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Esports information


Players competing in a League of Legends tournament

Esports (/ˈspɔːrts/ ), short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams.[2]

Multiplayer competitions were long a part of video game culture, but were largely between amateurs until the late 2000s, when the advent of online streaming media platforms, particularly YouTube and Twitch, enabled a surge in participation by professional gamers and spectators.[3][4] By the 2010s, esports was a major part of the video game industry, with many game developers designing for and funding for tournaments and other events.

Esports first became popular in East Asia, particularly in China and South Korea (which first licensed professional players in 2000) but less so in Japan, whose broad anti-gambling laws prohibit professional gaming tournaments.[5][6] Esports are also popular in Europe and the Americas, which host regional and international events.

The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting games, card, battle royales, and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft. Among the most popular tournaments are the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia. The International Olympic Committee has discussed their inclusion in future Olympic events.

In the early 2010s, viewership was about 85% male and 15% female, with most viewers between the ages of 18 and 34.[7][8][9] By the late 2010s, it was estimated that by 2020, the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue.[10][11]

  1. ^ Hamari, Juho; Sjöblom, Max (2016). "What is eSports and why do people watch it?". Internet Research. 27 (2): 211–232. doi:10.1108/IntR-04-2016-0085. S2CID 35814803. SSRN 2686182.
  2. ^ Werder, Karl (June 2022). "Esport". Business & Information Systems Engineering. 64 (3): 393–399. doi:10.1007/s12599-022-00748-w. S2CID 255613366.
  3. ^ Cite error: The named reference 2012Forbes was invoked but never defined (see the help page).
  4. ^ Cite error: The named reference FieldOfStreams was invoked but never defined (see the help page).
  5. ^ Andrew Groen (14 May 2013). "Why gamers in Asia are the world's best eSport athletes". PC World. Retrieved 7 October 2013.
  6. ^ Cite error: The named reference bloomberg olympics 2024 was invoked but never defined (see the help page).
  7. ^ "Major League Gaming reports COWS GO MOO 334 percent growth in live video". GameSpot. 14 November 2012. Retrieved 8 October 2013.
  8. ^ John Gaudiosi (28 April 2012). "Team Evil Geniuses Manager Anna Prosser Believes More Female Gamers Will Turn Pro". Forbes. Retrieved 8 October 2013.
  9. ^ John Gaudiosi (29 July 2012). "Taipei Assassins Manager Erica Tseng Talks Growth Of Female Gamers In League Of Legends". Forbes. Retrieved 8 October 2013.
  10. ^ "Newzoo: Global esports will top $1 billion in 2020, with China as the top market". VentureBeat. 25 February 2020.
  11. ^ "Global esports revenues to top $1 billion in 2019: report". Reuters. 12 February 2019. Retrieved 21 May 2019.

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