
There aren’t many casual esports fans. There are loads of casual video game fans, but esports fans are avid, fanatical, and extremely engaged.
That oversimplified reality is both a challenge and an opportunity for the present and future of esports.
Esports haven’t had time yet to build generational fandom (even though fandom spans age ranges). It’s not as easy to attract find ‘casual’ fans who may flip through a broadcast network on a weekend, get exposed at a sports bar, or see some incredible highlights on ESPN or other sports media. And esports isn’t like other ‘sports’ — that’s obvious, but not in the way you think; it’s like trying to bucket all stick-and-ball sports into a single catch-all category. ‘Esports’ spans tons of ‘titles.’ The collection of popular esports titles like League of Legends, CS:GO, Valorant, Fortnite might as well be basketball, football, baseball, soccer, etc. And yet far more people have played a video game than have played in a football game. Some of the most popular global individual figures are gamers. Some of the biggest live events in the world are esports events.
So what’s stopping esports from emerging from the burst bubble of esports in recent years and what caused the so-called ‘esports winter’ in the first place?
Brendan Hall has a unique lens into esports. Prior to trading in grass fields for massive monitors, Hall covered ‘traditional’ sports for years, covering Super Bowls and Stanley Cups before making his way into esports. He witnessed the rise — as investment money poured in and teams were being sold for millions — and the subsequent regression. He watched as leaders trie to copy and paste the prevailing paradigms from stick-and-ball sports into the esports world. And it didn’t work. But every esports event he attends is a reminder to Hall of the high ceiling for esports, if they can nail the right business models.
“Live events are freaking special. It’s where the casual fan becomes the loyalist,” said Hall, who worked Oxygen Esports, part of the Kraft Entertainment Group, parent owner of the New England Patriots, among other entities, before he became Esports Coordinator at Endicott College. “But [live events] are also expensive to put on. And I don’t think the model should be totally predicated on selling a bunch of sponsorships either. So I think it’s hard to make money.
“I think, for whatever reason, you sometimes see, orgs leaning too early into the merch thing, like, Oh, let’s be 100 Thieves and we’ll do random drops around Southern California. We’ll do these FOMO events, when you show up and when they’re gone, they’re gone. [100 Thieves] has been working two decades on building that…It takes a long time to build that kind of community. The one thing that this industry could use more of probably is patience with seeing things out.”
Hall noted the discord between investors anticipating massive returns and the need for esports organizations and teams to build up community over time. As he made his way into esports, he took the community-building to heart, understanding that loyal fans can’t be taken for granted. Esports fandom IS still developing and IS a relatively new part of culture, so creating that sense of community and belonging and feeling part of something bigger is paramount, Hall explained.
“Every month or so, we’d have watch parties, free to attend, just show up,” said Hall, recalling his days with teams like the Boston Breach, “and any fan that showed up, I would just give him my cell phone number and say, ‘Hey, text me anytime.’ And sometimes they’d text me at 1:00 in the morning [about] roster movement. ‘Why did you drop this guy? What’d you think?’ ‘Oh, I’ll ask Murph when I get in in the morning, but I don’t know.’ I think they thought it was so cool that a director-level guy was willing to open the book for them and be transparent with them, and let them feel like they have a seat at the table, let them feel like this was their home.
“I think the reality is you have to be willing to meet your community where they are, and for me that includes face to face, text me anytime, you might piss off my wife, but so be it. Because it makes them feel like they have a place where they can be themselves and they have a place where they really actually have an outcome in a thing.”
The star player nature of sports has been part of esports virtually since the start. While more stable rosters and hereditary, geography-based fandom has led many traditional sports fans to ‘root for laundry,’ as comedian Jerry Seinfeld famously put it, esports fandom has always been player-centered. Such fandom can be iether a feature or a bug, depending on perspective. It means fans from all over the world will watch and attend events to catch a glimpse of their favorite players in action, regardless of which team they’re on. But it also means trying to recreate the franchise models in other sports is a bit more challenging.
But Hall sees such fandom and sees opportunity. Traditional sports see player-driven fandom more than ever now, whether it’s Messi bringing millions of fans to Inter Miami CF or LeBron taking his legion of fans from Cleveland to Miami to LA. The vital next step is to capitalize on the influx of fans, capturing them with content and storytelling that enhance affinity and avidity at all levels.
“At Boston Breach, like the amount of fans we had from all over the country, not just Boston, so to say we’re Boston’s team, well, this guy’s a fan of the Breach because they signed a certain player,” said Hall. “With the Uprising, we had fans in Omaha, Nebraska, because of players that we signed that they had followed when they played Overwatch. That’s also difficult to understand. That’s why I’m not so bullish on the franchise scene.”
He continued: “When I would ask people at our watch parties like, ‘Dude, you could watch this from your home on Twitch, why’d you drive three hours from Maine to come to Foxborough?’ And [they’d] say, ‘Well, yeah, but you guys have Methodz (Anthony Zinni) here and I like watching him play Call of Duty on Twitch.’ That’s a real thing. So the more you can establish relationships with those fans who might not meet you in person, through content, through the storytelling, that’s going to go a long ways.”
It’s those relationships and that community of esports fans that can transform the millions of video game-playing individuals into esports enthusiasts and fans. That’s part of the calculus at play, and the opportunity Hall sees for esports to reach the heights once envisioned. Playing video games is such a universal pasttime and the esports community is so welcoming and open, so it doesn’t require squinting to see the possibilities on the horizon.
“I’ve worked in the NFL. I’ve worked in sports media. I’ve worked in tech. I’ve never met a community like esports that’s been as inclusive and open-sourced. It’s incredible”, said Hall, who in addition to running Endicott’s esports programs also teaches courses in marketing and esports. “So I just think if you believe in that community, you’re going to thrive in the long term because the numbers are pointing away. My friend Chris Postell, esports founder, does a lot of really good research on the college scene. 90%, or close to it, of students entering college are gamers, whether they want to admit it out loud or not. 77% of of millennial parents play with their kids at least once a week. I play Super Smash Bros with my daughters every night, and it’s it’s awesome. This stuff is not going away.
“But one of the other problems I see, go back to the basketball logic. No one owns basketball, right? Somebody owns Fortnite, and they can change the rules, pull the plug, whatever, whenever they want, and that’s terrifying for a lot of third parties trying to work within the esports ecosystem.”
Several different ‘sports,’ or gaming titles, came up throughout the conversation with Hall, so the latter point about who owns and runs these games, is a particularly salient part of the picture. Esports organizations often compete in several titles, but that’s not exactly how fandom works. A diehard Rocket League fan may not care to watch Call of Duty, a CS:GO fan may not give two rips about League of Legends.
Hall faces this conundrum head-on in building the esports program at Endicott. The biggest esports organizations face such choices, too. The way Hall sees it for the esports world at-large, they’re best off cultivating superfans around a title or two than trying to reach and claw for the attention of casual fans in hopes they’ll convert. The desire to grow the overall number, even at the expense of avidity, is admirable, sure, but it’s not the path to sustainability for the industry.
“I love this concept that Kevin Kelly, the great entrepreneur, wrote years ago about 1000 true fans,” explained Hall. “One of his all-time most read blog posts is about this idea that if you have 1000 fans that spend $100 a year on your work, that’s six figures in your pocket. So it’s more worth it to focus in on those loyalists because they’re going to end up spending more money with you over the long run.
“So, similar concept, right? Again, you talk about micro communities. I think you’re better off really focusing on a couple titles, and that’s where they have a lot of success.”
The avid players, the loyalists — that’s the goal. But you do have to start somewhere, of course. The underlying opportunity for esports is that casual fans already exist in spades. The path from casual gamer to esports fan isn’t linear, but the participation and organic exposure to the titles within esports cultivate a natural potential interest. If part of the magic of traditional sports is that any kid can grow up envisioning themselves hitting the game-winning home run or knocking down the buzzer-beater shot, that same sense of accessibility can last well past grade school for esports.
Hall reflected on those natural pathways, offering his real-life experience building up Endicott’s program — through coffee shop encounters.
“Where the Overwatch Championship Series, I think, has a chance, it feels more holistic, like it’s going to feel like almost a Premier League relegation-promotion kind of system, like, anybody can kind of come from the top,” said Hall, alluding to the meritocratic nature of pure esports. “That’s a system that feels like you can get behind, it comes from a place of more common sense, more aligned with how esports fans behave.”
Hall went on, describing the organic but opportunistic growth of his teams at Endicott: “All the Starbucks kids are on our Fortnite team now, because they were working at the Starbucks [near Endicott’s esports lab]. I’d come by every day, get a coffee, they’d come down here to their lunch break and they’re playing on the PCs between classes, and one of them, Sam, just got a Victory Royale last night for the first time all season. Six months ago, I was just bumping into him every day, buying a coffee from him at Starbucks.
“So the casuals, as they enjoy this place more, they’re going to want to learn how they can take the next step.”
Esports doesn’t need to mimic traditional sports to succeed, it needs to embrace what makes it different. The passion is already there. The player-first fandom, the global accessibility, the embedded community culture — all of it is fertile ground for something lasting.
It won’t happen overnight. Esports isn’t built to amass a cadre of casuals. The future of esports won’t be decided by flashy moments or headline deals, it’ll be built fan by fan, event by event, and through rich storytelling and deep connections. Video gaming isn’t going anywhere, so the potential for esports remains as bright as ever.








