth.
“Esports is still in the process of defining itself. It’s a relatively new field, particularly regarding the level of professionalization seen with institutional investment,” she explained to TechCrunch. “Compared to traditional sports, which are burdened with legacy infrastructure and established regulations, our obstacles to innovation are comparatively smaller.”
Innovations and the Impact of the Pandemic
Some of LaPointe Jameson’s initiatives at Evil Geniuses, such as providing health insurance and establishing a dedicated HR department, represent significant advancements within the industry. These benefits have historically been uncommon in esports.
However, progress was hindered by the pandemic. COVID-19 created complications for esports organizations, delaying the development of high school and collegiate leagues and forcing adjustments to advertising budgets.
“The impact of the pandemic on esports has been twofold,” LaPointe Jameson noted. “Viewership and interest in gaming generally increased, as evidenced by the performance of major game developers. However, a significant portion of esports revenue, similar to traditional sports, relies on sponsorships and marketing, which were temporarily paused. We saw increased engagement but often lacked the corresponding capital.”
Navigating Tournament Funding and Game Lifecycles
A key challenge for leagues involves balancing the pursuit of lucrative tournament opportunities with the investment in established franchises. Capitalizing on popular titles can attract new fans, but organizations must also avoid being diverted by games that lack long-term competitive support from their developers.
“Evil Geniuses once excelled in a game called Halo, but competitive Halo no longer exists because the developer ceased supporting it competitively,” LaPointe Jameson stated. “Unlike basketball, which enjoys enduring popularity, our games can be transient. Fan enthusiasm, viewership, and the availability of skilled competitors fluctuate more rapidly than in other sports.”
The Role of Established Titles and Future Growth
The esports landscape continues to be shaped by a core group of established titles that receive consistent developer support. Popular games like League of Legends (2009), Counter-Strike: Global Offensive (2012), and Dota 2 (2013) remain central to the esports ecosystem. Newer titles, such as Overwatch and Fortnite, are striving for greater prominence, but often face the challenge of balancing consumer appeal with the needs of competitive players.
Ultimately, achieving the broad audience reach of traditional sports may require more time as gaming-native generations mature and challenge pre-conceived notions about gaming.
“Bridging the gap between generations is a complex task,” LaPointe Jameson explained. “It involves addressing the negative perceptions some older generations hold about gaming, which are often inaccurate. However, I am optimistic about younger generations – I don’t believe esports will be viewed as a niche sport by them.”
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