IEM Katowice 2022 will be ESL’s tenth outing at the Spodek arena, making it the longest-running arena esports tournament in the world. Over those years, under ESL’s own banner as well as the Intel Extreme Masters, there have been events in StarCraft II, League of Legends, CS:GO, Dota 2, PUBG, Heroes of the Storm, Hearthstone, Quake Champions, Fortnite and Rainbow Six: Siege.
Over this time, and after so many events, countless stories and quirks have accumulated in Poland’s esports heartland, of which this article represents just a few.We are not trying to document the stories you know - that of soO, or xPeke’s backdoor, or even Virtus Pro’s legendary victory on home soil. Instead, this is Katowice’s untold story: the stats, fun facts and anecdotes that show both the growth and impact of IEM upon Esports.
The first point is the most clear: Katowice signalled ESL’s first, but far from last, event in an arena of the Spodek’s size. Arenas are now the norm in esports, meaning that even the debut of an ESL event in a stadium seems modest compared to today. In 2013, the event’s total footprint came to around 1500m². By 2017, that number had grown to 15,000m².
The development of esports in this period is made even more clear by the sheer amount of growth between 2013 and 2014. There was an increase of 400,000 peak viewers online between Katowice’s debut and its second event, with 73,000 people attending the 2014 version in person. By 2017, the attendance of the same event had climbed to a staggering 173,000.
The transition to arenas was only made possible by streaming services improving at breakneck speed in the early 2010s, providing a platform for esports broadcasts to do the same - there were as many people inside the arena in 2014 as there were viewers of IEM’s first streams in 2007. Stadiums opened new possibilities, such as the “sector wave” of StarCraft II fans in 2014 that would never have been possible in the Expo halls of IEM’s early World Championships.