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International Games Tournaments

Visitors cheer for international teams during the tournament of the computer game "League of Legends" on May 8, 2014 in Paris. Launched late in 2009 by American video game publisher Riot Games, "League of Legends" is a game in which teams of five players compete in a virtual arena, killing each other using different powers and equipments in the goal to capture the enemy base. According to Riot Games, more than 67 million people play each month, with peaks of more than 7.5 million concurrent players at peak hours. The game will last four days starting today. AFP PHOTO / LIONEL BONAVENTURE        (Photo credit should read LIONEL BONAVENTURE/AFP/Getty Images)

What is the e-sports?

With the evolution of the computer based games, eSports or electronic sports has become a great phenomenon. Keeping in view the great love and craze for the computer based games the tournaments are now organised all over the world. Just like major tournaments in other sports the international video games tournaments are now awaited events. Most usually, eSports take the type of organised, multiplayer video game competitions, especially between professional players. The e-sport craze cannot be confined to the professional players; the experience is equally there for the amateur players too. The most widely recognised video game genres associated with eSports are a real-time strategy, battling, first-person shooter (FPS), and multiplayer online battle arena (MOBA).

The renowned tournaments all over the world:

Tournaments, for example, the Evolution Championship Series, the League of Legends World Championship, The International, the Battle.net World Championship Series, the Intel Extreme Masters, and the Smite World Championship provide both live communicates of the competition and prize money and salaries to competitors.

The journey of international tournaments

The online and offline competitions are being organised for several years. This has flourished the culture that is promoting the video game passion, investment and spectatorship of such events have seen a large surge in prevalence from the late 2000s and early 2010s. While most of the tournaments around 2000 were played between amateurs, the rise of professional competitions and developing viewership now underpins a noteworthy number of professional players and teams, and numerous video game developers now incorporate features with their games designed to facilitate such competition.

The tournaments of battling games and arcade games:

The genre of battling games and arcade game fighters have likewise been well known in amateur tournaments, in spite of the fact that the battling game group has often distanced themselves from the eSports label. In the mid-2010s, the best titles featured in the professional competition were the multiplayer online games focusing on the battlefields like  Dota 2 and League of Legends, and the single player shooting experience like Global Offensive. Other games which contributed economically include Heroes of the Storm, Smite, Call of Duty, StarCraft II and Hearthstone.

 

South Korea has the best-established eSports organisations, authoritatively licensing genius gamers (a.k.a. cyber athletes) since the year 2000. Official recognition of eSports competitions outside South Korea has come somewhat slower. Alongside South Korea, most competitions take place in Europe, China North America. Although it has a large video game market, eSports in Japan is relatively underdeveloped, which has been attributed largely to its wide hostile to betting laws.

The global viewership of the games:

In 2013, it was estimated that approximately 71.5 million people all over the world enjoyed these tournaments. The increasing accessibility of online streaming media stages, especially Twitch.tv, has become central to the development and advancement of eSports competitions.

With the growth of these sports, the media also covers these events among other sports events. This has brought home economic benefits for the host countries.

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