How Does Esports Work?
Contents
A comprehensive guide to understanding the inner workings of the esports industry, from the players to the organizations to the tournaments.
Introduction
The term “esports” covers a wide range of activities, but at its heart, esports is simply competitive video gaming. Esports began as a niche interest, with early competitions held in arcades and later broadcast on television, but it has since exploded in popularity both as a spectator sport and as a professional career.
Today, esports is played at the highest level by professional gamers who compete forprize money and sponsorships. These professional gamers often train for hours each day to hone their skills, and many of them are signed to contracts by professional teams. Professional esports teams are similar to traditional sports teams in many ways, with players specializing in specific games and team managers working to develop strategies and scouting new talent.
While professional esports is the highest level of competitive play, there are also amateur competitions taking place all over the world. These amateur tournaments provide an entry point for aspiring professional gamers, but they can also be enjoyed simply for fun. Esports can be played online or offline, with popular games such as League of Legends, Dota 2, Overwatch, and Counter-Strike: Global Offensive attracting millions of players from all over the world.
What is Esports?
Esports is a form of competition that is facilitated by electronic systems, particularly video games; the most common video game genres associated with esports are multiplayer online battle arenas, first-person shooter, and real-time strategy. Other genres include fighting, card, and digital collectible card games. Esports often take the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. These competitions can take place both offline in physical locations, as well as online.
The History of Esports
The history of esports is almost as old as the history of video games itself. The first known esports competition took place in 1972 at Stanford University, where students played a game called Spacewar.
In the 1980s, arcade gaming began to decline in popularity, but home console gaming rose to prominence. This led to the development of more organized and professionalized competitions, with the first Major League Gaming tournament taking place in 2002.
Since then, esports has grown exponentially in popularity. There are now hundreds of professional teams and players around the world, competing in a variety of different games. And with the rise of live streaming platforms like Twitch, anyone can watch these competitions online.
The future of esports looks bright. It is estimated that the global esports market will be worth $1.65 billion by 2023. And with more and more people getting exposure to esports through streaming and live events, that number is only going to rise.
The Rise of Esports
The term “esports” covers a wide range of video game competitions, from individual players to teams of professional gamers who compete for multimillion-dollar prize pools. The industry is growing rapidly, with global esports revenues expected to reach $1.1 billion by 2019.
There are different types of esports competitions, but the most common format is a tournament featuring multiple teams or players competing against each other. Popular games for esports competitions include first-person shooters (FPS) such as Counter-Strike and Overwatch, multiplayer online battle arenas (MOBAs) such as Dota 2 and League of Legends, and real-time strategy games (RTS) such as StarCraft II.
While organized competition has been a part of video gaming since the early days of arcades and home console systems, the professionalization of esports only began in the 1990s with the formation of dedicated leagues and organizations. The earliest known esports competition took place in 1972 at Stanford University, where students played the game Spacewar. The first large-scale competition was held at Atari’s Space Invaders Championship in 1980, which drew more than 10,000 participants from across the United States.
The 1990s saw the rise of PC gaming and LAN parties (local area network gatherings where players connect their computers to play games together), which laid the foundations for modern esports. One of the first big tournaments was Red Annihilation, a Quake tournament held in 1997 that attracted more than 2,000 participants from all over the world.
How Does Esports Work?
Esports is a form of competitive gaming that is typically played by professional gamers. These gamers are often signed to contracts by organizations that field teams of players. Some of the most popular esports games include League of Legends, Counter-Strike: Global Offensive, and Overwatch. Esports tournaments are often broadcasted on online streaming platforms like Twitch.
The Business of Esports
The business of esports is still in its early stages. While there are a few established leagues and tournaments, the landscape is constantly shifting as new organizations emerge and existing ones jockey for position.
The most successful esports organizations are those that have been able to build strong brands and attract large followings. These organizations typically invest heavily in player development and management, and they generate revenue through sponsorships, advertising, merchandise sales, and ticket sales.
The best way to get started in esports is to join an existing organization or start your own. There are many opportunities for talented players and managers who are willing to put in the hard work required to build a successful team.
The Technology of Esports
The technology that makes esports possible is very similar to the technology that makes traditional sports possible. There are a few key differences, however.
First, esports rely heavily on broadband internet connections to function. This is because most esports are played online, and players need to be able to connect to each other in order to play.
Second, esports often make use of specialized equipment. For example, many esport games are played on personal computers or gaming laptops. In some cases, players may also use gaming consoles, such as the Xbox One or PlayStation 4. However, the most popular esport games are usually played on PC.
Third, esports often utilize streaming services, such as Twitch or YouTube Gaming, to broadcast matches to audiences around the world. This allows people to watch esport matches as they happen, just like they would watch a traditional sport on television.
Fourth, and finally, many esport organizations make use of virtual reality technology to give fans a more immersive experience. For example, some esport organizations have created virtual reality broadcasts of matches that allow viewers to feel as if they are inside the game itself.
The Future of Esports
Esports is a term for organized, competitive video gaming. Professional gamers typically engage in sponsored competitions for prizemoney, with some games boasting multimillion-dollar prize pools. Esports is a rapidly growing industry with a global following. In 2019, the global esports economy was valued at nearly $1 billion, and it is expected to grow to $1.65 billion by 2023.
The Growth of Esports
The global esports market is still young but is growing rapidly. Newzoo, a company that provides market intelligence for the gaming industry, estimated that the esports market would grow to $696 million in 2017, a 38.2% increase from 2016. This growth is being driven by a number of factors including:
-An increase in the number of people playing and watching esports. According to Newzoo, the global esports audience will reach 385 million people in 2017, up from341 million in 2016.
-An increase in investment from game publishers, tournament organizers, sponsors, and advertisers. For example, Riot Games – the developer of League of Legends – has increased its prize pools for its annual world championship from $2 million to $4 million since 2013.
-The emergence of new business models such as skin betting (a form of gambling where players bet on the outcome of esports matches using virtual items) and media rights deals (such as the one between Turner Broadcasting and WME/IMG that created ELEAGUE).
With so much growth potential, it’s no wonder that traditional sports teams and organizations are getting involved in esports. For example, Manchester City FC has partnered with Epic Games to create an esports team that will compete in FIFA tournaments while NBA teams such as the Philadelphia 76ers have invested in professional esports organizations.
The Challenges of Esports
Esports is a playing field that is constantly evolving. The games, the structure, the players, and the fans are all growing and changing at a rapid pace. As the industry grows, it will face some unique challenges that threaten its stability and success.
The first challenge is regulating the games. With so many different games being played at a professional level, it can be difficult to create unified rules and regulations. This lack of regulation can lead to chaos and inconsistency within the industry.
Another challenge facing esports is cheating. Unlike traditional sports, where cheating is punished by officials or referees, there is no one regulating esports games. This means that players can use any means necessary to win, which often leads to unfairness and frustration among both players and fans.
Another significant challenge is sexism. The majority of professional esports players are men, which creates an environment that can be unwelcoming or even hostile towards women. This gender imbalance also leads to fewer opportunities for women in the industry, both as players and as employees.
The final challenge facing esports is burnout. Because of the fast-paced nature of the industry and the constant pressure to perform at a high level, many players simply burn out before they reach their full potential. This not only hurts the individual players, but it also damages the esport as a whole by preventing new talent from emerging.