One could make an argument that it is now an industry of its own. I think the CEO of the Canadian Olympic Committee just left his job two weeks ago to become the head of an e-sports team in Toronto. That says something.
I guess I'll preface it by saying that I think the way we look at it is that e-sports is an industry that's running parallel to our creation and development side. It's not necessarily intertwined. You still have to make the games in order for people to have something to play and then others to watch.
I'm less involved and our organization is less involved in the e-sports side of things, but it's definitely a huge opportunity for our industry with respect to becoming more mainstream and more ingrained in the culture of what people do, especially given the fact that we certainly consider video games to be mainstream entertainment, something that everybody does, something that's played by both men and women, people across all demographic spectrums. E-sports is simply an extension, an evolution of the industry in a sense.
With respect to where our industry is going from a creation standpoint, that's a really good question. I'd be lying if I told you I knew, because nobody does. We are going in the direction of some really exciting developments, with virtual reality, augmented reality, and the things that those two technologies are doing with taking games away from a 2-D screen and putting them into a more immersive context. I don't know if you've had an opportunity to put a VR headset on—