Fuudo, Xian, RB, members of Team Razer. Photo courtesy of Team Razer
Using the players who placed in the top 32 at EVO Street Fighter tournaments from 2013–2016 as an example, we'll see that the number of high-placing sponsored players hovered around 20 to 23. However, when we look at those sponsoring these players, there's a trend in top players moving toward what we'd traditionally consider "eSports teams" and away from being sponsored by retail stores and local fighting-game communities.In 2013, 20 percent of sponsored Super Street Fighter IV players were signed to squads that were dedicated eSports teams (not hardware manufacturers who happened to have a team) and which had a presence in non-fighting-game competition. Thirty percent of Ultra Street Fighter IV players met those criteria in 2014; the number rose to 42 percent in 2015. When Street Fighter V took over at EVO 2016, the number of players on high-profile eSports teams had risen to 60 percent. With figures from mainstream sports continuing to invest in eSports, the trend looks set to continue as the industry expands.The mad dash appears to come as part of the FGC, notorious for sticking to its grassroots beginnings, is accepting the fact its passion counts as eSports now. With increasing prize pots, matches being broadcast on ESPN, and celebrities like Lupe Fiasco throwing down with FGC greats, fighting games have never had a higher profile than they do now. But even with the growth in prize money, fighting games are at the low end of eSports when it comes to rewards for top players. For some perspective, the top ten earners in Street Fighter V have earned a total of $176,000 combined in the six months since the game's release while Counter-Logic Gaming, winners of the 2016 Halo World Championship, split a prize of $1,000,000 among their four members.
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Jack "White-R" Liang and Matthew "Blitzman" Lam at the Fight for the 6ix tournament. Photo by author