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Esports (), short for electronic sports, is a form of competition using
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s. Esports often takes the form of organized,
multiplayer video game A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
competitions, particularly between professional players, played individually or as teams. Multiplayer competitions were long a part of
video game culture Video game culture or gaming culture a worldwide subculture formed by video game enthusiasts. As video games have grown more sophisticated, accessible, and popular over time, they have significantly influenced popular culture, particularly among a ...
, but were largely between amateurs until the late 2000s when the advent of online
streaming media Streaming media refers to multimedia delivered through a Computer network, network for playback using a Media player (disambiguation), media player. Media is transferred in a ''stream'' of Network packet, packets from a Server (computing), ...
platforms, particularly
YouTube YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
and Twitch, enabled a surge in participation by professional gamers and spectators. 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. Esports first became popular in
East Asia East Asia is a geocultural region of Asia. It includes China, Japan, Mongolia, North Korea, South Korea, and Taiwan, plus two special administrative regions of China, Hong Kong and Macau. The economies of Economy of China, China, Economy of Ja ...
, particularly in
China China, officially the People's Republic of China (PRC), is a country in East Asia. With population of China, a population exceeding 1.4 billion, it is the list of countries by population (United Nations), second-most populous country after ...
and
South Korea South Korea, officially the Republic of Korea (ROK), is a country in East Asia. It constitutes the southern half of the Korea, Korean Peninsula and borders North Korea along the Korean Demilitarized Zone, with the Yellow Sea to the west and t ...
(which first licensed professional players in 2000) but less so in
Japan Japan is an island country in East Asia. Located in the Pacific Ocean off the northeast coast of the Asia, Asian mainland, it is bordered on the west by the Sea of Japan and extends from the Sea of Okhotsk in the north to the East China Sea ...
, whose broad anti-gambling laws prohibit professional gaming tournaments. Esports are also popular in
Europe Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east ...
and the
Americas The Americas, sometimes collectively called America, are a landmass comprising the totality of North America and South America.''Webster's New World College Dictionary'', 2010 by Wiley Publishing, Inc., Cleveland, Ohio. When viewed as a sing ...
, which host regional and international events. The most common video game genres associated with esports are
multiplayer online battle arena Multiplayer online battle arena (MOBA) is a Video game genre, subgenre of strategy video games in which two teams of Gamer, players compete on a structured battlefield, each controlling a single Player character, character with distinctive abilit ...
(MOBA),
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
(FPS),
fighting game The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
s, card, battle royales, and
real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, tur ...
(RTS) games. Popular esports franchises include ''
League of Legends ''League of Legends'' (''LoL'', commonly referred to as ''League'', is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for ''Warcraf ...
'', '' Dota'', '' Counter-Strike'', ''
Valorant ''Valorant'' is a 2020 First-person shooter, first-person tactical shooter, tactical hero shooter video game developed and published by Riot Games. A free-to-play game, ''Valorant'' takes inspiration from the ''Counter-Strike'' series, borrow ...
'', '' Overwatch'', '' Street Fighter'', '' Super Smash Bros.'' and '' StarCraft''. Among the most popular tournaments are the ''League of Legends'' World Championship, ''Dota 2'' International, the fighting game-specific
Evolution Championship Series The Evolution Championship Series, commonly known as Evo, is an American annual esports event that focuses exclusively on fighting games. The tournaments are completely Open (sport), open and use the Double-elimination tournament, double elimina ...
(EVO) and Intel Extreme Masters. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. 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. The
International Olympic Committee The International Olympic Committee (IOC; , CIO) is the international, non-governmental, sports governing body of the modern Olympic Games. Founded in 1894 by Pierre de Coubertin and Demetrios Vikelas, it is based i ...
has discussed their inclusion in future Olympic events, starting with the Olympic Esports Games set to be held in 2027. In the early 2010s, viewership was about 85% male and 15% female, with most viewers between the ages of 18 and 34. 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 1 billion, with China accounting for 35% of the global esports revenue.


History


Early history (1972–1989)

The earliest known video game competition took place on 19 October 1972 at
Stanford University Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth ...
for the game '' Spacewar!'' Stanford students were invited to an "Intergalactic spacewar olympics" whose grand prize was a year's subscription for ''
Rolling Stone ''Rolling Stone'' is an American monthly magazine that focuses on music, politics, and popular culture. It was founded in San Francisco, California, in 1967 by Jann Wenner and the music critic Ralph J. Gleason. The magazine was first known fo ...
'', with Bruce Baumgart winning the five-man-free-for-all tournament, and Slim Tovar and Robert E. Maas winning the team competition. Contemporary esports has roots in competitive face-to-face arcade video game competitions. A forerunner of esports was held by
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
in 1974, the All Japan TV Game Championships, a nationwide arcade video game tournament in Japan. The tournament was intended by Sega to promote the play and sales of video games in the country. There were local tournaments held in 300 locations across Japan, and then sixteen finalists from across the country competed in the final elimination rounds at
Tokyo Tokyo, officially the Tokyo Metropolis, is the capital of Japan, capital and List of cities in Japan, most populous city in Japan. With a population of over 14 million in the city proper in 2023, it is List of largest cities, one of the most ...
's Hotel Pacific. Prizes awarded included television sets (
color Color (or colour in English in the Commonwealth of Nations, Commonwealth English; American and British English spelling differences#-our, -or, see spelling differences) is the visual perception based on the electromagnetic spectrum. Though co ...
and black-and-white), cassette tape recorders and transistor radios. According to Sega, the tournament "proved to be the biggest event ever" in the
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily game of skill, games of skill and in ...
industry, and was attended by members from leading Japanese newspapers and leisure industry companies. Sega stressed "the importance of such tournaments to foster better business relationships between the maker-location-customer and create an atmosphere of competition on TV amusement games". In 1977, Gremlin Industries (a year before being acquired by Sega) held a marketing stunt to promote their early arcade snake game ''Hustle'' in the United States, involving the "Gremlin Girls" who were a duo of professional female arcade players called Sabrina Osment and Lynn Reid. The pair travelled across 19 American cities, where players could challenge them in best-of-three matches for a chance to win money. The duo were challenged by a total of 1,300 players, only about seven of whom managed to beat them. The golden age of arcade video games was heralded by
Taito is a Japanese company that specializes in video games, Toy, toys, arcade cabinets, and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, Vending machine, vending machines, and Juk ...
's ''
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'' in 1978, which popularized the use of a persistent high score for all players. Several video games in the next several years followed suit, adding other means of tracking high scores such with high score tables that included the players' initials in games like ''
Asteroids An asteroid is a minor planet—an object larger than a meteoroid that is neither a planet nor an identified comet—that orbits within the Solar System#Inner Solar System, inner Solar System or is co-orbital with Jupiter (Trojan asteroids). As ...
'' in 1979. High score-chasing became a popular activity and a means of competition. The Space Invaders Championship held by
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
in 1980 was the earliest large scale video game competition, attracting more than 10,000 participants across the United States, establishing competitive gaming as a mainstream hobby. It was won by Rebecca Heineman. Walter Day, owner of an arcade in Iowa, had taken it upon himself to travel across the United States to record the high scores on various games in 1980, and on his return, founded Twin Galaxies, a high score record-keeping organization. The organization went on to help promote video games and publicize its records through publications such as the '' Guinness Book of World Records'', and in 1983 it created the U.S. National Video Game Team. The team was involved in competitions, such as running the Video Game Masters Tournament for ''Guinness World Records'' and sponsoring the North American Video Game Challenge tournament. A multicity tour in 1983, the "Electronic Circus", was used to feature these players in live challenges before audiences, and draw more people to video games. These video game players and tournaments were featured in well-circulated newspapers and popular magazines including ''
Life Life, also known as biota, refers to matter that has biological processes, such as Cell signaling, signaling and self-sustaining processes. It is defined descriptively by the capacity for homeostasis, Structure#Biological, organisation, met ...
'' and ''
Time Time is the continuous progression of existence that occurs in an apparently irreversible process, irreversible succession from the past, through the present, and into the future. It is a component quantity of various measurements used to sequ ...
'' and became minor celebrities at the time, such as Billy Mitchell. Besides establishing the competitive nature of games, these types of promotional events all formed the nature of the marketing and promotion that formed the basis of modern esports. In 1984,
Konami , commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
and Centuri jointly held an international '' Track & Field'' arcade game competition that drew more than a million players from across Japan and North America. '' Play Meter'' in 1984 called it "the coin-op event of the year" and an "event on a scale never before achieved in the industry". , it holds the record for the largest organized video game competition of all time, according to ''
Guinness World Records ''Guinness World Records'', known from its inception in 1955 until 1999 as ''The Guinness Book of Records'' and in previous United States editions as ''The Guinness Book of World Records'', is a British reference book published annually, list ...
''. Televised esports events aired during this period included the American show '' Starcade'' which ran from 1982 to 1984 airing a total of 133 episodes, on which contestants would attempt to beat each other's high scores on an arcade game. A video game tournament was included as part of TV show '' That's Incredible!'', and tournaments were also featured as part of the plot of various films, including 1982's '' Tron''. In the UK, the
BBC The British Broadcasting Corporation (BBC) is a British public service broadcaster headquartered at Broadcasting House in London, England. Originally established in 1922 as the British Broadcasting Company, it evolved into its current sta ...
game show '' First Class'' included competitive video game rounds featuring the contemporary arcade games, such as '' Hyper Sports'', '' 720°'' and '' Paperboy''. In the United States, the Amusement Players Association held its first U.S. National Video Game Team competition in January 1987, where '' Vs. Super Mario Bros.'' was popular among competitive arcade players. The 1988 game '' Netrek'' was an Internet game for up to 16 players, written almost entirely in
cross-platform Within computing, cross-platform software (also called multi-platform software, platform-agnostic software, or platform-independent software) is computer software that is designed to work in several Computing platform, computing platforms. Some ...
open-source software Open-source software (OSS) is Software, computer software that is released under a Open-source license, license in which the copyright holder grants users the rights to use, study, change, and Software distribution, distribute the software an ...
. ''Netrek'' was the third Internet game, the first Internet game to use metaservers to locate open game servers, and the first to have persistent user information. In 1993 it was credited by ''
Wired Magazine ''Wired'' is a bi-monthly American magazine that focuses on how emerging technologies affect culture, the economy, and politics. It is published in both print and Online magazine, online editions by Condé Nast. The magazine has been in public ...
'' as "the first online sports game".


Growth and online video games (1990–1999)

The
fighting game The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
'' Street Fighter II'' (1991) popularized the concept of direct, tournament-level competition between two players. Previously, video games most often relied on high scores to determine the best player, but this changed with ''Street Fighter II'', where players would instead challenge each other directly, "face-to-face", to determine the best player, paving the way for the competitive multiplayer and deathmatch modes found in modern
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
s. The popularity of fighting games such as '' Street Fighter'' and '' Marvel vs. Capcom'' in the 1990s led to the foundation of the international
Evolution Championship Series The Evolution Championship Series, commonly known as Evo, is an American annual esports event that focuses exclusively on fighting games. The tournaments are completely Open (sport), open and use the Double-elimination tournament, double elimina ...
(EVO) esports tournament in 1996. Large esports tournaments in the 1990s include the 1990 Nintendo World Championships, which toured across the United States, and held its finals at Universal Studios Hollywood in California.
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
held a 2nd World Championships in 1994 for the
Super Nintendo Entertainment System The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in No ...
called the Nintendo PowerFest '94. There were 132 finalists that played in the finals in
San Diego San Diego ( , ) is a city on the Pacific coast of Southern California, adjacent to the Mexico–United States border. With a population of over 1.4 million, it is the List of United States cities by population, eighth-most populous city in t ...
, California. Mike Iarossi took home 1st prize. Blockbuster Video also ran their own World Game Championships in the early 1990s, co-hosted by '' GamePro'' magazine. Citizens from the United States, Canada, the United Kingdom, Australia, and Chile were eligible to compete. Games from the 1994 championships included '' NBA Jam'' and '' Virtua Racing''. Television shows featuring esports during this period include the British shows '' GamesMaster'' and '' Bad Influence!''; the Australian game show '' A*mazing'', where in the final round contestants competed in a video game face-off; and the Canadian game show '' Video & Arcade Top 10''. In the 1990s, many games benefited from increasing internet connectivity, especially PC games. Inspired by the fighting games ''Street Fighter II'', '' Fatal Fury'' and '' Art of Fighting'',
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
's John Romero established competitive multiplayer in online games with '' Doom''s deathmatch mode in 1993. Tournaments established in the late 1990s include the Cyberathlete Professional League (CPL), QuakeCon, and the Professional Gamers League. PC games played at the CPL included the '' Counter-Strike'' series, '' Quake'' series, '' StarCraft'', and '' Warcraft''.


Global tournaments (2000–present)

The growth of esports in South Korea is thought to have been influenced by the mass building of broadband Internet networks following the 1997 Asian financial crisis. It is also thought that the high
unemployment rate Unemployment, according to the OECD (Organisation for Economic Co-operation and Development), is the proportion of people above a specified age (usually 15) not being in paid employment or self-employment but currently available for work d ...
at the time caused many people to look for things to do while out of work. Instrumental to this growth of esports in South Korea was the prevalence of the Komany-style
internet café An Internet café, also known as a cybercafé, is a Coffeehouse, café (or a convenience store or a fully dedicated Internet access business) that provides the use of computers with high bandwidth Internet access on the payment of a fee. Usage ...
/ LAN gaming center, known as a PC bang. The Korean e-Sports Association, an arm of the Ministry of Culture, Sports and Tourism, was founded in 2000 to promote and regulate esports in the country. Minister of Culture, Sports, and Tourism Park Jie-won coined the term "Esports" at the founding ceremony of the 21st Century Professional Game Association (currently Korean e-Sports Association) in 2000. " Evo Moment 37", also known as the "Daigo Parry", refers to a portion of a '' Street Fighter III: 3rd Strike'' semi-final match held at Evolution Championship Series 2004 (Evo 2004) between Daigo Umehara (playing Ken Masters) and Justin Wong (playing Chun-Li). During this match, Umehara made an unexpected comeback by parrying 15 consecutive hits of Wong's "Super Art" move while having only one pixel of
vitality Vitality (, , ) is the capacity to live, grow, or develop. Vitality is also the characteristic that distinguishes life, living from non-living things. To experience vitality is regarded as a basic psychological drive and, in philosophy, a comp ...
. Umehara subsequently won the match. "Evo Moment #37" is frequently described as the most iconic and memorable moment in the history of competitive video gaming. Being at one point the most-watched competitive gaming moment of all time, it has been compared to sports moments such as Babe Ruth's called shot and the Miracle on Ice. In April 2006, the G7 teams federation were formed by seven prominent '' Counter-Strike'' teams. The goal of the organization was to increase stability in the esports world, particularly in standardizing player transfers and working with leagues and organizations. The founding members were 4Kings,
Fnatic Fnatic (pronounced "fanatic"; also stylised as fnatic or FNATIC) is a professional esports organisation headquartered in London, United Kingdom. Founded on 23 July 2004, it has players from around the world competing in several games. Fnatic' ...
, Made in Brazil,
Mousesports Mouz (stylized as MOUZ), formerly mousesports, is a professional esports organisation based in Germany. It fields teams in several games but is particularly known for its '' CS2'' team. MOUZ was one of the founding members of the G7 Teams. H ...
, NiP, SK-Gaming, and Team 3D. The organization only lasted until 2009 before dissolving. The 2000s was a popular time for televised esports. Television coverage was best established in South Korea, with '' StarCraft'' and '' Warcraft III'' competitions regularly televised by dedicated 24-hour cable TV game channels Ongamenet and MBCGame. Elsewhere, esports television coverage was sporadic. The German GIGA Television covered esports until its shutdown in 2009. The United Kingdom
satellite television Satellite television is a service that delivers television programming to viewers by relaying it from a communications satellite orbiting the Earth directly to the viewer's location.ITU Radio Regulations, Section IV. Radio Stations and Systems ...
channel XLEAGUE.TV broadcast esports competitions from 2007 to 2009. The online esports only channel ESL TV briefly attempted a paid television model renamed GIGA II from June 2006 to autumn 2007. The French channel Game One broadcast esports matches in a show called ''Arena Online'' for the Xfire Trophy. The United States channel
ESPN2 ESPN2 is an American multinational pay television network owned by ESPN Inc., a joint venture between the Walt Disney Company (which owns a controlling 80% stake) and Hearst Communications (which owns the remaining 20%). ESPN2 was initially ...
hosted '' Madden NFL'' competitions in a show called '' Madden Nation'' from 2005 to 2008.
DirecTV DirecTV, LLC is an American Multichannel television in the United States, multichannel video programming distributor based in El Segundo, California. Originally launched on June 17, 1994, its primary service is a digital Satellite television, s ...
broadcast the Championship Gaming Series tournament for two seasons in 2007 and 2008. CBS aired prerecorded footage of the 2007 World Series of Video Games tournament that was held in
Louisville, Kentucky Louisville is the List of cities in Kentucky, most populous city in the Commonwealth of Kentucky, sixth-most populous city in the Southeastern United States, Southeast, and the list of United States cities by population, 27th-most-populous city ...
. The G4 television channel originally covered video games exclusively, but broadened its scope to cover technology and men's lifestyle, though has now shutdown. During the 2010s, esports grew tremendously, incurring a large increase in both viewership and prize money. Although large tournaments were founded before the 21st century, the number and scope of tournaments has increased significantly, going from about 10 tournaments in 2000 to about 260 in 2010. Many successful tournaments were founded during this period, including the
World Cyber Games The World Cyber Games (WCG) is an international esports competition with multi-game titles in which hundreds of esports athletes from around the world participate in a variety of competitions also known as Esports Olympics. WCG events attempt to ...
, the Intel Extreme Masters, and
Major League Gaming Major League Gaming Corp. (MLG) was a professional esports organization based in New York City. Founded in 2002 by Sundance DiGiovanni and Mike Sepso, MLG held official video game tournaments throughout the United States and Canada. The ''Boos ...
. The proliferation of tournaments included experimentation with competitions outside traditional esports genres. For example, the September 2006 FUN Technologies Worldwide Webgames Championship featured 71 contestants competing in casual games for a $1 million grand prize. The popularity and emergence of online streaming services have helped the growth of esports in this period, and are the most common method of watching tournaments. Twitch, an online streaming platform launched in 2011, routinely streams popular esports competitions. In 2013, viewers of the platform watched 12 billion minutes of video on the service, with the two most popular Twitch broadcasters being ''
League of Legends ''League of Legends'' (''LoL'', commonly referred to as ''League'', is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for ''Warcraf ...
'' and ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
''. During one day of The International, Twitch recorded 4.5 million unique views, with each viewer watching for an average of two hours. The modern esports boom has also seen a rise in video games companies embracing the esports potential of their products. After many years of ignoring and at times suppressing the esports scene,
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
hosted Wii Games Summer 2010. Spanning over a month, the tournament had over 400,000 participants, making it the largest and most expansive tournament in the company's history. In 2014 Nintendo hosted an invitational '' Super Smash Bros. for Wii U'' competitive tournament at the
2014 The year 2014 was marked by the surge of the Western African Ebola epidemic, West African Ebola epidemic, which began in 2013, becoming the List of Ebola outbreaks, most widespread outbreak of the Ebola, Ebola virus in human history, resul ...
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo) was an annual Trade fair, trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, wit ...
(E3) press conference that was streamed online on Twitch. Halo developers 343 Industries announced in 2014 plans to revive Halo as an esport with the creation of the Halo Championship Series and a prize pool of US$50,000. Both
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
and Riot Games have their own collegiate outreach programs with their North American Collegiate Championship. Since 2013 universities and colleges in the United States such as Robert Morris University Illinois and the University of Pikeville have recognized esports players as varsity level athletes and offer
athletic scholarship An athletic scholarship is a form of scholarship to attend a college or university or a private school, private high school awarded to an individual based predominantly on their ability to play in a sport. Athletic scholarships are common in the U ...
s. In 2017, Tespa, Blizzard Entertainment's collegiate esports division, unveiled its new initiative to provide scholarships and prizes for collegiate esports clubs competing in its tournaments worth US$1 million. Colleges have begun granting scholarships to students who qualify to play esports professionally for the school. Colleges such as Columbia College, Robert Morris University, and Indiana Institute of Technology have taken part in this. In 2018, Harrisburg University of Science and Technology began a tuition scholarship program for esports players. In 2014, the largest independent esports league,
Electronic Sports League ESL Gaming GmbH (formerly known as Electronic Sports League) is a German-French esports organizer and production company that produces video game competitions worldwide. ESL was the world's largest esports company in 2015, and the oldest that ...
, partnered with the local brand Japan Competitive Gaming to try and grow esports in the country. Physical viewership of esports competitions and the scope of events have increased in tandem with the growth of online viewership. In 2013, the Season 3 League of Legends World Championship was held in a sold-out Staples Center. The 2014 League of Legends World Championship in
Seoul Seoul, officially Seoul Special Metropolitan City, is the capital city, capital and largest city of South Korea. The broader Seoul Metropolitan Area, encompassing Seoul, Gyeonggi Province and Incheon, emerged as the world's List of cities b ...
, South Korea, had over 40,000 fans in attendance and featured the band Imagine Dragons, and opening and closing ceremonies in addition to the competition. In 2015, the first Esports Arena was launched in
Santa Ana, California Santa Ana (Spanish language, Spanish for ) is a city in and the county seat of Orange County, California, United States. Located in the Greater Los Angeles region of Southern California, the city's population was 310,227 at the 2020 census. As ...
, as the United States' first dedicated esports facility. The global esports audience reached 662.6 million in 2020, and 921 million in 2022. In 2021,
China China, officially the People's Republic of China (PRC), is a country in East Asia. With population of China, a population exceeding 1.4 billion, it is the list of countries by population (United Nations), second-most populous country after ...
announced a law which forbade minors from playing video gameswhich they described as "spiritual opium" – for more than three hours a week. With China being a large market, the law raised concerns about the future of esports within the country.


Classification as a sport

Labeling competitive video games as a
sport Sport is a physical activity or game, often Competition, competitive and organization, organized, that maintains or improves physical ability and skills. Sport may provide enjoyment to participants and entertainment to spectators. The numbe ...
is a controversial topic. Proponents argue that esports are a fast-growing "non-traditional sport" which requires "careful planning, precise timing, and skillful execution". Others claim that sports involve physical fitness and physical training, and prefer to classify esports as a mind sport. Former
ESPN ESPN (an initialism of their original name, which was the Entertainment and Sports Programming Network) is an American international basic cable sports channel owned by the Walt Disney Company (80% and operational control) and Hearst Commu ...
president John Skipper described esports in 2014 as a competition and "not a sport". In 2013 on an episode of Real Sports with Bryant Gumbel the panelist openly laughed at the topic. In addition, many in the fighting games community maintain a distinction between their competitive gaming competitions and the more commercially connected esports competitions of other genres. In the 2015 World Championship hosted by the International Esports Federation, an esports panel of guests from international sports society discussed the future recognition of esports as a legitimate sport. Russia was the first country that classified "cybersport" as an official sport discipline on 25 July 2001.Приказ Госкомспорта РФ от 25 July 2001 № 449 «О введении видов спорта в государственные программы физического воспитания» After a series of reforms in Russian sports, it was classified as a sport again on 12 March 2004.Приказ Федерального агентства по физической культуре и спорту от 4 июля 2006 г № 414 «О компьютерном спорте» In July 2006, it was removed from a list of sport disciplines because it did not fit the new sport standards. On 7 July 2016, The Ministry of Sport decided to add cybersport into the sport registry and on 13 April 2017, esports become an official sport discipline once again. China was another one of the first countries to recognize esports as a real sport in 2003, despite concerns at the time that video games were addictive. Through this, the government encouraged esports, stating that by participating in esports, players were also "training the body for China". Furthermore, by early 2019, China recognized esports players as an official profession within the Ministry of Human Resources and Social Security's Occupation Skill Testing Authority recommendations, as well as professional gaming operators, those that distribute and manage esports games. By July 2019, more than 100,000 people had registered themselves as professional gamers under this, with the Ministry stating that they anticipate over 2 million such people in this profession in five years. In 2013, Canadian ''League of Legends'' player Danny "Shiphtur" Le became the first pro gamer to receive an American P-1A visa, a category designated for "Internationally Recognized Athletes". In 2014, Turkey's Ministry of Youth and Sports started issuing esports licenses to players certified as professionals. In 2016, the French government started working on a project to regulate and recognize esports. The Games and Amusements Board of the Philippines started issuing athletic licenses to Filipino esports players who are vouched for by a professional esports team in July 2017. To help promote esports as a legitimate sport, several esports events have been run alongside more traditional international sports competitions. The 2007 Asian Indoor Games was the first notable multi-sport competition including esports as an official medal-winning event, alongside other traditional sports, and the later editions of the Asian Indoor Games, as well as its successor the Asian Indoor and Martial Arts Games, have always included esports as an official medal event or an exhibition event up to now. Moreover, the
Asian Games The Asian Games, also known as Asiad, is a continental multi-sport event held every four years for athletes of Asia. The Games were regulated by Asian Games Federation from the 1951 Asian Games, first Games in New Delhi, India in 1951, until ...
, which is the Asian top-level multi-sport competition, also included esports as a medal event at the 2022 edition; esports around games such as ''Hearthstone'', ''Starcraft II'', and ''League of Legends'' were presented as an exhibition event at the 2018 Asian Games as a lead-in to the 2022 games. The 2019 Southeast Asian Games included six medal events for esports. Since 2018, World Sailing has held an eSailing World Championship that showed a main sports federation embracing esports. The Virtual Regatta race shadowing the 2020-2021 Vendee Globe was the first online game believe to have in excess of 1,000,000 unique users Ahead of The International 2021, which was originally set to take place in
Stockholm Stockholm (; ) is the Capital city, capital and List of urban areas in Sweden by population, most populous city of Sweden, as well as the List of urban areas in the Nordic countries, largest urban area in the Nordic countries. Approximately ...
in 2020, the Swedish Sports Confederation voted in June 2021 to deny recognition of esports as a sporting event, which jeopardized plans for how Valve had arranged the event in regards to travel visas for international players. Valve had tried to work with Sweden to accommodate players, but eventually rescheduled the event to Romania instead. The 2022 Commonwealth Games featured esports competitions as a pilot ahead of being a potential full medal event for 2026. In
Greece Greece, officially the Hellenic Republic, is a country in Southeast Europe. Located on the southern tip of the Balkan peninsula, it shares land borders with Albania to the northwest, North Macedonia and Bulgaria to the north, and Turkey to th ...
, in March 2022 a law entered into force recognising and regulating esports and in June 2023, the relevant federation for esports has been officially given recognition and included in the list of sports federations.


Olympic Games recognition

The
Olympic Games The modern Olympic Games (Olympics; ) are the world's preeminent international Olympic sports, sporting events. They feature summer and winter sports competitions in which thousands of athletes from around the world participate in a Multi-s ...
are also seen as a potential method to legitimize esports. A summit held by the
International Olympic Committee The International Olympic Committee (IOC; , CIO) is the international, non-governmental, sports governing body of the modern Olympic Games. Founded in 1894 by Pierre de Coubertin and Demetrios Vikelas, it is based i ...
(IOC) in October 2017 acknowledged the growing popularity of esports, concluding that "Competitive 'esports' could be considered as a sporting activity, and the players involved prepare and train with an intensity which may be comparable to athletes in traditional sports" but would require any games used for the Olympics fitting "with the rules and regulations of the Olympic movement". Another article by Andy Stout suggests that 106 million people viewed the 2017 Worlds Esports competition. International Olympic Committee (IOC) president Thomas Bach has noted that the IOC is troubled by violent games and the lack of a global sanctioning body for esports. Bach acknowledged that many Olympic sports originated from violent combat, but stated that "sport is the civilized expression about this. If you have egames where it's about killing somebody, this cannot be brought into line with our Olympic values." Due to that, the IOC suggested that they would approve more esports centered around games that simulate real sports, such as the '' NBA 2K'' or ''
FIFA The Fédération Internationale de Football Association (), more commonly known by its acronym FIFA ( ), is the international self-regulatory governing body of association football, beach soccer, and futsal. It was founded on 21 May 1904 to o ...
'' series. The issues around esports have not prevented the IOC from exploring what possibilities there are for incorporation into future Olympics. In July 2018, the IOC and the Global Association of International Sports Federations (GAISF) held a symposium and invited major figures in esports, including
Epic Games Epic Games, Inc. is an American Video game developer, video game and software development, software developer and video game publisher, publisher based in Cary, North Carolina. The company was founded by Tim Sweeney (game developer), Tim Sween ...
' Mark Rein,
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
's Mike Morhaime, and esports players Dario "TLO" Wünsch, Jacob "Jake" Lyon, and Se-yeon "Geguri" Kim, for these organizations "to gain a deeper understanding of esports, their impact and likely future development, so that heycan jointly consider the ways in which heymay collaborate to the mutual benefit of all of sport in the years ahead". The IOC has tested the potential for esports through exhibition games. With support from the IOC,
Intel Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California, and Delaware General Corporation Law, incorporated in Delaware. Intel designs, manufactures, and sells computer compo ...
sponsored exhibition esports events for '' StarCraft II'' and '' Steep'' prior to the
2018 Winter Olympics The 2018 Winter Olympics (), officially the XXIII Olympic Winter Games (; ) and also known as PyeongChang 2018 (), were an international winter multi-sport event held between 9 and 25 February 2018 in Pyeongchang County, South Ko ...
in Pyeongchang, and five South Korean esports players were part of the Olympic Torch relay. A similar exhibition showcase, the eGames, was held alongside the
2016 Summer Olympics The 2016 Summer Olympics (), officially the Games of the XXXI Olympiad () and officially branded as Rio 2016, were an international multi-sport event held from 5 to 21 August 2016 in Rio de Janeiro, Brazil, with preliminary events i ...
in
Rio de Janeiro Rio de Janeiro, or simply Rio, is the capital of the Rio de Janeiro (state), state of Rio de Janeiro. It is the List of cities in Brazil by population, second-most-populous city in Brazil (after São Paulo) and the Largest cities in the America ...
, though this was not supported by the IOC. During the Eighth Olympic Summit in December 2019, the IOC reiterated that it would only consider sports-simulating games for any official Olympic event, but it would look at two paths for such games in the future: those that promoted good physical and mental health lifestyles, and
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
and
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
games that included physical activity. In the late 2010s, leaders in Japan became involved in helping bring esports to the
2020 Summer Olympics The officially the and officially branded as were an international multi-sport event that was held from 23 July to 8 August 2021 in Tokyo, Japan, with some of the preliminary sporting events beginning on 21 July 2021. Tokyo ...
and beyond, given the country's reputation as a major video game industry centre. Esports in Japan had not flourished due to the country's anti-gambling laws that also prevent paid professional gaming tournaments, but there were efforts starting in late 2017 to eliminate this issue. At the suggestion of the Tokyo Olympic Games Committee for the 2020 Summer Olympics, four esports organizations have worked with Japan's leading
consumer organization Consumer organizations are advocacy groups that seek to protect people from corporate abuse like unsafe products, predatory lending, false advertising, astroturfing and pollution. Consumer Organizations may operate via protests, litigation, Adver ...
to exempt esports tournaments from gambling law restrictions. Takeo Kawamura, a member of the Japanese House of Representatives and of the ruling Liberal Democratic Party, led a coalition of ruling and opposing politicians to support esports, called the Japan esports Union, or JeSU. Kawamura said that they would be willing to pass laws to further exempt esports as needed so that esports athletes can make a living playing these sports. So far, this has resulted in the ability of esports players to obtain exemption licenses to allow them to play, a similar mechanism needed for professional athletes in other sports in Japan to play professionally. The first such licenses were given out in mid-July 2018, via a tournament held by several video game publishers to award prizes to many players but with JeSU offering these exemption licenses to the top dozen or so players that emerge, allowing them to compete in further esports events. The Tokyo Olympic Committee has also planned to arrange a number of esports events leading up to the 2020 games. With the IOC, five esports events were set as part of an Olympic Virtual Series from 13 May to 23 June 2021, ahead of the games. Each event in auto racing, baseball, cycling, rowing and sailing will be managed by an IOC-recognized governing body for the sport along with a video game publisher of a game for that sport. For example, the auto racing event will be based on the '' Gran Turismo'' series and overseen by the International Automobile Federation along with Polyphony Digital. The baseball, cycling, and esailing events will be based on '' eBaseball Powerful Pro Baseball 2020'', '' Zwift'', and '' Virtual Regatta'', respectively. The organization committee for the
2024 Summer Olympics The 2024 Summer Olympics (), officially the Games of the XXXIII Olympiad () and branded as Paris 2024, were an international multi-sport event held in France from 26 July to 11 August 2024, with several events started from 24 July. P ...
in Paris were in discussions with the IOC and the various professional esports organizations to consider esports for the event, citing the need to include these elements to keep the Olympics relevant to younger generations. Ultimately, the organization committee determined esports were premature to bring to the 2024 Games as medal events, but have not ruled out other activities related to esports during the Games. In September 2021, the Olympic Council of Asia announced eight esports games will officially debut as medal sports for the 2022 Asian Games in Hangzhou, China. In December 2021, the IOC confirmed its Olympic Virtual Series (OVS) will return in 2022. The first edition of the OVS which ran from 13 May to 23 June, featured nearly 250,000 participants and had more than two million entries. In January 2022, the IOC announced the appointment of the organization's first ever head of virtual sport, tasked with the development of virtual sport for the global Olympic body, increasing the organization's engagement with gaming communities, and overseeing the Olympic Virtual Series, IOC's first licensed non-physical sports event. The inaugural series included virtual baseball, cycling, rowing, esailing and motorsports events. In February 2022, the Commonwealth Games Federation announced that esports would be included in the 2022 Commonwealth Games as a pilot event, with the possibility of it being a medal event in the 2026 Games. The inaugural Commonwealth Esports Championship had separate branding, medals, and organization and included both men and women's ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
'', '' eFootball'', and '' Rocket League'' events. As a follow-up to 2021's Olympic Virtual Series, the IOC and the Singapore National Olympic Council held the inaugural Olympic Esports Week in Singapore in June 2023. Games featured at the event included: * ''Tic Tac Bow'' (archery) * '' WBSC eBaseball: Power Pros'' (baseball) * Chess.com (chess) * '' Zwift'' (cycling) * '' Just Dance'' (dancing) * '' Gran Turismo'' (motor sport) * '' Virtual Regatta'' ( esailing) * '' Fortnite'' (sharpshooting) * ''Virtual Taekwondo'' (taekwondo) * ''Tennis Clash'' (tennis) In June 2024, the IOC Executive Board announced the proposal to establish the Olympic Esports Games during the 142nd IOC Session held prior to the 2024 Summer Olympics in Paris, with the inaugural event to take place in 2025 at Saudi Arabia following a new partnership with their National Olympic Committee, later rescheduled for 2027. The proposal was ultimately approved by a unanimous vote on 23 July 2024.


Games

A number of games are popular among professional competitors. The tournaments which emerged in the mid-1990s coincided with the popularity of
fighting game The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
s and
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
s, genres which still maintain a devoted fan base. In the 2000s,
real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, tur ...
games became overwhelmingly popular in South Korean
internet café An Internet café, also known as a cybercafé, is a Coffeehouse, café (or a convenience store or a fully dedicated Internet access business) that provides the use of computers with high bandwidth Internet access on the payment of a fee. Usage ...
s, with crucial influence on the development of esports worldwide. Competitions exist for many titles and genres, though the most popular games as of the early 2020s are '' Counter-Strike: Global Offensive'', '' Call of Duty'', ''
League of Legends ''League of Legends'' (''LoL'', commonly referred to as ''League'', is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for ''Warcraf ...
'', ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
'', '' Fortnite'', '' Rocket League'', ''
Valorant ''Valorant'' is a 2020 First-person shooter, first-person tactical shooter, tactical hero shooter video game developed and published by Riot Games. A free-to-play game, ''Valorant'' takes inspiration from the ''Counter-Strike'' series, borrow ...
'', '' Hearthstone'', '' Super Smash Bros. Melee'', '' StarCraft II'' and '' Overwatch''. '' Hearthstone'' has also popularized the digital collectible card game (DCCG) genre since its release in 2014.


Video game design

While it is common for video games to be designed with the experience of the player in game being the only priority, many successful esports games have been designed to be played professionally from the beginning. Developers may decide to add dedicated esports features, or even make design compromises to support high level competition. Games such as ''StarCraft II'', ''League of Legends'', and ''Dota 2'' have all been designed, at least in part, to support professional competition.


Spectator mode

In addition to allowing players to participate in a given game, many game developers have added dedicated observing features for the benefit of spectators. This can range from simply allowing players to watch the game unfold from the competing player's point of view, to a highly modified interface that gives spectators access to information even the players may not have. The state of the game viewed through this mode may tend to be delayed by a certain amount of time in order to prevent either teams in a game from gaining a competitive advantage. Games with these features include '' Counter-Strike: Global Offensive'', '' Call of Duty'', ''StarCraft II'', ''Dota 2'', and ''Counter-Strike''. ''League of Legends'' includes spectator features, which are restricted to custom game modes. In response to the release of virtual reality headsets in 2016, some games, such as ''Dota 2'', were updated to include virtual reality spectating support.


Online

A very common method for connection is the
Internet The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
. Game servers are often separated by region, but high quality connections allow players to set up real-time connections across the world. Downsides to online connections include increased difficulty detecting cheating compared to physical events, and greater network latency, which can negatively impact players' performance, especially at high levels of competition. Many competitions take place online, especially for smaller tournaments and exhibition games. Since the 1990s, professional teams or organized clans have set up matches via
Internet Relay Chat IRC (Internet Relay Chat) is a text-based chat system for instant messaging. IRC is designed for Many-to-many, group communication in discussion forums, called ''#Channels, channels'', but also allows one-on-one communication via instant mess ...
networks such as QuakeNet. As esports have developed, it has also become common for players to use automated matchmaking clients built into the games themselves. This was popularized by the 1996 release of
Blizzard A blizzard is a severe Winter storm, snowstorm characterized by strong sustained winds and low visibility, lasting for a prolonged period of time—typically at least three or four hours. A ground blizzard is a weather condition where snow th ...
's Battle.net, which has been integrated into both the '' Warcraft'' and '' 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 A local area network (LAN) is a computer network that interconnects computers within a limited area such as a residence, campus, or building, and has its network equipment and interconnects locally managed. LANs facilitate the distribution of da ...
or LAN. The smaller network usually has very little lag and higher
quality Quality may refer to: Concepts *Quality (business), the ''non-inferiority'' or ''superiority'' of something *Quality (philosophy), an attribute or a property *Quality (physics), in response theory *Energy quality, used in various science discipli ...
. 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 café An Internet café, also known as a cybercafé, is a Coffeehouse, café (or a convenience store or a fully dedicated Internet access business) that provides the use of computers with high bandwidth Internet access on the payment of a fee. Usage ...
s, 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. ''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. In September 2013, Valve added general support for LAN play to ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
'' in a patch for the game.


Players and teams


General players and teams

Professional gamers are often associated with esports teams or broader gaming and entertainment organizations. Teams such as FaZe Clan, Cloud9,
Fnatic Fnatic (pronounced "fanatic"; also stylised as fnatic or FNATIC) is a professional esports organisation headquartered in London, United Kingdom. Founded on 23 July 2004, it has players from around the world competing in several games. Fnatic' ...
, T1, G2 Esports, and Natus Vincere have become successful within esports and now sponsor esports players around the world. 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 The Evolution Championship Series, commonly known as Evo, is an American annual esports event that focuses exclusively on fighting games. The tournaments are completely Open (sport), open and use the Double-elimination tournament, double elimina ...
, 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. Teams feature these sponsors on their website, team jerseys and on their social media, in 2016 the biggest teams have social media followings of over a million. Associations include the Korea e-Sports Association (KeSPA), the International Esports Federation (IESF), the British Esports Federation, and the World Esports Association (WESA). Some traditional sporting athletes have invested in esports, such as Rick Fox's ownership of Echo Fox, Jeremy Lin's ownership of Team VGJ, and Shaquille O'Neal's investment in NRG Esports. Some association football teams, such as FC Schalke 04 in Germany, Paris Saint-Germain in France; Beşiktaş J.K., Fenerbahçe S.K., and Galatasaray S.K. in Turkey; Panathinaikos F.C. in Greece either sponsor or have complete ownership in esports teams. Competitive esports tournaments in the most popular games pay hundreds to thousands of dollars to players for winning tournaments. ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
''s 2021 tournament The International had a prize pool over $40 million, the largest in esports history, thanks to its Compendium battle pass contributing a portion of its sales to it. '' Counter-Strike: Global Offensive'' had a total 2021 prize pool, across all tournaments, of around $22 million. The current biggest esports tournament by prize pool, the King Pro League Grand Finals for '' Honor of Kings'', provides just under US$10 million for the twelve teams that take part. However, financial security in the industry is largely limited to players in top performing teams. One study found that only 1 in 5 professional gamers have careers that last longer than two years. Team rosters are extremely volatile, sometimes changing players or rosters within a season. While different from the regimens of traditional sports, esports athletes still have extensive training routines.
Team Liquid Team Liquid is a multi-regional professional esports organization based in the Netherlands that was founded in 2000. They signed their first professional players with the release of '' StarCraft II: Wings of Liberty''. In 2012, Team Liquid acq ...
's professional ''League of Legends'' team practices for a minimum of 50 hours per week and most play the game far more. In April 2020, researchers from the
Queensland University of Technology The Queensland University of Technology (QUT) is a public university, public research university located in the city of Brisbane in Queensland, Australia. It has two major campuses, a modern city campus in Gardens Point, Brisbane, Gardens Point ...
found that some of the top esports players showed similar aspects of mental toughness as Olympic athletes. 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.


Unique players and teams

There is a long history of different esports teams or certain players in leagues that aren't exactly the same as most players. For example, there are many esports organizations or teams that are entirely made up of players that have physical disabilities
Permastunned
an
ParaEsports
are great examples of this where ParaEsports is completely composed of professional '' CS:GO'' players that have cerebral palsy. Whilst these teams aren't in many cases very successful in the major leagues of their respective esports, there are certain leagues or tournaments that are restricted to only have teams or players like these be able to compete. Although these teams or tournaments don't get nearly as much attention, budget, or prize pool as the main leagues of popular esports, it is still important to recognize these amazing players that have overcome their unfortunate positions and strive to succeed.


Leagues and tournaments


Promotion and relegation leagues

In most team-based esports, organized play is centered around the use of
promotion and relegation Promotion and relegation is used by sports leagues as a process where teams can move up and down among divisions in a league system, based on their performance over a season. Leagues that use promotion and relegation systems are sometimes call ...
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 ran several ''League of Legends'' series, with the
League of Legends Championship Series The League Championship Series (LCS) was the top level of professional ''League of Legends'' in the United States and Canada. The esports Sports league, league was run by Riot Games and had anywhere from eight to 10 teams. Each annual season o ...
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, but the promotion and relegation format still exists within Southeast Asia's Pacific Championship Series and in North America's new tier 2 league, the North American Challengers Series, as of 2024.


Franchised leagues

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. 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 Minor leagues are professional sports leagues which are not regarded as the premier leagues in those sports. Minor league teams tend to play in smaller, less elaborate venues, often competing in smaller cities/markets. This term is used in Nort ...
. The first such league to be formed was the Overwatch League, established by
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
in 2016 based on its '' Overwatch'' game. 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. The OWL would fold in 2023 and would be replaced by a more open esports structure for Overwatch known as the Overwatch Champions Series.
Take-Two Interactive Take-Two Interactive Software, Inc. is an American video game holding company based in New York City founded by Ryan Brant in September 1993. The company owns three major Imprint (trade name), publishing labels, Rockstar Games, Zynga and 2K ...
partnered with the
National Basketball Association The National Basketball Association (NBA) is a professional basketball league in North America composed of 30 teams (29 in the United States and 1 in Canada). The NBA is one of the major professional sports leagues in the United States and Ca ...
(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 started in May 2018 with 17 teams and the league has since expanded to 25 teams, including teams owned by Gen.G and Australia's National Basketball League. Similar to the NBA 2K League,
EA Sports EA Sports is a division of Electronic Arts that develops and publishes sports video games. Formerly a marketing gimmick of Electronic Arts, in which they imitated real-life sports networks by calling themselves the "EA Sports Network" (EASN) ...
and
Major League Soccer Major League Soccer (MLS) is a professional Association football, soccer league in North America and the highest level of the United States soccer league system. It comprises 30 teams, with 27 in the United States and 3 in Canada, and is sanc ...
(MLS) established the eMLS in 2018, a league using EA's ''
FIFA The Fédération Internationale de Football Association (), more commonly known by its acronym FIFA ( ), is the international self-regulatory governing body of association football, beach soccer, and futsal. It was founded on 21 May 1904 to o ...
'' (Now known as EA Sports FC) series. EA would later establish esports leagues with other professional football leagues, ranging from the English Premier League to the Saudi Pro League, which would feed into qualification for the FIFAe World Cup and later the EA Sports FC Pro World Championship.
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
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. Cloud9 and Dignitas, among others, developed a franchise-based ''Counter-Strike: Global Offensive'' league, Flashpoint, in February 2020. This was the first such esports league to be owned by the teams rather than any single organization. Due to the
COVID-19 pandemic The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
and other complications, Flashpoint would be discontinued by 2022.


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 A double-elimination tournament is a type of elimination tournament competition in which a participant ceases to be eligible to win the tournament's championship upon having lost ''two'' games or matches. It stands in contrast to a single-elimin ...
, sometimes hybridized with group stage. 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 The World Cyber Games (WCG) is an international esports competition with multi-game titles in which hundreds of esports athletes from around the world participate in a variety of competitions also known as Esports Olympics. WCG events attempt to ...
or the Fortnite World Cup. Esports competitions have also become a popular feature at gaming and multi-genre conventions. 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. Major tournaments include the
World Cyber Games The World Cyber Games (WCG) is an international esports competition with multi-game titles in which hundreds of esports athletes from around the world participate in a variety of competitions also known as Esports Olympics. WCG events attempt to ...
, the North American
Major League Gaming Major League Gaming Corp. (MLG) was a professional esports organization based in New York City. Founded in 2002 by Sundance DiGiovanni and Mike Sepso, MLG held official video game tournaments throughout the United States and Canada. The ''Boos ...
league, the France-based Electronic Sports World Cup, and the World e-Sports Games held in Hangzhou, China. Traditional sports teams earn revenue from ticket sales, media rights, advertising, and sponsorships, whereas e‑sports teams depend largely on tournament prize money, sponsorships, and advertising. 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. 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. For well established games, total prize money can amount to millions of U.S. dollars a year. 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. 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. 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. Often, game developers provide prize money for tournament competition directly, but sponsorship may also come from third parties, typically companies selling
computer hardware Computer hardware includes the physical parts of a computer, such as the central processing unit (CPU), random-access memory (RAM), motherboard, computer data storage, graphics card, sound card, and computer case. It includes external devices ...
, energy drinks, or
computer software Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital comput ...
. Generally, hosting a large esports event is not profitable as a stand-alone venture. For example, Riot has stated that their headline ''League of Legends'' Championship Series is "a significant investment that we're not making money from". 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''. In the short term, this led to a deadlock with the Korean e-Sports Association. An agreement was reached in 2012. Blizzard requires authorization for tournaments with more than US$10,000 in prizes. Riot Games offers in-game rewards to authorized tournaments.


University and school leagues

The increasing popularity of esports brought with it a demand for extended opportunities for esports athletes. Esports clubs grew in popularity at American universities in the late 2000s and early 2010s, with '' StarCraft'' clubs competing by 2009. Universities, particularly in China and America, then began offering scholarship opportunities to incoming students to join collegiate esports teams. The first officially recognized varsity esports program was created at Robert Morris University in 2014. around 125 US colleges had esports-based varsity programs. Most of these are members of the National Association of Collegiate Esports. The UK's National University Esports League (NUEL) started in 2010. In 2023, it was taken over by Spanish Esports company GGTech Entertainment. it had been rebranded as University Esports UK & Ireland and had over 110 participating universities. Another university competition in the UK is the British Universities Esports Championship, run by National Student Esports (NSE), which also had over 110 participating universities and colleges . The University of Warwick won its sixth consecutive NES Esports University of the Year title in 2024. The two organisations are not exclusive, with universities able to field teams in both NUEL and NSE competitions. For younger students, the British Esports Student Champs had over 1,250 teams from over 200 schools and colleges . Collegiate universities such as Durham and multi-campus universities such as Staffordshire also hold inter-collegiate or inter-campus tournaments. According to Schaeperkoetter and collaborators in 2017, the potential impact of esports programs on universities, coupled with the growing interest that universities were showing in such programs, combined to make esports a relevant line of research in sport literature.


Governing bodies

While game publishers or esports broadcasters typically act in oversight roles for specific esports, a number of esports 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 over 140 member countries from across the globe. The IESF has managed annual World Esports Championships for teams from its member countries across multiple games. 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. 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.


Criticisms and legal problems


Health concerns

Most esports generally require participants to sit and/or move little while playing, which raises concerns about a sedentary lifestyle by players. A research led by Ingo Froböse, a professor at the German Sports University in Cologne, for over eight years found professional and also amateur esports gamers play on average 24–25 hours per week and even physical activities after hours of playing are not able to compensate the damage of oversitting. Players in China may train for almost 14 hours a day. A study conducted in 2022 of ''CS:GO'' players found that total hours played were about 31.2 hours each week. Sitting for long periods at a computer could lead to eye
fatigue Fatigue is a state of tiredness (which is not sleepiness), exhaustion or loss of energy. It is a signs and symptoms, symptom of any of various diseases; it is not a disease in itself. Fatigue (in the medical sense) is sometimes associated wit ...
and lower back pain from poor posture. Gamers with poor posture sit in forward head posture which can cause symptoms such as decreased arm or shoulder mobility and tension headaches. These sedentary behaviors of sitting for too long concerns public health researchers because spending more than 6–8 hours per day has been linked to increased risk of
cardiovascular disease Cardiovascular disease (CVD) is any disease involving the heart or blood vessels. CVDs constitute a class of diseases that includes: coronary artery diseases (e.g. angina, heart attack), heart failure, hypertensive heart disease, rheumati ...
and all-cause mortality. As a result, teams like T1 have partnered with Nike to encourage exercise and provide training that helps improve gaming skills. Recent research has also shown that structured esports activities can foster teamwork, problem-solving skills, and promote digital literacy among participants, though concerns about sedentary behavior and mental health risks persist. In addition to sedentary behaviors, players' mental health is a concern for scientists. One study found that competitors in esports are often under psychological and physical stress, and the amateur ones are the most affected, since they frequently aim at greater wins without enough preparation, though no clear training guidelines are set to become professional players. Researchers have found that high levels of stress lead to mental illness and poor decision making. The Esports sector has a high rate of burnout due to mental health and stress. A study found a correlation between depression and training time leading to sleep disturbances. Teams are starting to incorporate mental health support for players. Misfits has hired a psychologist to ensure players are equipped with methods to deal with stress and anxiety.


Ethical issues

Esports athletes 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 send a "gg" (good game) message to opponents when defeated. Many games rely on competitors having limited information about the game state. In a prominent example of good conduct, during a 2012 IEM ''StarCraft II'' game, players Feast and DeMusliM voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to Feast during the game. Players in some leagues have been reprimanded for failing to meet expectations of good behavior. In 2012, professional ''League of Legends'' player Christian "IWillDominate" Riviera was banned from competing for one year following a history of verbal abuse. In 2013, ''StarCraft II'' progamer Greg "Idra" Fields was fired from
Evil Geniuses Evil Geniuses (EG) is an American esports organization based in Seattle, Washington (state), Washington. Founded in 1999, the organization has fielded players in various fighting games, ''Call of Duty (series), Call of Duty'', ''Counter-Strike ...
for insulting his fans on the
Team Liquid Team Liquid is a multi-regional professional esports organization based in the Netherlands that was founded in 2000. They signed their first professional players with the release of '' StarCraft II: Wings of Liberty''. In 2012, Team Liquid acq ...
internet forums. ''League of Legends'' players Mithy and Nukeduck received similar penalties in 2014 after behaving in a "toxic" manner during matches. The formation of Team Siren, an all-female ''
League of Legends ''League of Legends'' (''LoL'', commonly referred to as ''League'', is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for ''Warcraf ...
'' team, in June 2013 was met with controversy and dismissed as a "gimmick" to attract men's attention. The team disbanded within a month due to negative publicity from their promotional video and the team captain's poor attitude towards her teammates. In 2018, Team Vaevictis attempted to field an all-female roster in the LCL, the top esports league in Russia, but faced similar criticism. Vaevictis went 0–14 in both splits, and in February 2020, the LCL announced their disbandment due to a failure to field a competitive roster. The LCL stated, "The results of the 2019 season showed a huge difference in Vaevictis Esports' results compared to other LCL teams, which is an unacceptable level of competitiveness in a franchised league." There have been serious rule violations in certain esports. 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 Team Curse, also known as Curse eSports, was a North American esports organization sponsored by Curse, Inc. and based in Los Angeles. Formed as a ''League of Legends'' team in 2010 by Steve "LiQuiD112" Arhancet, it was acquired by Curse Inc. ...
and
Team Dignitas Dignitas is an American esports organization based in Newark, New Jersey. It was founded by Michael "ODEE" O'Dell in 2003 as a merger of two ''Battlefield 1942'' Clan (computer gaming), clans. Dignitas was acquired by the Philadelphia 76ers in 2 ...
were denied prize money for collusion during the 2012 MLG Summer Championship. In 2012, ''League of Legends'' team Azubu Frost was fined US$30,000 for cheating during a semifinal match of the world playoffs. ''Dota 2'' player Aleksey "Solo" Berezin was suspended from several tournaments for intentionally throwing a game to collect $322 from online gambling. In 2014, four high-profile North American ''Counter-Strike'' players from iBuyPower were suspended from official tournaments after being found guilty of match-fixing, allegedly profiting over US$10,000 through betting on their fixed matches. Gambling on esports using ''Counter-Strike: Global Offense'' "skins", worth an estimated US$2.3 billion in 2015, came under criticism in June and July 2016 after several questionable legal and ethical aspects were discovered.


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 as well as officials acknowledging the prevalence of the issue. Players often turn to
stimulants Stimulants (also known as central nervous system stimulants, or psychostimulants, or colloquially as uppers) are a class of drugs that increase alertness. They are used for various purposes, such as enhancing attention, motivation, cognitio ...
such as Ritalin, Adderall and
Vyvanse Lisdexamfetamine, sold under the brand names Vyvanse and Elvanse among others, is a stimulant medication that is used as a treatment for attention deficit hyperactivity disorder (ADHD) in children and adults and for moderate-to-severe binge e ...
, drugs which can significantly boost concentration, improve reaction time, and prevent fatigue. Selegiline, a drug used to treat
Parkinson's disease Parkinson's disease (PD), or simply Parkinson's, is a neurodegenerative disease primarily of the central nervous system, affecting both motor system, motor and non-motor systems. Symptoms typically develop gradually and non-motor issues become ...
, is reportedly popular, because like stimulants, it enhances mood and motivation. Conversely, drugs with calming effects are also sought after. Some players take
propranolol Propranolol is a medication of the beta blocker class. It is used to treat hypertension, high blood pressure, some types of cardiac dysrhythmia, irregular heart rate, thyrotoxicosis, capillary hemangiomas, akathisia, performance anxiety, and ...
, which blocks the effects of adrenaline, or Valium, which is prescribed to treat anxiety disorder, in order to remain calm under pressure. According to Bjoern Franzen, a former
SK Gaming SK Gaming is a professional esports organization based in Germany that has teams across the world competing in different titles. SK is particularly known for their success in '' Counter-Strike'' (CS) tournaments. SK's Brazilian ''CS'' team won ...
executive, it is second nature for some ''League of Legends'' players to take as many as three different drugs before competition. 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 E-Sports Entertainment Association League (ESEA League) is an esports competitive video gaming online league & community founded by E-Sports Entertainment Association (ESEA). The company is widely known for their anti-cheat software. ESEA features ...
tournaments uses Adderall. In 2020, former Call of Duty champion Adam "KiLLa" Sloss told
The Washington Post ''The Washington Post'', locally known as ''The'' ''Post'' and, informally, ''WaPo'' or ''WP'', is an American daily newspaper published in Washington, D.C., the national capital. It is the most widely circulated newspaper in the Washington m ...
that one of the major reasons he stopped competing in esports was the "rampant" use of Adderall in the competitive scene. The unregulated use of such drugs poses severe risks to competitors' health, including
addiction Addiction is a neuropsychological disorder characterized by a persistent and intense urge to use a drug or engage in a behavior that produces natural reward, despite substantial harm and other negative consequences. Repetitive drug use can ...
,
overdose A drug overdose (overdose or OD) is the ingestion or application of a drug or other substance in quantities much greater than are recommended. Retrieved on September 20, 2014.
,
serotonin syndrome Serotonin syndrome (SS) is a group of symptoms that may occur with the use of certain Serotonin, serotonergic medications or Recreational drug use, drugs. The symptoms can range from mild to severe, and are potentially fatal. Symptoms in mild c ...
and, in the case of stimulants, weight loss. Accordingly, Adderall and other such stimulants are banned and their use penalized by many professional sporting bodies and leagues, including
Major League Baseball Major League Baseball (MLB) is a professional baseball league composed of 30 teams, divided equally between the National League (baseball), National League (NL) and the American League (AL), with 29 in the United States and 1 in Canada. MLB i ...
and the
National Football League The National Football League (NFL) is a Professional gridiron football, professional American football league in the United States. Composed of 32 teams, it is divided equally between the American Football Conference (AFC) and the National ...
. 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. Action has been taken on the individual league level, however, as at least one major league, the
Electronic Sports League ESL Gaming GmbH (formerly known as Electronic Sports League) is a German-French esports organizer and production company that produces video game competitions worldwide. ESL was the world's largest esports company in 2015, and the oldest that ...
, has made use of any drugs during matches punishable by expulsion from competition. Although not all players use drugs, the use of over-the-counter energy drinks is common. These energy drinks are often marketed specifically toward gamers, and have also faced media and regulatory scrutiny due to their health risks.


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. Concerns over the
mental health Mental health is often mistakenly equated with the absence of mental illness. However, mental health refers to a person's overall emotional, psychological, and social well-being. It influences how individuals think, feel, and behave, and how t ...
of players intensified in 2014 when ''League of Legends'' player Cheon "Promise" Min-Ki attempted suicide a week after admitting to match fixing. 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. Since esports games often requires many actions per minute, some players may get repetitive strain injuries, causing hand or wrist pain. During the early development of the esports industry, sports medicine and gaming-related injuries were ignored by players and organizations, leading to some early player retirements.


Economics

The ''League of Legends'' Championship Series and ''League of Legends'' Champions Korea offer guaranteed salaries for players. Despite this, online streaming is preferred by some players, as in some cases, streaming can be 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. 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, with North America at around $224 million, and Europe at $172 million. For comparison, the rest of the world combines for approximately $29 million. Global esports revenue is estimated to reach $1.9 billion by 2018. During the
COVID-19 pandemic The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
, the video gaming industry bypassed many economic sectors by providing a means of compensating for the physical isolation imposed by the lockdown, transforming it into an increasingly important economic sector within the global economy. The number of female viewers has been growing in esports, with an estimated 30% of esports viewers being female in 2013, a significant increase from 15% the previous year. However, despite the increase in female viewers, there is not a growth of female players in high level competitive esports. 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''. Current all-female esports teams include Frag Dolls and PMS Clan.


Gambling

Gambling on esports matches have historically been illegal or unregulated by major markets. This created a
black market A black market is a Secrecy, clandestine Market (economics), market or series of transactions that has some aspect of illegality, or is not compliant with an institutional set of rules. If the rule defines the set of goods and services who ...
via virtual currency. In places where esports gambling is not officially recognized, the lack of regulation has resulted in match-fixing by players or third parties, and created issues with underage gambling due to the draw of video games. Some games allow bets in their in-game currency, while third-party gambling platforms will often take bets placed using virtual items earned in games. In esports gambling, most bets and odds are structured in the same way as traditional sports. 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 numerous innovative ways to make bets, which are based on in-game milestones. For example, League of Legend bettors may place their money on which team/champion will take the "First Blood". Esports gambling in the United States has been illegal under the federal Professional and Amateur Sports Protection Act of 1992 (PASPA). The Act prevented all but five states from allowing gambling on sporting events. 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 The Heisman Memorial Trophy ( ; also known simply as the Heisman) is awarded annually since 1935 to the top player in college football. It is considered the most prestigious award in the sport and is presented by the Heisman Trophy Trust followin ...
winner or
NFL Draft The NFL draft, officially known as the Annual Player Selection Meeting, is an annual event which serves as the most common source of player recruitment in the National Football League. Each team is given a position in the drafting order in reve ...
which are considered as legal. 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 along with competitive sports and dog racing. With the
Supreme Court of the United States The Supreme Court of the United States (SCOTUS) is the highest court in the federal judiciary of the United States. It has ultimate appellate jurisdiction over all Federal tribunals in the United States, U.S. federal court cases, and over Stat ...
'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. 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. Without PASPA, interstate gambling on esports would be still be limited by the
Federal Wire Act The Interstate Wire Act of 1961, often called the Federal Wire Act, is a United States federal law prohibiting the operation of certain types of betting businesses in the United States. It begins with the text: Several legal opinions and rulin ...
, preventing users from betting on national esports events outside of the state. 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. By the end of 2019, the state of
New Jersey New Jersey is a U.S. state, state located in both the Mid-Atlantic States, Mid-Atlantic and Northeastern United States, Northeastern regions of the United States. Located at the geographic hub of the urban area, heavily urbanized Northeas ...
approved esports betting, just in time for the finals of the LoL Worlds Cup 2019 final match, which had over 4.000.000 spectators. The esports gambling industry has attracted criticism because of its target audience. As a large part of the esports audience is underage, governments and regulators have expressed skepticism regarding the market and the possibility of underage gambling. Additionally, gambling platforms have received criticism for their integration with the larger esports industry. Esports platforms regularly sponsor professional esports teams, as happened with the contract between Betway and PSG.LGD team (
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve Corporation, Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created Mod (video gaming), mod for Blizzard Entertainment's ''War ...
) in August 2019.


Data analytics and machine learning

With the growing popularity of
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
in data analytics, 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 ''League of Legends'' (''LoL'', commonly referred to as ''League'', is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by ''Defense of the Ancients'', a Mod (video games), custom map for ''Warcraf ...
alone had a reported 100 million active monthly players worldwide in 2016 and an average of 27 million League of Legends games played per day reported in 2014), 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. In 2018, the DotA team
Team Liquid Team Liquid is a multi-regional professional esports organization based in the Netherlands that was founded in 2000. They signed their first professional players with the release of '' StarCraft II: Wings of Liberty''. In 2012, Team Liquid acq ...
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.


Game cancellations

As more esports 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 esports 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 to recognize that their career was no longer viable, and expressed outrage and disappointment at Blizzard's decision.


Media coverage


News reporting

The main medium for esports coverage is the Internet. In the mid-2010s, mainstream sports and news reporting websites, such as ''
ESPN ESPN (an initialism of their original name, which was the Entertainment and Sports Programming Network) is an American international basic cable sports channel owned by the Walt Disney Company (80% and operational control) and Hearst Commu ...
'', ''Yahoo!'', ''Sport1 (Germany), Sport1'', ''Kicker (magazine), Kicker'', and ''Aftonbladet'' started dedicated esports coverage. 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. Prominent casters for ''StarCraft II'' include Dan "Artosis" Stemkoski and Nick "Tasteless" Plott. However, the impact of
COVID-19 pandemic The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
affected how esports were covered in addition to the sports themselves. Notably, ''ESPN'' dedicated esports coverage was shuttered in November 2020 as the network refocus on more traditional sports, though said they would still have some coverage of esports events. 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". Richard Tyler Blevins, better known as "Ninja (streamer), 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''.


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. Dreamhack Winter 2011 reached 1.7 million unique viewers on Twitch. 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. Another major streaming platform was
Major League Gaming Major League Gaming Corp. (MLG) was a professional esports organization based in New York City. Founded in 2002 by Sundance DiGiovanni and Mike Sepso, MLG held official video game tournaments throughout the United States and Canada. The ''Boos ...
's MLG.tv. 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. The 2014 ''Call of Duty: Ghosts'' broadcast at Major League Gaming, MLG's X Games event drew over 160,000 unique viewers. 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. In January 2016, MLG was acquired by Activision Blizzard.
YouTube YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
also relaunched its livestreaming platform with a renewed focus on live gaming and esports specifically. For The International 2014, coverage was also simulcast on
ESPN ESPN (an initialism of their original name, which was the Entertainment and Sports Programming Network) is an American international basic cable sports channel owned by the Walt Disney Company (80% and operational control) and Hearst Commu ...
's streaming service ESPN3. 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.


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", and DreamHack's Tomas Hermansson said "esports have [been proven] to be successful on internet streaming [services]." On the night before the finals of The International 2014 in August, ESPN3 broadcast a half-hour special profiling the tournament. 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. 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. In September 2015, Turner Broadcasting System, Turner Broadcasting partnered with William Morris Endeavor, 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, was simultaneously streamed on online streaming websites and TBS (U.S. TV channel), TBS on Friday nights. In January 2016, Activision Blizzard, publishers of the ''Call of Duty'' and ''StarCraft'' series, acquired
Major League Gaming Major League Gaming Corp. (MLG) was a professional esports organization based in New York City. Founded in 2002 by Sundance DiGiovanni and Mike Sepso, MLG held official video game tournaments throughout the United States and Canada. The ''Boos ...
. In an interview with ''The New York Times'' about the purchase, Activision Blizzard CEO Bobby 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. TV 2 (Norway), 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''. 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. 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. 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 (company), ESL, Activision Blizzard, Twitch,
YouTube YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
,
ESPN ESPN (an initialism of their original name, which was the Entertainment and Sports Programming Network) is an American international basic cable sports channel owned by the Walt Disney Company (80% and operational control) and Hearst Commu ...
, and FIFA to help determine how to track and monitor audience sizes for esports events. 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 ESPN (an initialism of their original name, which was the Entertainment and Sports Programming Network) is an American international basic cable sports channel owned by the Walt Disney Company (80% and operational control) and Hearst Commu ...
and American Broadcasting Company, ABC broadcast rights to the Overwatch League and Overwatch World Cup, starting with the playoffs and continuing with future events.


See also

* Gamer * Fantasy sport * International Esports Federation * Doris Self (recognised in 2007 by Guinness World Records as the oldest video game competitor) * Video game culture * Phygital sport


References


External links


Official website of the International Esports Federation (IESF)website of the Global Esports Federation (GEF)Official website of the European Esports Federation (EEF)The Rise of Competitive Gaming & E-Sports
Video produced by ''Off Book'' {{Authority control Esports, Video game culture Team sports Individual sports