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Joshua Stewart
Ms. Plemmons
English IV
March 9, 2017
ESports, You Might Want To Sit Down For This
Sports can be defined as: an athletic activity requiring skill or physical prowess and
often of a competitive nature, as racing, baseball, tennis, golf, bowling, wrestling, boxing,
hunting, fishing, etc.("Sport") but this might change. Since ancient times, sports have been
known as a sort of physical activity, often calling for teamwork and strategy, but a new form of
sports has made its comeuppance. Known as ESports, it is the art of competitive electronic
gaming, and its popularity has made it a huge topic. But what is ESports defined as exactly,
where it came from, and whether or not it's a sport, is still under debate.
ESports hasnt been around too long; in fact, the first tournament was in 1979
(illustration 1). But it has made its impact in the time its been here. Just this year, global ESports
revenue has grown by 102 million since 2016-2017. Although organized online and offline
competitions have long been a part of videogame culture, participation and spectatorship of such
events have seen a large surge in popularity from the late 2000s and early 2010s. While
competitions around 2000 were largely between amateurs, the proliferation of professional
competitions and growing viewership now supports a significant number of professional players
and teams, and many video game developers now build features into their games designed to
facilitate such competition.
When it comes to financial opportunity, ESports continues to be promising: whether its played
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in live tournaments for a big payoff, intended to start a streaming career, or facilitate the games
or the players who play them, ESports is an a industry thats growing and shows no signs of
stopping.
ESports have become increasingly popular over the last ten to fifteen years. Many
companies seeking to take advantage of the growing industry have emerged that sponsor ESports
tournaments such as Major League Gaming. This company is one of the biggest ESports
sponsors. It was founded twelve years ago and its logo would be right at home alongside the
MLBs and NBAs (Johnson). In 2015, Major League Gaming began broadcasting the ESports
Report, which is an online program that closely resembles ESPNs SportsCenter. The show
features the latest pro-gaming news (Johnson).
Whiles broadcasting networks enjoy this surge of interest, it also brings to bear the issue
of its swift footed pace which makes it hard to keep track of whats going on. MLG co-founder
Mike Sepso describes this as That challenge of, how do you get more people interested in
understanding whats going on on the screen, its not something unique to ESports. All sports
have the same challenge.. In that sense, traditional sports have a leg up on ESports with its
longstanding existence (Johnson). Basketball, for example, has been around for 123 years, while
most ESports games haven't Been around more than a decade (Johnson). Not only that, but while
traditional sports have remained largely unchanged, with the same specifications and rules, every
iteration of ESports is a literal game changer(Johnson).
On the subject of tournaments, even MLGs Championship Anaheim has not reached a
scale that it could be compared to something like the World Cup. Not at the moment, at least
(Johnson). The devotees of of the gaming world remain largely undecided who owns ESports.
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Some would say its the highly recognized MLG in America, others say it's the Electronic Sports
League (ESL), it's prevalent European equivalent that's taking center stage (Johnson). Some
would even say it's Twitch, a hugely popular streaming platform that allows for anyone to
broadcast gameplay easily, and is a pivotal place for games to show what theyre made of
(Johnson).
But most likely, it's that no one really dominates the market of it, as many huge
tournaments are hosted by those who own the games. Valve, a large game producer and
marketer, host a tournament known as The International, solely for their own game, Dota 2 (one
of the most popular ESports to date); This year's was interesting in that the $10 million prize
pool was entirely crowdfunded by fans (Johnson). Not only that but another producer, Riot
Games, the finals for the League of Legends championships managed to sell out 15000 seat in a
single hour (Johnson).
When it comes to understanding ESports, MLG agrees it's key to understand the in's and
outs of teams. It's sales pitch, therefore, focuses mainly on catering that (Johnson). Sepso stated
this on the subject: As an advertising sales organization, we spend a lot of time talking about
personalities, he said. Are you a Yankees fan or a Red Sox fan? Are you an Optic fan or an EG
[Evil Geniuses] fan? Those are the storylines that connect for people. Such as it relates to
traditional sports in that gamer fans relate quite closely with their favorite team just as normal
sports fans relate to theirs(Johnson).
But dedicated teams aren't all that makes up ESports. Its often time a complicated web
of freelancers on their own or joining teams, or dedicated groups who always play together.
Qualifying players who compete are often times free agents, and even more often, players
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participate who didn't qualify initially. Those who were ineligible for a main tournament can try
out in open brackets where any players can pay a small amount in a ladder match for a chance to
compete against the pros(Johnson).
Conclusion?
This is what every traditional sports league is desperate to become: young, global, digital and
increasingly diverse. So can it ever be a sport? Does it matter? ESports are here. They're real.
They're growing. One only needs to look at the numbers prove it.
Works Cited
"Dota 2 Prize Pools & Top Players - ESports Profile :: E-Sports Earnings." Esportsearnings.
E-Sports Earnings, 05 Mar. 2014. Web. 17 Feb. 2017.
Hamari, Juho, and Max Sjblom. "What Is ESports and Why Do People Watch It?" What Is
ESports and Why Do People Watch It? by Juho Hamari, Max Sjblom :: SSRN. RELX Group, 6
Nov. 2015. Web. 17 Feb. 2017.
"Sport." [Link]. [Link], n.d. Web. 27 Feb. 2017."Sport." [Link].
[Link], n.d. Web. 27 Feb. 2017.
Casselman, [Link] Ben. "Resistance Is Futile: ESports Is Massive ... and
Growing." ESPN. ESPN Internet Ventures, 22 May 2015. Web. 08 Mar. 2017.
Johnson, Eric. "What Are ESports? A Pro Videogaming Guide for the Rest of Us." Recode.
Recode, 22 June 2014. Web. 08 Mar. 2017.