Stanford students were invited to an "Intergalactic spacewar olympics" whose grand prize was a year's subscription for Rolling Stone, with Bruce Baumgart winning the five-man-free-for-all tournament and Tovar and Robert E. The earliest known video game competition took place on 19 October 1972 at Stanford University for the game Spacewar. History Early history (1972–1989) Attendees of the 1981 Space Invaders Championships attempt to set the highest score. 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. In the early 2010s, viewership was about 85% male and 15% female, with most viewers between the ages of 18 and 34. The International Olympic Committee has discussed their inclusion in future Olympic events. 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. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. 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. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Esports are also popular in Europe and the Americas, which host regional and international events. 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.Įsports first became popular in East Asia, particularly in China and South Korea (which first licensed professional players since 2000) but less so in Japan, whose broad anti-gambling laws which prohibit professional gaming tournaments. 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. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Players competing in a League of Legends tournamentĮsports, short for electronic sports, is a form of competition using video games. For multiplayer games in general, see Multiplayer video game. For simulated sports in video games, see Sports game. This article is about video game competitions.
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