Esports – Wikipedia

Elektronik sistemler, özellikle video oyunları tarafından kolaylaştırılan rekabet biçimi

Esporlar (Ayrıca şöyle bilinir elektronik sporlar, e-sporveya eSporlar) video oyunlarını kullanan bir rekabet şeklidir.[1] Esporlar genellikle organize, çok oyunculu video oyunu yarışmaları biçimini alır, özellikle profesyonel oyuncular arasında, bireysel veya ekip olarak. Organize yarışmalar uzun zamandır video oyunu kültürünün bir parçası olmasına rağmen, bunlar büyük ölçüde amatörler arasındaydı, profesyonel oyuncuların katılımının ve canlı yayın yoluyla bu etkinliklere izleyiciliğin popülaritesinde büyük bir artış gördüğü 2000'lerin sonlarına kadar.[2][3] 2010'lara gelindiğinde, e-spor video oyun endüstrisinde önemli bir faktördü ve birçok oyun geliştiricisi, turnuvalar ve diğer etkinlikler için aktif bir şekilde tasarlıyor ve fon sağlıyordu.

Esporlarla ilişkili en yaygın video oyunu türleri, çok oyunculu çevrimiçi savaş arenası (MOBA), birinci şahıs nişancı (FPS), dövüş, kart, battle royale ve gerçek zamanlı strateji (RTS) oyunlarıdır. Popüler esport franchise'ları şunları içerir: efsaneler Ligi, Dota, Counter Strike, Yiğit, Overwatch, sokak dövüşçüsü, Super Smash Bros. ve Yıldız Gemisi, diğerleri arasında. Gibi turnuvalar efsaneler Ligi Dünya Şampiyonası, Dota 2's Uluslararası, dövüş oyununa özgü Evolution Championship Series (EVO) ve Intel Extreme Masters, e-sporlarda en popüler olanlar arasındadır. Diğer birçok yarışmada, Overwatch Ligi gibi sponsorlu takımlarla bir dizi lig oyunu kullanılır. Esporların gerçek bir spor yarışması olarak meşruiyeti söz konusu olmaya devam etse de, Asya'daki bazı çok uluslu etkinliklerde geleneksel sporların yanında yer aldı ve Uluslararası Olimpiyat Komitesi de gelecekteki Olimpiyat etkinliklerine dahil edilmelerini tartıştı.

2010'ların sonlarında, toplam e-spor izleyicisinin 454 milyon izleyiciye çıkacağı ve gelirin de bu rakamın üzerine çıkacağı tahmin ediliyordu. ABD$1 milyon.[4] Çevrimiçi akışlı medya platformlarının, özellikle YouTube ve Twitch'in artan kullanılabilirliği, espor yarışmalarının büyümesi ve tanıtımı için merkezi hale geldi.[3] İzleyicilerin yaklaşık% 85'i erkek ve% 15'i kadın olmasına rağmen, izleyicilerin çoğunluğu 18 ile 34 yaş arasında olmasına rağmen, kadın oyuncular da profesyonel olarak oynadılar.[5][6][7] Esporların popülaritesi ve tanınırlığı ilk olarak Asya'da gerçekleşti ve Çin ve Güney Kore'de önemli bir büyüme görüldü; ikincisi 2000'den beri lisanslı profesyonel oyunculara sahip. Ücretli profesyonel oyun turnuvalarını yasaklayan geniş kumar karşıtı yasalara.[8][9] Asya dışında, e-sporlar Avrupa ve Amerika'da da popülerdir ve bu bölgelerde hem bölgesel hem de uluslararası etkinlikler düzenlenmektedir.

Tarih

Erken tarih (1972–1989)

1981 katılımcıları Uzay İstilacıları Şampiyonalar en yüksek puanı belirlemeye çalışır

Bilinen en eski video oyunu yarışması 19 Ekim 1972'de Stanford Üniversitesi'nde oyun için yapıldı. Uzay savaşı.[10] Stanford öğrencileri, büyük ödülü için bir yıllık abonelik olan "Galaksiler arası uzay savaşı olimpiyatlarına" davet edildiler. Yuvarlanan kaya, Bruce Baumgart beş adam serbest turnuvayı kazanırken, Tovar ve Robert E. Maas takım yarışmasını kazandı.[11]

Atari video oyunlarının altın çağı Taito'nun müjdesini verdi Uzay İstilacıları 1978'de, tüm oyuncular için kalıcı bir yüksek puanın kullanılmasını yaygınlaştırdı. Önümüzdeki birkaç yıl içinde birkaç video oyunu aynı şeyi takip ederek, oyuncuların baş harflerini içeren yüksek puan tabloları gibi yüksek puanları takip etmenin başka yollarını ekledi. Asteroitler 1979'da. Yüksek puan peşinde koşmak popüler bir etkinlik ve bir rekabet aracı haline geldi.[12] 1980'de Atari tarafından düzenlenen Uzay İstilacıları Şampiyonası, Amerika Birleşik Devletleri'nde 10.000'den fazla katılımcıyı çeken ve rekabetçi oyunu ana akım bir hobi haline getiren en eski büyük ölçekli video oyun yarışmasıydı.[13] Iowa'da bir atari salonunun sahibi Walter Day, 1980'de çeşitli oyunlarda yüksek skorlar elde etmek için Amerika Birleşik Devletleri'ni dolaşmayı üstlendi ve dönüşünde yüksek skor rekorları tutan bir organizasyon olan Twin Galaxies'i kurdu.[14] Organizasyon, Guinness Rekorlar Kitabı gibi yayınlar aracılığıyla video oyunlarının tanıtımına ve kayıtlarının yayınlanmasına yardımcı olmaya devam etti ve 1983'te ABD Ulusal Video Oyun Ekibini oluşturdu. Ekip, Guinness Dünya Rekorları için Video Game Masters Turnuvası düzenlemek gibi yarışmalara katıldı.[15][16] ve Kuzey Amerika Video Oyunu Yarışması turnuvasına sponsor olmak.[17] 1983'te bir çok kişilik turu olan "Electronic Circus", bu oyuncuları izleyicilerden önce canlı mücadelelerde öne çıkarmak ve daha fazla insanı video oyunlarına çekmek için kullanıldı.[12] Bu video oyunu oyuncuları ve turnuvaları, iyi dolaşan gazetelerde ve aşağıdakiler de dahil olmak üzere popüler dergilerde yer aldı: Hayat ve Zaman ve o sırada Billy Mitchell gibi küçük ünlüler oldu.[18][19] Oyunların rekabetçi doğasını oluşturmanın yanı sıra, bu tür tanıtım etkinliklerinin tümü, modern sporların temelini oluşturan pazarlama ve tanıtımın doğasını oluşturdu.[12]

Bu dönemde yayınlanan televizyonda yayınlanan espor etkinlikleri Amerikan şovunu içeriyordu. Starcade 1982'den 1984'e kadar süren ve yarışmacıların bir arcade oyununda birbirlerinin yüksek puanlarını geçmeye çalıştıkları toplam 133 bölüm yayınladı.[20] TV şovunun bir parçası olarak bir video oyunu turnuvası dahil edildi Bu inanılmaz!,[21] ve turnuvalar, 1982'ler de dahil olmak üzere çeşitli filmlerin planının bir parçası olarak gösterildi. Tron.[22] İngiltere'de BBC yarışma programı Birinci sınıf gibi çağdaş atari oyunlarını içeren rekabetçi video oyunu turları dahil Hiper Sporlar, 720 ° ve Gazeteci.[23][24] Amerika Birleşik Devletleri'nde, Eğlence Oyuncuları Derneği ilk ulusal yarışmasını Ocak 1987'de düzenledi. Vs. Süper Mario Kardeşler. rekabetçi arcade oyuncuları arasında popülerdi.[25]

1988 oyunu Netrek 16 oyuncuya kadar olan bir İnternet oyunuydu ve neredeyse tamamı platformlar arası açık kaynak yazılımla yazılmıştı. Netrek üçüncü İnternet oyunu, açık oyun sunucularını bulmak için meta sunucuları kullanan ilk İnternet oyunu ve kalıcı kullanıcı bilgilerine sahip ilk İnternet oyunuydu. 1993 yılında kredilendirildi Wired Magazine "ilk çevrimiçi spor oyunu" olarak.[26]

Büyüme ve çevrimiçi video oyunları (1990-1999)

Dövüş oyunu Sokak Dövüşçüsü II (1991), iki oyuncu arasında doğrudan, turnuva düzeyinde rekabet kavramını popülerleştirdi.[27] Önceden, video oyunları en iyi oyuncuyu belirlemek için genellikle yüksek puanlara dayanıyordu, ancak bu durum değişti. Sokak Dövüşçüsü II, oyuncuların bunun yerine en iyi oyuncuyu belirlemek için birbirlerine doğrudan "yüz yüze" meydan okuyacakları,[27] modern aksiyon oyunlarında bulunan rekabetçi çok oyunculu ve ölüm maçı modlarının yolunu açıyor.[28] Gibi dövüş oyunlarının popülaritesi sokak dövüşçüsü ve Marvel Capcom'a Karşı 1990'larda 1996'da uluslararası Evrim Şampiyonası Serisi (EVO) e-spor turnuvasının kurulmasına yol açtı.

1990'lardaki büyük e-spor turnuvaları, Amerika Birleşik Devletleri'ni dolaşan ve finallerini Kaliforniya'daki Universal Studios Hollywood'da yapan 1990 Nintendo Dünya Şampiyonası'nı içerir. Nintendo, 1994 yılında Süper Nintendo Eğlence Sistemi için Nintendo PowerFest '94 adlı 2. Dünya Şampiyonası düzenledi. Kaliforniya, San Diego'daki finallerde oynayan 132 finalist vardı. Mike Iarossi eve birincilik ödülü aldı. Blockbuster Video, GamePro dergisinin ev sahipliğinde 1990'ların başında kendi Dünya Oyun Şampiyonalarını da düzenledi. Amerika Birleşik Devletleri, Kanada, Birleşik Krallık, Avustralya ve Şili vatandaşları yarışmaya hak kazandı. 1994 şampiyonalarından oyunlar dahil NBA Jam ve Virtua Yarışı.[29]

Bu dönemde espor içeren televizyon şovları İngiliz şovlarını içeriyordu GamesMaster ve Kötü etkisi! Avustralya yarışma programı İnanılmaz, bir turda yarışmacıların bir video oyununda karşı karşıya geldiği ve Kanada yarışma şovu Video ve Arcade En İyi 10.

1990'larda, başta PC oyunları olmak üzere birçok oyun artan internet bağlantısından yararlandı. 1990'ların sonunda kurulan turnuvalar arasında Cyberathlete Professional League (CPL), QuakeCon ve Professional Gamers League yer alır. CPL'de oynanan PC oyunları şunları içeriyordu: Counter Strike dizi, Deprem dizi, Yıldız Gemisi, ve Warcraft.

Küresel turnuvalar (2000-günümüz)

Güney Kore'deki e-sporların büyümesinin, 1997 Asya mali krizini takiben geniş bant internet ağlarının kitlesel olarak kurulmasından etkilendiği düşünülüyor.[30] O dönemdeki yüksek işsizlik oranının birçok insanın işsizken yapacak bir şeyler aramasına neden olduğu da düşünülüyor.[31] Güney Kore'deki e-sporların bu büyümesinin aracı, PC patlaması olarak bilinen Komany tarzı internet kafe / LAN oyun merkezinin yaygınlığıydı. Kültür, Spor ve Turizm Bakanlığının bir kolu olan Kore e-Spor Derneği, ülkede e-sporları teşvik etmek ve düzenlemek için 2000 yılında kuruldu.[32]

"Daigo Parry" olarak da bilinen "Evo Moment 37", bir Street Fighter III: 3. Saldırı Daigo Umehara ve Justin Wong arasında Evolution Championship Series 2004'te (Evo 2004) yapılan yarı final maçı. Bu maç sırasında Umehara, sadece bir piksel canlılığa sahipken Wong'un "Süper Sanat" hareketinin 15 ardışık vuruşunu tekrarlayarak beklenmedik bir geri dönüş yaptı. Umehara daha sonra maçı kazandı. "Evo Moment # 37", sık sık rekabetçi video oyunları tarihinin en ikonik ve unutulmaz anı olarak tanımlanır. Bir noktada tüm zamanların en çok izlenen rekabetçi oyun anı olarak, Babe Ruth'un denilen shot ve Miracle on Ice gibi spor anlarıyla karşılaştırıldı.[33]

Nisan 2006'da G7 takımları federasyonu, önde gelen yedi önemli Counter Strike takımlar. Organizasyonun amacı, özellikle oyuncu transferlerini standartlaştırmak ve ligler ve organizasyonlarla çalışmak için espor dünyasında istikrarı artırmaktı. Kurucu üyeler 4Kings, Fnatic, Made in Brazil, Mousesports, NiP, SK-Gaming, Team 3D idi.[34] Örgüt dağılmadan önce ancak 2009 yılına kadar sürdü.[35]

2000'ler televizyonda yayınlanan esporlar için popüler bir zamandı. Televizyon kapsama alanı en iyi şekilde Güney Kore'de kurulmuştur. Yıldız Gemisi ve Warcraft III 24 saat özel kablolu TV oyun kanalları Ongamenet ve MBCGame tarafından düzenli olarak televizyonda yayınlanan yarışmalar.[36] Başka yerlerde, e-spor televizyon yayını dağınıktı. Alman GIGA Televizyonu, 2009'da kapatılıncaya kadar e-sporları kapsıyordu. Birleşik Krallık uydu televizyon kanalı XLEAGUE.TV, 2007'den 2009'a kadar e-spor yarışmalarını yayınlıyor. Çevrimiçi e-sporun tek kanalı ESL TV[37] Haziran 2006'dan 2007 sonbaharına kadar GIGA II olarak yeniden adlandırılan ücretli bir televizyon modelini kısaca denedi. Fransız kanalı Game One, e-spor maçlarını adlı bir programda yayınladı. Arena Online Xfire Kupası için.[38] Amerika Birleşik Devletleri kanalı ESPN barındırılıyor Madden NFL adlı bir gösterideki yarışmalar Madden Ulus 2005'ten 2008'e.[39] DirecTV, 2007 ve 2008 yıllarında iki sezon için Şampiyona Oyun Serisi turnuvasını yayınladı.[36] CBS, Kentucky, Louisville'de düzenlenen 2007 World Series of Video Games turnuvasının önceden kaydedilmiş görüntülerini yayınladı.[40] G4 televizyon kanalı başlangıçta video oyunlarını özel olarak ele aldı, ancak kapsamını teknoloji ve erkek yaşam tarzını kapsayacak şekilde genişletti, ancak şimdi kapandı.[36]

2010'larda e-spor muazzam bir şekilde büyüdü ve hem izleyicide hem de para ödülünde büyük bir artışa neden oldu.[41][42] 21. yüzyıldan önce büyük turnuvalar kurulmuş olmasına rağmen, turnuvaların sayısı ve kapsamı, 2000'de yaklaşık 10 turnuvadan 2010'da yaklaşık 260'a çıkarak önemli ölçüde artmıştır.[3] Bu dönemde World Cyber ​​Games, Intel Extreme Masters ve Major League Gaming dahil birçok başarılı turnuva kuruldu. Turnuvaların çoğalması, geleneksel espor türlerinin dışındaki yarışmalarla deney yapmayı içeriyordu. Örneğin, Eylül 2006 FUN Technologies Dünya Çapında Web Oyunları Şampiyonası, 1 milyon dolarlık büyük ödül için gündelik oyunlarda yarışan 71 yarışmacıyı içeriyordu.[43]

Çevrimiçi akış hizmetlerinin popülerliği ve ortaya çıkışı, bu dönemde e-sporların büyümesine yardımcı oldu ve turnuvaları izlemenin en yaygın yöntemidir. 2011'de başlatılan çevrimiçi bir yayın platformu olan Twitch, popüler e-spor yarışmalarını düzenli olarak yayınlar. 2013 yılında, platformun izleyicileri hizmette 12 milyar dakikalık video izledi ve en popüler iki Twitch yayıncısı efsaneler Ligi ve Dota 2.[44] The International'ın bir gününde Twitch 4,5 milyon benzersiz görüntüleme kaydetti ve her izleyici ortalama iki saat izledi.[3]

Modern e-spor patlaması, ürünlerinin e-spor potansiyelini benimseyen video oyunları şirketlerinde de bir artış gördü. Uzun yıllar espor sahnesini görmezden geldikten ve zaman zaman bastırdıktan sonra Nintendo, Wii Games Yaz 2010'a ev sahipliği yaptı. Bir aydan fazla süren turnuvanın 400.000'den fazla katılımcısı vardı ve bu da onu şirketin tarihindeki en büyük ve en kapsamlı turnuva haline getirdi. 2014 yılında Nintendo bir davetiyeye ev sahipliği yaptı Wii U için Super Smash Bros. Twitch'te çevrimiçi olarak yayınlanan 2014 Electronic Entertainment Expo (E3) basın toplantısında rekabetçi bir turnuva.[45] Halo geliştiricileri 343 Industries, 2014 yılında Halo Şampiyona Serisi ve 50.000 ABD doları ödül havuzunun oluşturulmasıyla Halo'yu bir esport olarak yeniden canlandırma planlarını duyurdu.[46] Hem Blizzard Entertainment hem de Riot Games, Kuzey Amerika Kolej Şampiyonası ile kendi üniversite sosyal yardım programlarına sahiptir.[47][48] 2013'ten beri Amerika Birleşik Devletleri'ndeki Robert Morris Üniversitesi Illinois ve Pikeville Üniversitesi gibi üniversiteler ve kolejler, e-spor oyuncularını üniversite düzeyinde sporcular olarak kabul ediyor ve atletik burslar sunuyor.[49] 2017 yılında, Blizzard Entertainment'ın kolej espor bölümü olan Tespa, 1 milyon ABD doları değerindeki turnuvalarında yarışan üniversite espor kulüplerine burs ve ödüller sağlamak için yeni girişimini açıkladı.[50] Kolejler, okul için profesyonel olarak espor oynamaya hak kazanan öğrencilere burs vermeye başladı. Columbia College, Robert Morris University ve Indiana Institute of Technology gibi kolejler buna katılmıştır.[51] 2018'de Harrisburg Bilim ve Teknoloji Üniversitesi, espor oyuncuları için bir öğrenim burs programı başlattı.[52]

2014 yılında, en büyük bağımsız e-spor ligi olan Elektronik Spor Ligi, ülkedeki e-sporları denemek ve büyütmek için yerel marka Japan Competitive Gaming ile ortaklık kurdu.[53]

Espor yarışmalarının fiziksel izleyici sayısı ve etkinliklerin kapsamı, çevrimiçi izleyicilerin artmasıyla birlikte artmıştır.[54] 2013 yılında, Sezon 3 League of Legends Dünya Şampiyonası, kapalı gişe satılan bir Staples Center'da düzenlendi.[55] Güney Kore'nin Seul kentinde düzenlenen 2014 League of Legends Dünya Şampiyonası'na 40.000'den fazla taraftar katıldı ve Imagine Dragons grubunu ve yarışmanın yanı sıra açılış ve kapanış törenlerini sergiledi.[56]

2015 yılında, ilk Esports Arena, Amerika Birleşik Devletleri'nin ilk özel e-spor tesisi olarak Santa Ana, California'da açıldı.[57]

Spor olarak sınıflandırma

Video oyunlarını spor olarak etiketlemek tartışmalı bir konudur.[58][59][60] Taraftarlar[[DSÖ?] e-sporların "dikkatli planlama, hassas zamanlama ve ustaca uygulama" gerektiren, hızla büyüyen "geleneksel olmayan bir spor" olduğunu savunuyorlar.[61] Diğerleri[[DSÖ?] sporun fiziksel uygunluk ve beden eğitimi içerdiğini iddia ediyor ve sporları bir zihin sporu olarak sınıflandırmayı tercih ediyor.[62][63]

2014'te ESPN başkanı John Skipper esporu "spor değil – [they’re] bir yarışma."[64][65][66][67][68][69] 2013'te Bryant Gumbel ile Real Sports'un bir bölümünde panelist konuya açıkça güldü.[70] Buna ek olarak, dövüş oyunları topluluğundaki pek çok kişi, rekabetçi oyun yarışmaları ile diğer türlerin ticari olarak daha bağlantılı espor yarışmaları arasında bir ayrım yapmaktadır.[71] Uluslararası Espor Federasyonu'nun ev sahipliği yaptığı 2015 Dünya Şampiyonası'nda, uluslararası spor topluluğundan konuklardan oluşan bir e-spor paneli, esporun meşru bir spor olarak gelecekte tanınması konusunu tartıştı.[72]

Çin, video oyunlarının bağımlılık yaptığı endişelerine rağmen, 2003 yılında esport'u gerçek bir spor olarak tanıyan ilk ülkelerden biriydi. Bu sayede hükümet, e-sporlara katılarak oyuncuların da "Çin için vücudu eğittiğini" belirterek e-sporu teşvik etti.[73] Ayrıca, 2019'un başlarında Çin, e-spor oyunlarını, e-spor oyunlarını dağıtan ve yöneten profesyonel oyun operatörlerinin yanı sıra İnsan Kaynakları ve Sosyal Güvenlik Bakanlığı'nın Meslek Beceri Testi Otoritesinin tavsiyeleri kapsamında resmi bir meslek olarak tanıdı.[74] Temmuz 2019'a kadar 100.000'den fazla kişi bu kapsamda profesyonel oyuncu olarak kayıt yaptırdı ve Bakanlık beş yıl içinde bu meslekte 2 milyondan fazla insanı beklediklerini belirtti.[75] Ağustos 2020'de Pekin, eski bir çelik üretim bölgesi olan Shougang Park'ı bir e-spor parkına dönüştüreceğini duyurdu.[[kaynak belirtilmeli]

2013 yılında, Kanadalı efsaneler Ligi oyuncu Danny "Shiphtur" Le, "Uluslararası Tanınan Sporcular" kategorisi olan Amerikan P-1A vizesini alan ilk profesyonel oyuncu oldu.[76][77]

2014 yılında Türkiye Gençlik ve Spor Bakanlığı, profesyonel olarak sertifikalı oyunculara espor Oyuncu lisansları vermeye başladı.[78][79]

2016 yılında, Fransız hükümeti esporları düzenlemek ve tanımak için bir proje üzerinde çalışmaya başladı.[80] Filipinler Oyunlar ve Eğlence Kurulu, Temmuz 2017'de profesyonel bir e-spor takımı tarafından kefil olan Filipinli e-spor oyuncularına atletik lisans vermeye başladı.[81][82]

Esporu meşru bir spor olarak tanıtmaya yardımcı olmak için, daha geleneksel uluslararası spor yarışmalarıyla birlikte birkaç e-spor etkinliği düzenlenmiştir. 2007 Asya Salon Oyunları, diğer geleneksel sporların yanı sıra resmi bir madalya kazanan etkinlik olarak esporu içeren ilk önemli çoklu spor yarışmasıydı ve Asya Kapalı Alan Oyunları ve onun halefi Asya İç Mekan ve Dövüş Sanatları Oyunları'nın sonraki sürümleri her zaman esporları içeriyordu. şimdiye kadar resmi bir madalya etkinliği veya bir sergi etkinliği olarak. Ayrıca, Asya'nın en üst düzey çoklu spor yarışması olan Asya Oyunları, 2022 baskısında madalya etkinliği olarak esporları da içerecek; gibi oyunlar etrafında espor Hearthstone, Starcraft II, ve efsaneler Ligi 2018 Asya Oyunları'nda 2022 oyunlarına giriş olarak bir sergi etkinliği olarak sunuldu.[83][84] 2019 Güneydoğu Asya Oyunları, esporlar için altı madalya etkinliği içeriyordu.[85]

2018 ve 2019'da World Sailing, esporu kucaklayan ana spor federasyonunu gösteren bir eSailing Dünya Şampiyonası düzenledi.[86]

Olimpiyat Oyunları tanıma

Olimpiyat Oyunları ayrıca e-sporları meşrulaştırmak için potansiyel bir yöntem olarak görülüyor. Uluslararası Olimpiyat Komitesi (IOC) tarafından Ekim 2017'de düzenlenen bir zirve, esporların artan popülaritesini kabul etti ve "Rekabetçi 'e-sporların' bir spor aktivitesi olarak düşünülebileceği ve dahil olan oyuncular karşılaştırılabilir bir yoğunlukta hazırlayıp antrenman yapabileceği sonucuna vardı. geleneksel sporlarda sporculara "ancak Olimpiyatlar için kullanılan tüm oyunların" Olimpik hareketin kural ve yönetmeliklerine "uymasını gerektirecektir.[87] Andy Stout'un yazdığı bir başka makale, 106 milyon kişinin 2017 Worlds Esports yarışmasını görüntülediğini öne sürüyor.[88] Uluslararası Olimpiyat Komitesi (IOC) başkanı Thomas Bach, IOC'nin şiddetli oyunlardan ve e-sporlar için küresel bir yaptırım kuruluşunun eksikliğinden rahatsız olduğunu belirtti.[89][84] Bach, birçok Olimpik sporun gerçek şiddet içeren çatışmalardan uzaklaştığını kabul etti, ancak "sporun bu konuda medeni bir ifade olduğunu. Birini öldürmekle ilgili ego adlarınız varsa, bu bizim Olimpiyat değerlerimizle aynı çizgiye getirilemez" dedi.[84] Bundan dolayı önerildi[[Kim tarafından?] IOC'nin, gerçek sporları simüle eden oyunlara odaklanan daha fazla esporu onaylayacağını, örneğin NBA 2K veya FIFA dizi.[90]

Esporlarla ilgili sorunlar, IOC'nin gelecekteki Olimpiyatlara dahil olmak için hangi olasılıkları keşfetmesini engellemedi. Temmuz 2018'de, IOC ve Global Association of International Sports Federations (GAISF) bir sempozyum düzenledi ve Epic Games'ten Mark Rein, Blizzard Entertainment'tan Mike Morhaime ve e-spor oyuncuları Dario "TLO" Wünsch, Jacob "dahil olmak üzere e-spor dünyasındaki önemli isimleri davet etti. Jake "Lyon ve Se-yeon" Geguri "Kim, bu kuruluşlar için" e-sporlar, etkileri ve gelecekteki olası gelişmeleri hakkında daha derin bir anlayış kazanmak için [they] ortaklaşa olarak düşünebiliriz [they] Önümüzdeki yıllarda tüm sporların karşılıklı yararına işbirliği yapabilir. "[91][92] IOC, gösteri oyunları aracılığıyla e-spor potansiyelini test etti. IOC'nin desteğiyle Intel, şu ülkeler için sergi esport etkinliklerine sponsor oldu: StarCraft II ve Dik Pyeongchang'daki 2018 Kış Olimpiyatları'ndan önce ve beş Güney Koreli e-spor oyuncusu Olimpiyat Meşalesi rölesinin bir parçasıydı.[93][94] Benzer bir sergi vitrini olan eGames, 2016 Yaz Olimpiyatları ile birlikte Rio de Janeiro'da düzenlendi, ancak bu IOC tarafından desteklenmedi.

Japonya'daki liderler, ülkenin büyük bir video oyun endüstrisi merkezi olarak ünü göz önüne alındığında, 2020 Yaz Olimpiyatları ve sonrasına e-sporları getirmeye yardımcı olmak için dahil oluyor. Japonya'daki e-sporlar, ülkenin ücretli profesyonel oyun turnuvalarını da engelleyen kumar karşıtı yasaları nedeniyle gelişmemişti, ancak bu sorunu ortadan kaldırmak için 2017'nin sonlarında başlayan çabalar vardı.[9] 2020 Yaz Olimpiyatları için Tokyo Olimpiyat Oyunları Komitesinin önerisi üzerine, dört e-spor organizasyonu, espor turnuvalarını kumar yasası kısıtlamalarından muaf tutmak için Japonya'nın önde gelen tüketici kuruluşuyla birlikte çalıştı. Japon Temsilciler Meclisi ve iktidardaki Liberal Demokrat Parti'nin bir üyesi olan Takeo Kawamura, Japonya espor Birliği veya JeSU adı verilen e-sporları desteklemek için iktidardaki ve muhalif politikacıların bir araya gelmesine öncülük etti;[95] Kawamura, espor sporcularının bu sporları yaparak geçimini sağlayabilmeleri için gerektiğinde esporu daha fazla muaf tutmak için yasalar çıkarmaya istekli olacaklarını söyledi. Şimdiye kadar, bu, e-sporcuların oynamalarına izin vermek için muafiyet lisansları almalarına neden oldu; Japonya'daki diğer sporlardaki profesyonel sporcuların profesyonel olarak oynamaları için benzer bir mekanizma gerekli.[9] Bu tür ilk lisanslar, Temmuz 2018'in ortalarında, birçok oyuncuya ödül vermek için birkaç video oyunu yayıncısının düzenlediği bir turnuva aracılığıyla verildi, ancak JeSU ile bu muafiyet lisanslarını, ortaya çıkan ilk düzine kadar oyuncuya sundu ve rekabet etmelerini sağladı. daha fazla spor etkinliği.[95] Tokyo Olimpiyat Komitesi ayrıca 2020 oyunlarına öncülük etmek için bir dizi e-spor etkinliği düzenlemeyi planladı.[9]

Paris'teki 2024 Yaz Olimpiyatları organizasyon komitesi, IOC ve çeşitli profesyonel e-spor organizasyonlarıyla, olimpiyatları genç nesiller için uygun tutmak için bu unsurları dahil etme ihtiyacını gerekçe göstererek, etkinlik için e-sporları değerlendirmek için görüşmelerde bulundu.[96] Sonuç olarak, organizasyon komitesi e-sporların madalya etkinlikleri olarak 2024 Oyunlarına getirilmesinin erken olduğunu belirledi, ancak Oyunlar sırasında esporlarla ilgili diğer etkinlikleri göz ardı etmedi.[97]

Aralık 2019'daki Sekizinci Olimpiyat Zirvesi sırasında IOC, herhangi bir resmi Olimpiyat etkinliği için yalnızca spor simülasyonu yapan oyunları düşüneceğini, ancak gelecekte bu tür oyunlar için iki yola bakacağını yineledi: iyi fiziksel ve zihinsel sağlık yaşam tarzlarını teşvik edenler ve fiziksel aktivite içeren sanal gerçeklik ve artırılmış gerçeklik oyunları.[98]

Oyunlar

Profesyonel rakipler arasında bir dizi oyun popülerdir. 1990'ların ortalarında ortaya çıkan turnuvalar, hala sadık bir hayran kitlesini sürdüren dövüş oyunları ve birinci şahıs nişancıların popülerliği ile aynı zamana denk geldi. 2000'lerde, gerçek zamanlı strateji oyunları, dünya çapında e-sporların gelişimi üzerinde hayati etkiye sahip olan Güney Kore internet kafelerinde ezici bir şekilde popüler hale geldi. Pek çok oyun ve tür için yarışmalar var, ancak 2020'lerin başından itibaren en popüler oyunlar Counter-Strike: Global Offensive, Görev çağrısı, efsaneler Ligi, Dota 2, Çarp, Roket Ligi, fırtınanın kahramanları, Hearthstone, Super Smash Bros. Melee, StarCraft II ve Overwatch.[99] Hearthstone 2014 yılında piyasaya sürülmesinden bu yana dijital koleksiyon kart oyunu (DCCG) türünü de popüler hale getirdi.[100]

Video oyun tasarımı

Video oyunlarının, oyuncunun oyundaki deneyimi tek öncelik olarak tasarlanması yaygın olsa da, birçok başarılı espor oyunu, başından itibaren profesyonelce oynanacak şekilde tasarlanmıştır. Geliştiriciler, özel e-spor özellikleri eklemeye veya hatta üst düzey rekabeti desteklemek için tasarımdan ödün vermeye karar verebilir. Gibi oyunlar StarCraft II,[101] efsaneler Ligi,[102] ve Dota 2[103] hepsi, en azından kısmen, profesyonel rekabeti desteklemek için tasarlanmıştır.

Seyirci modu

Oyuncuların belirli bir oyuna katılmalarına izin vermenin yanı sıra, birçok oyun geliştiricisi, izleyicilerin yararına özel gözlemleme özellikleri eklemiştir. Bu, oyuncuların oyunu rakip oyuncunun bakış açısından izlemesine izin vermekten, oyuncuların sahip olmadığı bilgilere izleyicilere erişim sağlayan oldukça değiştirilmiş bir arayüze kadar değişebilir. Bu modda görüntülenen oyunun durumu, bir oyundaki iki takımın da rekabet avantajı kazanmasını önlemek için belirli bir süre geciktirilebilir. Bu özelliklere sahip oyunlar şunları içerir: Counter-Strike: Global Offensive, Görev çağrısı,[104] StarCraft II,[105][106] Dota 2,[107] ve Counter Strike.[108] efsaneler Ligi özel oyun modlarıyla sınırlı olan seyirci özelliklerini içerir.[109][110]

2016'da sanal gerçeklik başlıklarının piyasaya sürülmesine yanıt olarak, aşağıdakiler gibi bazı oyunlar Dota 2, sanal gerçeklik izleme desteğini içerecek şekilde güncellendi.[111]

İnternet üzerinden

İnternet bağlantısı için çok yaygın bir yöntemdir. Oyun sunucuları genellikle bölgelere göre ayrılır, ancak yüksek kaliteli bağlantılar, oyuncuların dünya genelinde gerçek zamanlı bağlantılar kurmasına olanak tanır. Çevrimiçi bağlantıların dezavantajları arasında, fiziksel olaylara kıyasla hile tespitinde artan zorluk ve özellikle yüksek rekabet seviyelerinde oyuncuların performansını olumsuz etkileyebilecek daha fazla ağ gecikmesi sayılabilir. Özellikle küçük turnuvalar ve gösteri oyunları için birçok yarışma çevrimiçi olarak gerçekleşir.

1990'lardan beri profesyonel takımlar veya organize klanlar QuakeNet gibi İnternet Relay Chat ağları üzerinden maçlar kurdular. Esporlar geliştikçe, oyuncuların oyunlarda yerleşik olarak bulunan otomatik eşleştirme istemcilerini kullanması da yaygın hale geldi. This was popularized by the 1996 release of Blizzard's Battle.net, which has been integrated into both the Warcraft ve StarCraft series. Automated matchmaking has become commonplace in console gaming as well, with services such as Xbox Live and the PlayStation Network. After competitors have contacted each other, the game is often managed by a game server, either remotely to each of the competitors, or running on one of the competitor's machines.

Local area network

Additionally, competitions are also often conducted over a local area network or LAN. The smaller network usually has very little lag and higher quality. Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors. This helps prevent many forms of cheating, such as unauthorized hardware or software modding. The physical presence of competitors helps create a more social atmosphere at LAN events. Many gamers organize LAN parties or visit Internet cafés, and most major tournaments are conducted over LANs.

Individual games have taken various approaches to LAN support. In contrast to the original StarCraft, StarCraft II was released without support for LAN play, drawing some strongly negative reactions from players.[112] League of Legends was originally released for online play only, but announced in October 2012 that a LAN client was in the works for use in major tournaments.[113] In September 2013, Valve added general support for LAN play to Dota 2 in a patch for the game.[114]

Players and teams

Professional gamers, or "pro gamers", are often associated with gaming teams and/or broader gaming associations. Teams like FaZe Clan, 100 Thieves, Evil Geniuses, Team SoloMid, Cloud9, Fnatic, Counter Logic Gaming, T1, G2 Esports, Team Envy, and Natus Vincere consist of several professionals. These teams often cover multiple esports games within tournaments and leagues, with various team makeups for each game. They may also represent single players for one-on-one esports games like fighting games within Evolution Championship Series, or Hearthstone tournaments. In addition to prize money from tournament wins, players in these teams and associations may also be paid a separate team salary. Team sponsorship may cover tournament travel expenses or gaming hardware. Prominent esports sponsors include companies such as Logitech and Razer.[115] Teams feature these sponsors on their website, team jerseys[116] and on their social media, in 2016 the biggest teams have social media followings of over a million.[117] Associations include the Korean e-Sports Association (KeSPA), the International e-Sports Federation (IeSF), the British esports Association, and the World esports Association (WESA).

Some traditional sporting athletes have invested in esports, such as Rick Fox's ownership of Echo Fox,[118] Jeremy Lin's ownership of Team VGJ,[119] Shaquille O'Neal's investment in NRG Esports.[120] Some association football teams, such as FC Schalke 04 in Germany,[121] Paris Saint-Germain esports in France;[122] Besiktas JK, Fenerbahce S.K., and Galatasaray in Turkey; Panathinaikos F.C. in Greece either sponsor or have complete ownership in esports teams.[123]

While different from the regimens of traditional sports, esports athletes still have extensive training routines. Team Liquid, a professional League of Legends team, practice for a minimum of 50 hours per week and most play the game far more.[124] In April 2020, researchers from the Queensland University of Technology found that some of the top esport players showed similar aspects of mental toughness as Olympic athletes.[125][126] This training schedule for players has resulted in many of them retiring an early age. Players are generally in competition by their mid- to late-teens, with most retiring by their late-20s.[127]

Leagues and tournaments

Promotion and relegation leagues

In most team-based esports, organized play is centered around the use of promotion and relegation to move sponsored teams between leagues within the competition's organization based on how the team fared in matches; this follows patterns of professional sports in European and Asian countries. Teams will play a number of games across a season as to vie for top positioning in the league by the end of that season. Those that do well, in addition to prize money, may be promoted into a higher-level league, while those that fare poorly can be regulated downward. For example, until 2018 Riot Games runs several League of Legends series, with the League of Legends Championship Series being the top-tier series. Teams that did not do well were relegated to the League of Legends Challenger Series, replaced by the better performing teams from that series. This format was discontinued when Riot opted to use the franchise format in mid-2018.

Franchised leagues

A match from the second season of the Overwatch League, occurring at Blizzard Arena in Los Angeles

With rising interest in viewership of esports, some companies sought to create leagues that followed the franchise approach used in North American professional sports, in which all teams, backed by a major financial sponsor to support the franchise, participate in a regular season of matches to vie for top standing as to participate in the post-season games. This approach is more attractive for larger investors, who would be more willing to back a team that remains playing in the esport's premiere league and not threatened to be relegated to a lower standing.[128] Though the details vary from league to league, these leagues generally require all signed player to have a minimum salary with appropriate benefits, and may share in the team's winnings. While there is no team promotion or relegation, players can be signed onto contracts, traded among teams, or let go as free agents, and new players may be pulled from the esports' equivalent minor league.

The first such league to be formed was the Overwatch League, established by Blizzard Entertainment in 2016 based on its Overwatch game.[129] Initially launched in 2018 with 12 teams, the league expanded to twenty teams in 2019. Though the first two seasons were played at Blizzard Arena in Los Angeles, the Overwatch League's third season in 2020 will implement the typical home/away game format at esports arenas in the teams' various home cities or regions.[130]

Take-Two Interactive partnered with the National Basketball Association (NBA) to create the NBA 2K League, using the NBA 2K game series. It is the first esports league to be operated by a professional sports league, and the NBA sought to have a League team partially sponsored by each of the 30 professional NBA teams. Its inaugural season is set to start May 2018 with 17 teams.[131] Similarly, EA Sports and Major League Soccer (MLS) established the eMLS in 2018, a league using EA's FIFA series.[132]

Activision launched its 12-team Call of Duty League in January 2020, following the format of the Overwatch League but based on the Call of Duty series.[130]

Cloud9 and Dignitas, among others, have started development of a franchise-based Counter-Strike: Global Offensive league, Flashpoint, in February 2020. This will be the first such esports league to be owned by the teams rather than any single organization.[133]

Tournaments

Esports are also frequently played in tournaments, where potential players and teams vie to be placed through qualification matches before entering the tournament. From there, the tournament formats can vary from single or double elimination, sometimes hybridized with group stage.[134] Esports tournaments are almost always physical events in which occur in front of a live audience, with referees or officials to monitor for cheating. The tournament may be part of a larger gathering, such as Dreamhack, or the competition may be the entirety of the event, like the World Cyber Games or the Fortnite World Cup. Esport competitions have also become a popular feature at gaming and multi-genre conventions.[[citation needed]

Although competitions involving video games have long existed, esports underwent a significant transition in the late 1990s. Beginning with the Cyberathlete Professional League in 1997, tournaments became much larger, and corporate sponsorship became more common. Increasing viewership both in person and online brought esports to a wider audience.[2][135] Major tournaments include the World Cyber Games, the North American Major League Gaming league, the France-based Electronic Sports World Cup, and the World e-Sports Games held in Hangzhou, China.

The average compensation for professional esports players does not compare to those of the top classical sports organizations in the world. According to Julian Krinsky Camps & Programs website, the top Esports player in the world earned around $2.5 million in 2017.[136] The highest overall salary by any esports professional at the time was around $3.6 million. While prizes for esports competitions can be very large, the limited number of competitions and large number of competitors ultimately lowers the amount of money one can make in the industry. In the United States, Esports competitions have prizes that can reach $200,000 for a single victory. Dota 2 International hosted a competition where the grand-prize winning team walked home with almost $10.9 million.[136]

For well established games, total prize money can amount to millions of U.S. dollars a year.[137][138] As of 10 September 2016, Dota 2 has awarded approximately US$86 million in prize money within 632 registered tournaments, with 23 players winning over $1 million. League of Legends awarded approximately $30 million within 1749 registered tournaments, but in addition to the prize money, Riot Games provides salaries for players within their League of Legends Championship Series.[139] Nonetheless, there has been criticism to how these salaries are distributed, since most players earn a fairly low wage but a few top players have a significantly higher salary, skewing the average earning per player.[140] In August 2018, The International 2018, Valve's annual premier Dota 2 tournament, was held and broke the record for holding the largest prize pool to date for any esports tournament, amounting to over US$25 million.[141]

Often, game developers provide prize money for tournament competition directly,[137] but sponsorship may also come from third parties, typically companies selling computer hardware, energy drinks, or computer software. Generally, hosting a large esports event is not profitable as a stand-alone venture.[142] For example, Riot has stated that their headline League of Legends Championship Series is "a significant investment that we're not making money from".[143]

There is considerable variation and negotiation over the relationship between video game developers and tournament organizers and broadcasters. While the original StarCraft events emerged in South Korea largely independently of Blizzard, the company decided to require organizers and broadcasters to authorize events featuring the sequel StarCraft II.[144] In the short term, this led to a deadlock with the Korean e-Sports Association.[145] An agreement was reached in 2012.[146] Blizzard requires authorization for tournaments with more than US$10,000 in prizes.[147] Riot Games offers in-game rewards to authorized tournaments.[148]

Collegiate and school leagues

In addition to professional and amateur esports, esports have drawn attention of colleges and high schools since 2008.

Along with the bursting popularity of Esports over the last two decades came a demand for extended opportunities for Esport's athletes. Universities across the world (mostly China and America) began offering scholarship opportunities to incoming freshmen to join their collegiate Esports teams. According to Schaeperkoetter (2017) and others, the potential impact that an eSports program could have on a university, coupled with the growing interest that universities are showing in such a program, combine to make this line of research relevant in sport literature.[149]

As of 2019, over 130 colleges has esports-based variety programs.[150]

Governing bodies

While game publishers or esport broadcasters typically act in oversight roles for specific esports, a number of esport governing bodies have been established to collectively represent esports on a national, regional or global basis. These governing bodies may have various levels of involvement with the esport, from being part of esports regulation to simply acting more as a trade group and public face for esports.

The International Esports Federation (IESF) was one of the first such bodies. Originally formed in 2008 to help promote esports in the southeast Asian region, it has grown to include 56 member countries from across the global. The IESF has managed annual Esport World Championships for teams from its member countries across multiple games.[151]

The European Esports Federation was formed in April 2019 and includes UK, Belgium, Germany, Austria, Hungary, France, Russia, Slovenia, Serbia, Sweden, Turkey, and Ukraine. This body was designed more to be a managing partner for other esports, working to coordinate event structures and regulations across multiple esports.[152]

Additionally, trade groups representing video games have also generally acted as governing bodies for esports. Notably, in November 2019, five major national trade organizations – the Entertainment Software Association in the United States, the Entertainment Software Association of Canada, The Association for UK Interactive Entertainment, Interactive Software Federation of Europe, and the Interactive Games and Entertainment Association of Australian and New Zealand – issued a joined statement for supporting the promotion and participation of esports to respect player safety and integrity, respect and diversity among players, and enriching game play.[153]

Ethics and legal problems

Pro gamers are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good sportsmanship. For example, it is common practice and considered good etiquette to chat "gg" (for "good game") when defeated.[154] Many games rely on the fact competitors have limited information about the game state. In a prominent example of good conduct, during a 2012 IEM StarCraft II game, the players Feast and DeMusliM both voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to "Feast" during the game.[155] Players in some leagues have been reprimanded for failure to comply with expectations of good behavior. In 2012 professional League of Legends player Christian "IWillDominate" Riviera was banned from competing for a period of one year following a history of verbal abuse.[156] In 2013 StarCraft II progamer Greg "Idra" Fields was fired from Evil Geniuses for insulting his fans on the Team Liquid internet forums.[157] League of Legends players Mithy and Nukeduck received similar penalties in 2014 after behaving in a "toxic" manner during matches.[158]

Team Siren, an all-female League of Legends team, was formed in June 2013. The announcement of the team was met with controversy, being dismissed as a "gimmick" to attract the attention of men.[159][160] The team disbanded within a month, due to the negative publicity of their promotional video, as well as the poor attitude of the team captain towards her teammates.[161][162]

There have been serious violations of the rules. In 2010, eleven StarCraft: Brood War players were found guilty of fixing matches for profit, and were fined and banned from future competition. Team Curse and Team Dignitas were denied prize money for collusion during the 2012 MLG Summer Championship.[163] In 2012, League of Legends team Azubu Frost was fined US$30,000 for cheating during a semifinal match of the world playoffs.[164] Dota 2 player Aleksey "Solo" Berezin was suspended from a number of tournaments for intentionally throwing a game in order to collect $322 from online gambling.[165] In 2014, four high-profile North American Counter-Strike players from iBuyPower, namely Sam "DaZeD" Marine, Braxton "swag" Pierce, Joshua "steel" Nissan and Keven "AZK" Lariviere were suspended from official tournaments after they had been found guilty of match-fixing. The four players had allegedly profited over US$10,000 through betting on their fixed matches.[166] Gambling on esports using Counter-Strike: Global Offense "skins", worth an estimated US$2.3 billion in 2015, had come under criticism in June and July 2016 after several questionable legal and ethical aspects of the practice were discovered.[167]

Performance-enhancing drugs

Reports of widespread use of performance-enhancing drugs (PEDs) in esports are not uncommon, with players discussing their own, their teammates' and their competitors' use and officials acknowledging the prevalence of the issue.[168][169][170] Players often turn to stimulants such as Ritalin, Adderall and Vyvanse, drugs which can significantly boost concentration, improve reaction time and prevent fatigue.[168] Selegiline, a drug used to treat Parkinson's disease, is reportedly popular because, like stimulants, it enhances mood and motivation. Conversely, drugs with calming effects are also sought after. Some players take propranolol, which blocks the effects of adrenaline, or Valium, which is prescribed to treat anxiety disorder, in order to remain calm under pressure.[169] According to Bjoern Franzen, a former SK Gaming executive, it is second nature for some League of Legends players to take as many as three different drugs before competition.[171] In July 2015 Kory "Semphis" Friesen, an ex-Cloud9 player, admitted that he and his teammates were all using Adderall during a match against Virtus.pro in the ESL One Katowice 2015 Counter-Strike: Global Offensive tournament, and went on to claim that "everyone" at ESEA League tournaments uses Adderall.[170] in 2020 former Call of Duty champion Adam “KiLLa” Sloss told the Washington Post that one of the reasons he stopped competing in Esports was due to rampant drug use.[172]

The unregulated use of such drugs poses severe risks to competitors' health, including addiction, overdose, serotonin syndrome and, in the case of stimulants, weight loss.[168][169] Even over-the-counter energy drinks which are marketed specifically toward gamers have faced media and regulatory scrutiny due to deaths and hospitalizations.[173] Accordingly, Adderall and other such stimulants are banned and their use penalized by many professional sporting bodies and leagues, including Major League Baseball and the National Football League. Although International e-Sports Federation (IeSF) is a signatory of the World Anti-Doping Agency, the governing body has not outlawed any PEDs in its sanctioned competitions.[168] Action has been taken on the individual league level, however, as at least one major league, the Electronic Sports League, has made use of any drugs during matches punishable by expulsion from competition.[174] Although not all players use drugs, it is common to see gamers use energy boosters or drinks. They commonly drink caffeinated drinks or use energy pills.

Player exploitation

There has been some concern over the quality of life and potential mistreatment of players by organizations, especially in South Korea. Korean organizations have been accused of refusing to pay competitive salaries, leading to a slow exodus of Korean players to other markets. In an interview, League of Legends player Bae "Dade" Eo-jin said that "Korean players wake up at 1 pm and play until 5 am", and suggested that the 16-hour play schedule was a significant factor in causing burnout.[175] Concerns over the mental health of players intensified in 2014 when League of Legends player Cheon "Promise" Min-Ki attempted suicide a week after admitting to match fixing.[176]

To combat the negative environment, Korean League of Legends teams were given new rules for the upcoming 2015 season by Riot Games, including the adoption of minimum salaries for professional players, requiring contracts and allowing players to stream individually for additional player revenue.[177]

Players must handle their own treatments and carry their own medical insurance, which is the opposite of the norm with professional sports teams. Since most esports play requires many actions per minute, some players may get repetitive strain injuries, causing hand or wrist pain.[178]

Economics

League of Legends Championship Series and League of Legends Champions Korea offer guaranteed salaries for players.[179] Despite this, online streaming is preferred by some players, as it is in some cases more profitable than competing with a team and streamers have the ability to determine their own schedule. The International tournament awards US$10 million to the winners, however teams that do not have the same amount of success often do not have financial stability and frequently break up after failing to win.[180]

In 2015 it was estimated by SuperData Research that the global esports industry generated revenue of around US$748.8 million that year. Asia is the leading esports market with over $321 million in revenue, North America is around $224 million, and Europe has $172 million and the rest of the world for about $29 million.[181] Global esports revenue is estimated to reach $1.9 billion by 2018.

The number of female viewers has been growing in esports, with an estimated 30% of esports viewers being female in 2013, an increase from 15% from the previous year.[[citation needed] However, despite the increase in female viewers, there is not a growth of female players in high level competitive esports.[[citation needed] The top female players that are involved in esports mainly get exposure in female-only tournaments, most notably Counter-Strike, Dead or Alive 4, and StarCraft II. All-female esports teams include Frag Dolls and PMS Clan.[[citation needed]

Gambling

Gambling and betting on esport matches have generally been illegal in major markets. The illegality of esport gambling has created a black market and virtual currency. And since it is not regulated, this may encourage match-fixing by players themselves, and lead to issues with underage gambling due to the draw of video games. A bright example can be represented by skin gambling, where virtual items earned in games are used as a currency, and it let users bet on the outcome of matches.[182]

Esports gambling in the United States has been illegal under the federal Professional and Amateur Sports Protection Act of 1992 (PASPA) until May 2018. The Act prevented all but five states from allowing gambling on sporting events.[182] However, regulation of esports betting still depended on state law. Some betting houses in Nevada, where sports betting has been already exempted under PASPA, classify esports as non-competitive "other events" similar to the selection of the Heisman Trophy winner or NFL Draft which are considered as legal.[182] Other companies established in the United States allow betting on esports to international users but are restricted to Americans. Nevada legalized esports gambling in June 2017, classifying esports alongside with competitive sports and dog racing.[183]

With the Supreme Court of the United States's ruling in Murphy v. National Collegiate Athletic Association in May 2018, PASPA was recognized as unconstitutional, as the Court claimed that the federal government cannot limit states from regulating sports betting. This created the potential for legalized esports-based betting in the United States.[184] However, New Jersey, the state at the center of the Supreme Court case, passed its bill to legalize sports gambling but restricted gambling on esports to only international competitions where most players are over 18 years of age.[185] Without PASPA, interstate gambling on esports would be still be limited by the Federal Wire Act, preventing users from betting on national esports events outside of the state.[182]

In 2019, the countries where esports gambling is legal include the UK, New Zealand, Australia, China, Spain, Canada, South Korea, and Japan, and many of them are the international hosts for gaming tournaments.[186] By the end of 2019, the state of New Jersey approved esports betting, just in time for the finals of the LoL Worlds Cup 2019 final match, which had over 4.000.000 spectators.[187]

The incentives of the industry

Just as it happens with traditional sports, bookmarkers and gambling companies do their best to attract as many gamblers as possible. Yet, one of the biggest issues with the esports gambling industry has been its target audience. Thus, as an important part of the esports audience is underage most governments have been a bit skeptical regarding this market's moral view. Nevertheless, a huge synergy has been shown between the esports and gambling industries as online betting houses have been able to aim to younger audiences and experiment with new forms of gambling adapted to each game title and/or tournament.[188] Furthermore, these industries have got so close that there are even betting houses sponsoring professional esports teams, as happened with the contract between Betway and PSG.LGD team (Dota 2) in August 2019.[189]

Types of esports Gambling

As far as esports gambling goes, most of the bets move within the same nature as they do with traditional sports. Therefore, most gambling sites offering the booker service allow users to bet based on the outcome of tournaments, matches or special esports titles. On the other hand, due to the nature of esports, there are plenty of innovative ways to bet, which are based on in-game milestones.[190] For example, League of Legend bettors may place their money on which team/champion will take the "First Blood".[191] On the other hand, First-person shooters like Counter-Strike: Global Offensive is also open to "First Map" bets.[192] Besides, some bookers allow "odds & even" bets which allow players to take chances on whether the final count of a game, mostly in kills, will be an odd or even number. Furthermore, there are different types of betting in esports based on the means of the bet. While an important part of this market is guided by bookers, some games allow bets in their in-game currency.[193] On the other hand, players may stablish to do in-game or offline transactions to cover personal bets on the matches they participate in.

Data analytics and machine learning

With the growing popularity of machine learning in data analytics,[[citation needed] esports has been the focus of several software programs that analyze the plethora of game data available. Based on the huge number of matches played on a daily basis globally (League of Legends alone had a reported 100 million active monthly players worldwide in 2016[194] and an average of 27 million League of Legends games played per day reported in 2014[195]), these games can be used for applying big-data machine learning platforms. Several games make their data publicly available, so websites aggregate the data into easy-to-visualize graphs and statistics. In addition, several programs use machine learning tools to predict the win probability of a match based on various factors, such as team composition.[196] In 2018, the DotA team Team Liquid partnered with a software company to allow players and coaches to predict the team's success rate in each match and provide advice on what needs to be changed to improve performance.[197]

Game cancellations

As more esport competitions and leagues are run entirely or in portion by the video game publisher or developer for the game, the ongoing viability of that game's esport activities is tied to that company. In December 2018, Blizzard announced that it was reducing resources spent on the development of Heroes of the Storm and canceling its plans for tournaments in 2019. This caused several professional Heroes players and coaches recognizing their career was no longer viable, and expressed outrage and disappointment at Blizzard's decision.[198][199]

Media coverage

As with traditional sporting events, larger eSport events, such as The International, usually feature live pre- and post-game discussion by a panel of analysts (top), with in-match casting being done by play-by-play and color commentators (bottom).

News reporting

The main medium for esports coverage is the Internet. In the mid-2010s, mainstream sports and news reporting websites, such as ESPN, Yahoo!, Sport1, Kicker, and Aftonbladet started dedicated esports coverage.[200][201] esports tournaments commonly use commentators or casters to provide live commentary of games in progress, similar to a traditional sports commentator. For popular casters, providing commentary for esports can be a full-time position by itself.[202] Prominent casters for StarCraft II include Dan "Artosis" Stemkoski and Nick "Tasteless" Plott.

In 2018, the Associated Press' AP Stylebook officially began spelling the word as "esports", dropping support for both the capital "S" and the dash between "e" and "sports" styles, similar to how "e-mail" transformed with common usage to "email".[203][204] Richard Tyler Blevins, better known as "Ninja", became the first professional gamer to appear in a cover story for a major sports magazine when he appeared in the September 2018 issue of ESPN The Magazine.[205]

Internet live streaming

Many esports events are streamed online to viewers over the internet. With the shutdown of the Own3d streaming service in 2013, Twitch is by far the most popular streaming service for esports, competing against other providers such as Hitbox.tv, Azubu, and YouTube Gaming.[206][207] Dreamhack Winter 2011 reached 1.7 million unique viewers on Twitch.[208] While coverage of live events usually brings in the largest viewership counts, the recent popularization of streaming services has allowed individuals to broadcast their own gameplay independent of such events as well. Individual broadcasters can enter an agreement with Twitch or Hitbox in which they receive a portion of the advertisement revenue from commercials which run on the stream they create.[209]

Another major streaming platform was Major League Gaming's MLG.tv.[210] The network, which specializes in Call of Duty content but hosts a range of gaming titles, has seen increasing popularity, with 1376% growth in MLG.tv viewership in Q1 of 2014.[211] The 2014 Call of Duty: Ghosts broadcast at MLG's X Games event drew over 160,000 unique viewers.[212] The network, like Twitch, allows users to broadcast themselves playing games, though only select individuals can use the service. For several years, MLG.tv was the primary streaming platform for the Call of Duty professional scene; famous players such as NaDeSHoT and Scump have signed contracts with the company to use its streaming service exclusively.[213] In January 2016, MLG was acquired by Activision Blizzard.[214]

YouTube also relaunched its livestreaming platform with a renewed focus on live gaming and esports specifically.[215] For The International 2014, coverage was also simulcast on ESPN's streaming service ESPN3.[216] In December 2016, Riot Games announced a deal with MLB Advanced Media's technology division BAM Tech for the company to distribute and monetize broadcasts of League of Legends events through 2023. BAM Tech will pay Riot at least $300 million per-year, and split advertising revenue.[217][218]

Television

Especially since the popularization of streaming in esports, organizations no longer prioritize television coverage, preferring online streaming websites such as Twitch. Ongamenet continues to broadcast as an esports channel in South Korea, but MBCGame was taken off the air in 2012. Riot Games' Dustin Beck stated that "TV's not a priority or a goal",[219] and DreamHack's Tomas Hermansson said "esports have [been proven] to be successful on internet streaming [services]."[220]

On the night before the finals of The International 2014 in August, ESPN3 broadcast a half-hour special profiling the tournament.[216] In 2015, ESPN2 broadcast Heroes of the Dorm, the grand finals of the Heroes of the Storm collegiate tournament. The first-place team from the University of California, Berkeley received tuition for each of the team's players, paid for by Blizzard and Tespa.[221] The top four teams won gaming equipment and new computers. This was the first time an eSport had ever been broadcast on a major American television network. The broadcast was an attempt to broaden the appeal of esports by reaching viewers who would not normally come across it. However, the broadcast was met with a few complaints. Those living outside of the United States were unable to view the tournament. Additionally, the tournament could not be viewed online via streams, cutting off a large portion of viewers from the main demographic in the process.[222]

In September 2015, Turner Broadcasting partnered with WME/IMG. In December 2015, the partnered companies announced two seasons of the ELeague, a Counter-Strike: Global Offensive league based in North America including 15 teams from across the world competing for a $1,200,000 prize pool each 10-week season. The tournament, filmed at Turner's studios in Atlanta, Georgia, is simultaneously streamed on online streaming websites and TBS on Friday nights.[223]

In January 2016, Activision Blizzard, publishers of the Call of Duty ve StarCraft series, acquired Major League Gaming. In an interview with The New York Times about the purchase, Activision Blizzard CEO Robert Kotick explained that the company was aspiring to create a U.S. cable network devoted to esports, which he described as "the ESPN of video games". He felt that higher quality productions, more in line with those of traditional sports telecasts, could help to broaden the appeal of esports to advertisers. Activision Blizzard had hired former ESPN and NFL Network executive Steve Bornstein to be CEO of the company's esports division.[214]

TV 2, the largest private television broadcaster in Norway, broadcasts esports across the country. TV 2 partnered with local Norwegian organization House of Nerds to bring a full season of esports competition with an initial lineup of Counter-Strike: Global Offensive, League of Legends, and StarCraft II.[224][225]

In April 2016, Big Ten Network announced a collaboration with Riot to hold an invitational League of Legends competition between two universities from the collegiate Big Ten Conference, as part of Riot's collegiate championships at PAX East.[226] On 17 January 2017, Big Ten Network and Riot announced that it would hold a larger season of conference competition involving 10 Big Ten schools.[227]

Nielsen Holdings, a global information company known for tracking viewership for television and other media, announced in August 2017 that it would launch Nielsen esports, a division devoted to providing similar viewership and other consumer research data around esports, forming an advisory board with members from ESL, Activision Blizzard, Twitch, YouTube, ESPN, and FIFA to help determine how to track and monitor audience sizes for eSport events.[228]

In July 2018, on the first day of the inaugural 2018 Overwatch League season playoffs, Blizzard and Disney announced a multi-year deal that gave Disney and its networks ESPN and ABC broadcast rights to the Overwatch League and Overwatch World Cup, starting with the playoffs and continuing with future events.[229]

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External links

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