By Sarah E. Needleman 

Like many team coaches, Mark Zimmerman oversees practice sessions, analyzes game footage and makes sure his players get along.

Only his players use keyboards, not muscle, as they compete in videogame contests with the hope of reaching lucrative championship matches that draw thousands of spectators to arenas and millions more online.

Last spring, 6,200 students from 460 colleges in the U.S. and Canada participated in Activision Blizzard Inc.'s "Heroes of the Dorm," whose championship aired on Walt Disney Co.'s ESPN2. Players on the winning team each received up to $75,000 in tuition funds depending on how far along they were in their education.

Next month, top players of Valve Software Corp.'s battle game "Dota 2" will compete in Seattle for more than $17 million.

The growing money and fame in "e-sports" over the past several years has hatched a field of coaches and other professionals who want in. Most of the 116 teams world-wide that participate in tournaments run by Riot Games Inc. for its "League of Legends" battle game have at least one coach on their payrolls, according to Riot.

Some e-sports coaches make between $30,000 and $50,000 a year. That is in line with traditional baseball minor league coaches, says John Thorn, Major League Baseball's official historian. The median annual salary for all coaches and scouts in 2012 was $28,360, according to the U.S. Bureau of Labor Statistics.

Mr. Zimmerman said he is paid somewhere in the mid-$30,000s annually, plus performance and health insurance, to serve as the assistant coach of Team Liquid, a six-player collective that competes in "League of Legends" tournaments.

E-sports players, meanwhile, can earn between about $35,000 and $120,000 a year depending on which games they specialize in and their level of success. That is on top of any prize money they might collect from their team's winnings and benefits.

Some of the most popular players can generate tens of thousands of dollars in extra income by having ads appear alongside streaming video footage of themselves playing videogames on sites like Twitch and YouTube.

Team Liquid practices in a Santa Monica, Calif., office complex, just blocks away from an apartment where the players live and eat on the team's dime--they even have a house chef.

As gamers play, Mr. Zimmerman will lean over their shoulders to tell them just when to use "trinkets" that reveal part of the game map that isn't normally visible. Or he might tell them to "just hit the front line"--another way of instructing them to strike the closest enemies.

Team Liquid competes in about 36 official matches a year--more if they make the championships. In a typical pro "League of Legends" match, two teams of five players can be seen fighting one another using various spells and weapons throughout a mystical countryside. The screen is overrun with text, graphics, scores, a clock, a map and more.

Mr. Zimmerman encourages his athletes to get eight hours of sleep, avoid junk food and exercise regularly to stay sharp. He meets with players privately to give feedback or provide a listening ear.

"There was a time when we were doing really poorly...I actually started crying," says Alex Chu, a 22-year-old who dropped out of the University of California, Santa Barbara, three years ago to pursue e-sports. Mr. Chu, who plays under the name Xpecial, credits a pep talk from Mr. Zimmerman for boosting his confidence.

Coaching can be tedious, with long hours of studying gameplay--not unlike the film sessions National Football League players sit through. "You're taking notes. It's really analytical," says Ryan Towey, a 24-year-old trader in Chicago who coaches a team that plays Microsoft Corp.'s "Halo," a shooting game.

Tournament matches, though, can be thrilling. The biggest events span days and take place inside spectator-packed arenas. Coaches, typically wearing the team uniform, advise the players between contests. "The adrenaline is there," says Mr. Towey, who hopes to one day coach full time. "This is what I'm passionate about."

E-sports this year is estimated to generate more than $600 million in global revenue--$140 million in the U.S.--from ticket and merchandise sales, corporate sponsorships and advertising, according to SuperData Research, a New York firm that tracks the videogame industry. That is up from $398 million in 2014.

"Electronic gaming is on course to enter the arena of modern American sports," Major League Baseball's Mr. Thorn says. He cites two reasons: millions of viewers and gambling via sites based outside the U.S. like Unikrn.com and Egamingbets.com. "Money and spectators" are the keys to growing a game into a sport, he says.

So far, Team Liquid, which has had marketing deals with Nissan Motor Co. and HTC Corp., can only afford staff for its flagship "League" squad--a head and assistant coach, a manager and five mostly part-time analysts, says co-owner Steve Arhancet. He wouldn't detail Team Liquid's overall expenses or how much money it makes, except to say that "it's increasingly profitable."

The cost of running a pro e-sports collective--including players' and staff members' salaries, plus travel and in some cases living expenses--ranges from about $500,000 to $5 million a year, depending on the number of teams in it and where they're located, says Ralf Reichert, chief executive of the Electronic Sports League, or ESL, a German-based organizer of e-sports competitions world-wide.

In January, Riot mandated all 20 "League of Legends" teams in North America and Europe that compete in its pro league hire coaches. The Los Angeles company, in which China's Tencent Holdings Ltd. has a majority stake, provides each team with $50,000 a year for coaching expenses. "League" teams in China and South Korea had coaches for years, says Dustin Beck, vice president of e-sports at Riot.

Yoonsup Choi, a former e-sports player known as Locodoco, spends as many as 10 hours a day, seven days a week coaching a Los Angeles "League" team called SoloMid. He earns a little more than he made as a gamer, he says.

It is hard earning the respect of the players under his watch, he says. They are about his age--23--and often need to be told to be punctual and tidy. "For a lot of players, this is their first job and first time living away from their family," he says.

Write to Sarah E. Needleman at sarah.needleman@wsj.com

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