Competitive gaming, often referred to as esports, has been on a
tear in the last year. Long a sideshow, two blockbuster titles,
Starcraft 2 and League of Legends, each of which sport a rabid
fanbase and a harshly competitive upper talent echelon, have
grown esports into an industry.  Even more, powerful and free
consumer streaming solutions have multiplied the total
competitive gaming content that is consumable by fans one
hundred fold. Prize pools for premier tournaments are in the
five and six figures. Teams, sponsored by large companies, fly
their players around the world to fight against the best in
real-time, in front of live crowds that can number in the
thousands.  However, those in-person crowds are but a small
fraction of the larger viewership for gaming. Online audiences
can broach the one million mark for the largest events. Take for
example Major League Gaming’s last event, a weekend long orgy of
esports, featuring top titles and the most popular players.
Here’s the result: In the coveted male, ag