Is E-sports really a sport and the next big thing in the video gaming industry?
According to Newzoo, the E-Sports global audience grew from 204 million to 292 million between 2014 and 2016 -- a 43% increase in just two years -- and it's projected to exceed 427 million around the world by 2019.
Global revenue in the E-sports industry rose from $194 million to $463 million in the same period -- a 239% increase -- and is expected to smash $1 billion by 2019.
The global audience, revenue and ambition of E-Sports are hardly in doubt, then -- but these are not necessarily the hallmarks of conventional sport. What of the elements of competition, entertainment and skill?
"E-Sports really are highly strategic," Mathews says. "It can be up to 10, 12 hours a day of gaming just to perform that one movement or skill shot better."
"We have a live-in coach, we have analysts, we have ... basically a huge support network."