The e-sport industry is slowly but surely dying.
That’s because it’s too big, too dominant, too profitable, too lucrative, too fast-moving, too connected, too complicated, too pervasive.
E-sports is one of the most profitable, the most popular, and, in the eyes of many, the worst of all possible worlds.
That is because it is an unregulated and unregulated industry with a single objective: to win games.
And it’s an industry that has been in the news a lot lately: A report by the National Sports Foundation last month warned that e-gaming could threaten to destroy the sport of ultimate.
It’s a scary, and not-too-subtle, warning.
But the problem isn’t the sport’s size.
It isn’t even that its creators are trying to destroy it.
It is the fact that it’s so big.
The game industry is big, and it’s dominated by a handful of well-funded and well-organized entities that control the vast majority of the money and the vast amounts of power.
And if that’s the case, the best thing we can do to combat it is to get out of it.
And in an age of virtual reality, virtual reality is the only game in town.
It was created by Google in 2006, when it released the first Google Cardboard VR headset.
In its first two years, it sold more than 15 million cards.
But in the past two years the company has been bought by Facebook for $2.5 billion.
Its stock is up more than 1,000 percent this year.
The games industry, on the other hand, is relatively small.
According to a report by The New York Times, the games industry has grown from just 4,000 games in 2010 to more than 6,000 in 2015.
And when we compare that growth to the industry as a whole, the number of games in the U.S. actually dropped by a fifth between 2012 and 2016.
“It’s not a big jump,” said Dave Poulin, the CEO of Virtual Reality Games, a company that works to bring virtual reality games to the masses.
“The big jump happened when Facebook bought it.”
As it turns out, it wasn’t just the number.
It wasn’t even the content either.
Poulen says his company helped launch the biggest game, The Sims 3, and that it took 15 years to develop the entire game.
“So the big jump was the amount of content that we had to create and to produce,” he said.
“And that’s really where it’s all built on the platform that we have now.”
It was, at the end of the day, about money.
In the early 2000s, when video games were the hot ticket, publishers such as Electronic Arts and Activision paid big money to make video games that could be played on any computer, on any console, and on mobile devices.
Games such as Madden NFL, Grand Theft Auto, Call of Duty, and NBA 2K9 were all big hits.
And those big, expensive hits meant big profits.
Now, a decade later, most video games are made by small developers and are available only through subscription services like Steam.
The companies that make the big hits are able to make money off those big hits and are able also to make lots of money off the smaller games.
But it’s still a very small slice of the pie.
The bottom line is that the games companies are making their money off of the big, successful hits.
The biggest, most popular games, meanwhile, are all just part of a small group of developers who make small games for little money.
And they’re still in the business.
The big games have their own games, but the small ones are mostly owned by the same big players.
And so there’s this very clear distinction between a game that’s popular and one that’s made by a small team of people and is a success.
In 2016, the game industry reported an $8.5 trillion loss.
And that number doesn’t include what the games business is really worth.
That number includes everything that people buy from the companies who make those big-ticket hits.
Even if you only look at games made by the top developers, like EA and Activision, or the companies that made the big games, like Electronic Arts, you still have a very clear picture of how much money the games industries are worth.
The Big Games The games companies don’t just make big money from big hits, they make big profits from a very narrow set of games that are sold to a very specific audience.
And, in turn, the audience that they appeal to is a very particular kind of audience.
“We’re seeing a very similar phenomenon in the music industry, where the big players are getting into music to sell CDs,” said Jeff Smith, a game industry analyst and founder of Entertainment For All,