Decoding the UCI Esports World Championship: More Than Just a Game?
Just days ago, I landed back home. A brief trip, yet the world outside had transformed. The chill had intensified, blanketing the familiar Yorkshire fields in frost. My usual bike routes? Treacherous sheets of black ice. Forget outdoor cycling.
Instead, I found myself indoors, sweating profusely after a brutal stationary bike session. Indoor cycling. It was once viewed as a last-ditch solution, a way to exercise through sheer grit.
But things shifted, specifically during the pandemic. Virtual cycling evolved. Platforms like MyWhoosh started to appear, bringing virtual worlds, races, and training to the fingertips.
The experience isn’t just visually impressive; it’s engaging. Cycling now has video game elements, you race online with others, utilize power-ups, and accumulate coins to enhance performance.
I’ll probably never have a Colnago Y1RS in real life (a financial stretch at £11,000+). But in this virtual realm, my avatar rides my dream machine.
MyWhoosh has quickly gained prominence since its UAE founding in 2019. The platform isn’t striving to replace outdoor riding; it aims to form its own place in the cycling landscape.
And it is fully embracing “gamification,” distinct from cycling’s traditions. They even offer a zombie escape mode.
These modes, differing from any traditional cycling, were responsible for the unique nature of the World Championship.
Speaking with Matt Smithson, Director of Esports and Game Operations at MyWhoosh, in Abu Dhabi, he stated that gamification was intended to distinguish itself from other cycling types.
The only constraint, diverging from real cycling, is the developer’s imagination. The Worlds event split into three quick stages, with only ten minutes for the racers to rest.
The first stage was the Mountain’s Verdict: An 8km uphill battle where riders got points every five seconds they could survive.
Next was the Puncheur’s Playground, a 12km course containing short climbs and sprint segments for point bonuses.
And ultimately, The Sprinter’s Paradise. Eight laps around a 1.5km course decided who would earn the coveted rainbow jersey.
To reach the live finals and the chance to win the rainbow jersey, riders from everywhere competed from the comfort of their homes.
Now, twenty-two of the best cyclists, both men and women, were in Abu Dhabi’s Space42 Arena, ready to be crowned world champion under an extravagant light show.
These competitors don’t conquer the iconic roads of the Alps. Most of these cyclists also have regular day jobs.
I chatted with several doctors who I still can’t believe how they could juggle practice with their demanding jobs.
The light show began, the competitors were announced, and they hopped on their bikes. It felt intense, world-class, and polished, not just some casual get-together.
Mary Kate McCarthy earned the women’s title, as her coach nearly screamed instructions.
Jason Osborne won the men’s side. Osborne also was an Olympic rower in another life, and was present at the lightweight double sculls in Tokyo.
Some cyclists might still look down at indoor cycling, I think it’s the direction things are headed.
Across the board, regular cycling’s audience shrinks, mostly consisting of older watchers. The new, condensed, gamified version appeals to a younger demographic.
Virtual cycling also confronts issues that deter prospective riders.
We don’t all live near mountains, well-paved roads, or safe bike paths. Not everyone has the budget for a £5,000 bike or can afford training trips.
Virtual cycling makes things equal. Smart trainers give access to the (virtual) world, even from apartments, houses, and dorms.
It gets rid of unpredictable outside conditions. No crashes due to weather, no event cancellations, and no danger from traffic.
It puts the enjoyment back in cycling. We all need to cycle through “The Enchanted Forest” sometimes in a sport that often takes itself too seriously.
Key Takeaways on Esports Cycling:
Accessibility: Esports cycling lowers barriers to entry. It lets more people participate regardless of location or financial limitations. Engagement: Gamification appears to solve waning traditional viewership and attract new audiences. Professionalism: The UCI Esports World Championship establishes competitive cycling as a discipline worthy of serious attention. Future Potential: Esports cycling has the potential to be more than “just a game.” It may breathe new life into the sport of cycling overall.
Keywords: UCI Esports World Championship, virtual cycling, indoor cycling, MyWhoosh, gamified cycling, cycling esports, online cycling race, smart trainers