ESport is also known with various names such as electronic sports, e-sports, or eSports. It is a form of competition which is based on video games. Esports are usually organized as multiplayer video game competitions.
Professional players come to join this from all over the world. These competitions are arranged individually or in teams. Though well-organized competitions are a part of video game cultures for since long, these were mostly between amateurs until the late 2000s, when professional gamers and spectatorship in these events became much popular through live streaming.
By the 2010s, Esports became a significant part of the video game industry and many popular game developers started funding and designing tournaments and other events. You can visit the Swedish esport site Esportlandet for further details about Esports.
What's Covered Below?
Brief History of Esports
The first known video game competition was recorded on October 19, 1972, at Stanford University for the game Spacewar.
Some of the games are much popular among professional gamers. The competitions in the mid-1990s involved different fighting games, first-person shooters, and some other popular genres. Back in the 2000s, real-time strategy games become extraordinarily popular in the internet cafes of South Korea and it contributed a lot to its worldwide development.
Popular Titles and Genres for Esports
Though competitions are being held for various titles and genres, the most popular games of the early 2020s are Counter-Strike including Call of Duty, Global Offensive, Dota 2, Rocket League, Smite, Heroes of the Storm, Super Smash Bros, StarCraft II, League of Legends and many others. Since its launch in 2014, Hearthstone also became renowned in the Digital Collectible Card Game (DCCG) genre.
Besides, other common video game genres to obtain popularity on Esports are multiplayer online battle arena (MOBA), fighting, card, Battle Royale, and real-time strategy (RTS) games. While tournaments like Dota 2’s International, League of Legends World Championship, the fighting game-specific Evolution Championship (EVO) also obtained great popularity among the peers as an Esport. Various other tournaments involve a series of league play with sponsored teams, for example, Overwatch League.
Legitimacy of Esports
Well, questions are still there on the legitimacy of Esports as an actual or true sporting competition but still, they are being featured in addition to many typical sports in different multinational events in Asia. Moreover, International Olympic Committee discussed their addition to future Olympic events.
Growth of Esports
By the late 2010s, it was estimated that the whole audience of Esports will expand to 454 million viewers and will generate a revenue of US$1 billion. In the growth and popularity of Esport competitions, the increased availability of online streaming platforms, more specifically, YouTube and Twitch has played vital roles. Viewership of Esports mainly consists of 85 percent male and only 15 percent females. These are widely popular among the age group 18 to 34.
Regions where Esports are popular
Overall, Esports became first popular and get recognition in Asia with considerable growth in South Korea and China. Since 2000, South Korea has licensed professional player. Though it’s a huge video game industry, Esport is still underdeveloped in a country like Japan. Maybe the reason behind this is extensive anti-gambling laws in Japan which largely restrict paid professional gaming competitions. Also, Esports obtained much popularity in Europe and the Americas, where both regional and international events are being organized for those reasons.
A surge in the video game market
A surge in the video game market could be seen during the pandemic when staying home became a must. This industry has generated millions of dollars. When it comes to its competitions and events, electronic sports or eSports are now recognized and being arranged as events gathering folks of thousands in stadiums from all over the world via online streaming.
According to the estimates from the Global Esports Market Report 2020 from the research firm Newzoo, eSports profits in 2020 were about 1.1 billion dollars – a growth of 15.7 percent when compared to 2019, a period in which 950 million dollars were produced. These are expected to reach nearly 1.6 billion by 2023.
The business growth also had a significant impact on the sports betting market. In QYResearch’s Global eSport & Sports Gambling Market, Key Trends and Opportunities to 2026, it was revealed that e-sports gambling was valued at $ 142 million, however, presently, it will start to grow 6.2% annually until reaching 203 million in 2026.
The 5 Most Important E-Sports Events of 2021
The five must-see eSports events of 2021 are hereby given:
- ESL Pro Tour 2020/21 StarCraft II: Involves many circuits worldwide.
- League of Legends World Championship 2021: It will be organized in Wuhan, China.
- FIFA eWorld Cup ™ 2021:It added more than 480 teams from all over the world.
- DOTA 2′s from The International 2021:Includes a prize amount of up to 40 million dollars.
- EVO Champions 2021:After a scandal in 2020, this fighting game community returning this year.