When he was a student at Babson College, Mike Sepso ’94 spent a lot of time in the computer lab. For hours on end—probably way too many, Sepso admits—he would set up video game tournaments. “Doom” was the game of choice.
At the time, in the internet’s early days, the tournaments were limited to participants who were physically present in the lab, playing on its local area network.
In those tournaments, though, Sepso saw a flash of the future. He understood the popularity that video game competitions could have. “When the internet is widely available, this is going to take off,” Sepso remembers thinking. “You won’t need to be in the same room anymore.”
Fast forward two-plus decades, and the world of video game competition, or esports as it is commonly called, has most definitely taken off. According to Newzoo, a marketing firm focused on video gaming, the esports industry was expected to generate more than $1 billion in revenue in 2020, with a global audience of nearly a half-billion people.
This popularity is reflected at Babson, where more than 100 students have joined Babson Esports. Founded last April, the club offers students not only competition but also much-needed camaraderie during the