Emergence of eSports

Emergence of eSports

Emergence of eSports

eSports has not been talked about for a long time. The number of competitions and public interest have grown a lot in recent years, but game disputes have existed for a long time.

The first organised competition known to exist dates back to 1972. That’s when Stanford University organised the Spacewar Intergalactic Olympics, a space combat game developed for the PDP-1 computer.

In 1980, Atari, the manufacturer that popularised video games, promoted a Space Invaders championship, which brought together approximately 10,000 participants. But it was from the 2000s onwards that things began to take on another dimension.

The graphics of games became better and better, but the real revolution was the spread of broadband around the world.

In South Korea, since the beginning of the millennium, eSports are officially considered competitive sports.

Today, it is precisely in Asia that the largest gamer market on the planet is located, with emphasis on China and Japan.

The Chinese, by the way, invested BRL 1 billion in a complex intended for the practice of electronic sports in the city of Hangzhou.

In the last ten years, growth has been exponential, and professional teams have multiplied, who pay their athletes to represent them in competitions.

How do eSports work?

As there are different types of games, there are different eSports competitions, each with its regulations, rules and particularities. After all, the logic of each game is different.

All this contributes not only to the fun of practitioners, but to heat up the market and open up new business and investment possibilities.

The main types of games played in competitions are real-time strategy, shooting and simulation of “real” sports such as football.

There are even professional football clubs that maintain eSport teams to practice the same sport in video games.

By the way, some of them are not limited to football games and participate in League Of Legends competitions and other games.

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