E-sports, also referred to as computer sports or electronic sports, is a team or individual video game based competition. In Russia, recognized as a sport.
All eSports disciplines are divided into several main classes, distinguished by the properties of spaces, models, gaming tasks and developed gaming skills of cybersportsmen: first-person shooters, real-time strategy, auto and air simulators, team role-playing games with elements of tactical and strategic games, and t dd
Playable prize pools can reach several million US dollars. The Dota 2 “The International” tournament beat payout records several times: in 2016, $ 20.77 million was raffled, in 2017 – 24.79.
Tournament games are broadcast live on the Internet, collecting a multimillion audience. For example, according to data from TrackDota.com, over 4.6 million viewers watched the finals of The International 2015. In 2017, the exports audience will reach a total of approximately 385 million people worldwide.
The history of eSports began with the game Doom 2, which had a network game mode via a local area network. Due to the popularity of the Quake game, in 1997, the first cyber sportsmen’s league appeared in the US – Cyberathlete Professional League.
Since then, esports news has become an indispensable part of any news sites on sports and computer games.
esports news uk and esports news usa sometimes have more fun watching than traditional views, and every year it becomes more and more the norm
Professional e-athletes are often called Progamer or Pro-Gamer (short for professional gamer, too German Professional Player). Unlike amateur e-sports, e-sports are used by professional e-athletes for work or for gaining a living as gainful employment. The professional skill of the professional player differs greatly from that of the average player in the areas of hand-eye coordination, game understanding, tactical comprehension and team-oriented disciplines of team play ability. There are next to amateur e-athletes who perform similarly high performance and also call Progamer. Competition organizers also use this term as the strongest classes often use words like Pro in their name. The best known example of this is the ESL Pro Series.
As in other sports, professional e-athletes maintain or improve their skills through special programs and training sessions. Training camps where offline strategies are rehearsed and trained, as well as competitive preparations take place are called bootcamps. Many of the first generation professionals come from Korea. There are now professional e-athletes in Europe, North America and other parts of Asia.
One of the first professional e-athletes was Quakeworld and Quake II player Dennis “Tresh” Fong. He achieved his first success in 1995 at the Doom 2 tournament Deathmatch ’95. His numerous prizes include a 1987 Ferrari 328 GTS from John Carmack. The most well-known progamers of the first hour are StarCraft player Lim Yo-hwan from South Korea and Quake player Johnathan “Fatal1ty” Wendel from the USA, both of whom had their international breakthrough in 1999. Lim-Yo-Hwan had an internet fan club at active times with over 600,000 members. Dutch Painkiller player Sander “Vo0” Kaasjager earned just under $ 250,000 in 2005 alone. In various tournaments in 2005, e-athletes fought for prizes of more than $ 5,000,000. Top players in South Korea earn up to $ 230,000 a year. Spanish e-sportsman Carlos “ocelote” Rodríguez said in an interview with the Spanish ABC that he earned between € 600,000 and € 700,000 in 2013 through salary, merchandising, prize money, advertising contracts and streaming.
As in other sports, there is a commercialization in e-sports. Sponsorship and advertising are important sources of finance in e-sports. In addition to companies with a technical background, it is mainly advertising companies that are already sponsoring classical sports. Professional e-athletes often receive a monthly salary from their clan. Added to this are prize money and donations from sponsorship contracts, which are also the main sources of income for the players. There are e-athletes who appear in advertising campaigns and promote products as testimonials. Non-adherence to payment promises of salaries or tournament prize money are still common in e-sports.
Women are underrepresented in e-sports and have often been sexually abused in the past. There are also e-athletes with disabilities who practice the sport professionally. The Korean Seung Hyun Park, who played under the name Space WarCraft III, was able to win competitions against players without disabilities, despite illness of muscular dystrophy.
Organized teams and clubs are traditionally called clans in e-sports. The term comes from the computer game Quake, in which players’ associations could officially register as a clan. Over time, it has established itself as a name for associations of computer gamers. The terms guild, alliance and alliance have also prevailed at MMORPGs. A large part of the clans is legally a collection of individuals, but there are also clans that operate as a club, partnership or corporation. According to the German eSport Federation, there are about 40,000 clans in Germany in 2005. Meanwhile, there are also traditional sports clubs that host e-sports teams. These include in Germany the 1st FC Nuremberg, Bayer 04 Leverkusen, FC Schalke 04, Hertha BSC, RB Leipzig, Werder Bremen, VfB Stuttgart and VfL Wolfsburg from the Bundesliga, from the 2nd Bundesliga of VfL Bochum, Hamburger SV, SV Sandhausen, 1. FC Cologne, SV Darmstadt 98, Holstein Kiel and FC Ingolstadt 04 in addition also the SV Waldhof Mannheim from the Regionalliga Südwest (conditions: beginning of December 2018) .International are Galatasaray Istanbul, Valencia CF, Manchester City, Sporting Lisbon, FC Santos, PSV Eindhoven, Ajax Amsterdam or FC St. Gallen examples.
In e-sports, the most widely represented computer game genres are real-time strategy games, first-person shooters and sports simulations. In these genres, there are individual computer games that are played against each other professionally and in sports competition. Most professional e-athletes stay with a computer game or genre. The degree of professionalisation of the individual disciplines depends mostly on the number of active players, the support of the computer game manufacturers, sponsors and competition organizers. The January 2014 most popular computer games in e-sports are Counter-Strike: Global Offensive, Dota 2, League of Legends and StarCraft II. Counter-Strike: Global Offensive, Dota 2 and League of Legends are mostly against in teams and in mode 5 5 played. StarCraft II is primarily practiced as an individual sport. Due to technological advances and computer games that are adapted to them over and over again, disciplines in e-sports are subject to high dynamics.
Cybersport is actively broadcast on sports channels. In 2007, on the sports channel 7TV, with the filing of the National Professional Cyber Sport League, the Counter-Strike: Source broadcast of the season of the Russian Championship was broadcast, where 32 matches of the Division were shown. And once a week each game.
In 2015, Turner Broadcasting System announced its intention to create a league in the Counter-Strike: Global Offensive discipline, which will be broadcast on the same channel along with other programs and will have a record prize fund of $ 1.4 million (for one season). An active advertising campaign with the participation of players was also organized. The league was named Eleague. ELEAGUE Season 1 was held from May 24 to June 30, 2016. The season was attended by 24 teams, and the prize fund amounted to $ 1.4 million. All matches were broadcast on TBS, as well as on the Twitch streaming service. Later in the Eleague, three more Counter-Strike: Global Offensive tournaments were held, including Major, Overwatch, Street Fighter V, Injustice 2 and Rocket League championships.
The article on the formation of eSports on the pages of the official website of the e-sports organization Team Empire proves that eSports has achieved recognition of one of the sports disciplines, since the disciplines have long-established rules, use the intellectual abilities of the participants, conduct mandatory training and, finally, interpersonal relationships are also well-established fact.
On January 27, at the special conference in Seoul, the Korean Electronic Sports Association (KeSPA) successfully promoted e-sports to the second-level sports disciplines. So far we are talking about recognition of eSports only by the Korean Committee. In order to qualify for something serious, IOC itself must be recognized.
As a sport, they are betting on eSports. To do this, there are many sites that allow you to put both real money and in-game items.
Cybersport in popularity already bypasses some of the traditional sports. Competitions in CS: GO, Dota 2, League of Legends, Overwatch, Hearthstone and other disciplines gather millions of fans around the monitors. And the number of fans of leather accessories is only growing.
Already, almost all bookmakers offer their clients e-sports bets. They cover both major local events and semi-professional competitions.
It is proposed to put on:
- major outcomes (1X2);
- round results (cards);
- totals and odds for cards and frags;
- statistics of cards, players, long-term betting.
The coefficients are already commensurate with classic sports. Leading BC give KF. in the region of 1.85-1.9 for equivalent outcomes of the event. All cash games are available in Live mode, that is, the bettor can bet while watching the game.
Many bookmakers offer bonuses for e-sports bets, as well as constantly improve conditions for fans of computer games. Having a deep knowledge of one of the disciplines, you can make good money at cybersport bets. Many experienced players have proved this.