e S po OPENS GLOBAL AUDIENCE FOR CONSUMER TECHNOLOGY COMPANIES BY J O H N GAU D I OS I If you haven't heard of "eSports" yet, you don't have tween or teen kids in the house, and you're definitely over 40. The biggest thing in gaming and all of entertainment today is eSports, or electronic sports. It's the global pastime of professional video gaming. That's right, kids (mostly 16-22 years of age) are now earning six-figure salaries playing teambased games such as Riot Games' League of Legends, Activision's Call of Duty, Valve's Counter-Strike: Global Offensive (CS:GO), and Microsoft's Halo 5 in sold out NBA arenas and soccer stadiums around the world. 20 MAY/JUNE 2016 I T I S I N N O VAT I O N