Electronic Gaming Monthly, a popular console gaming periodical, has conducted an interview with Angel Munoz regarding the Cyberathlete Professional League. Said interview holds CPL history and background information, Mr. Munoz's ideas of gaining more mainstream attention to professional gaming, and much more.
5. In your opinion, what should be done to attract more interest from the mainstream/casual audience to professional gaming competitions?Thanks to Amped eSports for the full scoop.
This is a new sport for an entirely new demographic. In the USA alone the younger generation born between 1982 and 1995 make up nearly one-third of the U.S. population, and already spend $170 billion a year of their own and their parents' money. They are the first to grow up with computers at home, cellphones, music downloads, and instant messaging. They are totally wired and CPL is betting that Internet streaming coverage of our events to the entire world (instead of segmented markets) will be what will drive this sport to rival any other traditional sport. This is not to say that we are not interested in television coverage and in fact we have several partners on that front, but television is dinosaur technology compared to wireless streaming, for example.
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