Imagine that more than twenty years ago people didn’t even know about professional competitive gaming. They would never think that in the future eSport (electronic sport), would be growing up extremely fast. “Last year, tournaments awarded more than $15 million around the world, up from just over a $1 million a decade ago” (Holden 87) according to the statistics from the esportsearnings.com. Just think about it, the first place team can be guaranteed to get at least $1 million dollars, and this is the amazing amount of money for just playing the game. Now imagine that there several tournaments like that per year. Every competitive game has its own different tournaments. What if I told you that professional gaming organizations have a several teams and every player in the team is getting paid with a salary? People are getting paid only for just playing a game several hours per day. It’s not a secret that there already exist several professional gamers who already have become millionaires. The electronic sport is not an entertainment anymore; it has already became a professional environment that can give a career path for the people. It means that playing games is not a bad idea anymore. It shows that eSport has a future. The gamers not just nerds anymore because they are making more money than some employees can suggest to you. People of different ages are getting attracted by games and now they can make a profit from it. The competitive gaming has a lot of opportunities for players. It can suggest a career to the people now and not just a wasting of time for them. The eSport is raising an incredibly fast and the rise of the professional competitive gaming illustrates an approachable career path for gamers. There are a lot of di... ... middle of paper ... ...eSport has already started and it will become more popular, more attractive and more approachable to everyone in the near future. Works Cited Cheshire, Tom. “Career Gamers: Inside the World of Modern Professional Gaming.” Wired Magazine 6.11 (2011): 36-42. Academic Search Complete. Web. 13 April 2014. Costa, Dan. “Game On.” PC Magazine (May 2013): 6-9. Academic Search Complete. Web. 13 April 2014. DiChristopher, Tom. “Pro Gamers Story: Get Big, Burn Out, Retire Young.” CNBC, n.p. (2014). ProQuest Research Library. Web 13 April 2014. Miller, Holden. “Should Competitive Gaming Be On National TV? Experts Are Divided.” Kotaku Journal 161.6 (2013): 87-90. ProQuest Research Library. Web. 13 April 2014 Takahashi, Dean. “Get Serious! Computer Gamers Turn Pro.” Wall Street Journal – Eastern Edition 231.45 (2005). ProQuest Research Library. Web. 13 April 2014.
Hanna, Patrick. “Players. Not Games, Cause video game violence.” New Zealand Herald. New Zealand Herald, 27 July 2010. Web. 24 October 2011.
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
"Games: Improving the Economy." Entertainment Software Association. Entertainment Software Association. Web. 25 Oct 2013. .
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
Adams, Jill. “The Effects of Video Games.” LA Times [Los Angeles] 3 May 2010: 1+. Print.
“The objective of video games are to entertain people by surprising them with new experience” (Shigeru Miyamoto).Video games have been a leisure activity for many people around the world but for some people it has become a way of life. Video games help us escape everyday life and bring us to a land of imagination. That is why many people play video games because it is a great way to relieve stress. Video games have many benefits than just being fun. Not only are video games shown to have positive effects on the individual if used in the right manner, but it also helps to connect people with common interest; bring a sense of community. It is also a resourceful way to find a career path. The components
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby. It gives people an outlet to focus on, and can connect them with many others worldwide. It can teach and entertain at the same time, and can be a useful distraction at other times. In this essay then, closely examining the gaming hobby in comparison to other methods of entertainment will show that gaming is obviously the better method for using free time and connecting people.
Video games are not just simple, mindless forms of entertainment anymore; they can now teach, inspire, and provide the player with life skills, or the knowledge needed to start a successful career. Many games companies like Electronic Arts (EA) are changing the content of their games. The successful game franchise by EA, “The Sims” has developed games like “The Sims 2: Open for Business.” The focus of this game is to start a small business in a virtual world, and virtually run it. Video games have now even become a course in college. "Now games are a legitimate academic subject, with many university courses around the world offering degrees in video game design and development. And many game designers and researchers are seeing how games influence cognitive and other skills (par 2)." Students now have the option of exploring a career in gaming, which is very profitable in todays market. James Paul Gee, a video game programmer for Nintendo, explains what goes through the mind of someone playing "Pikmin." " As Gee writes, the game requires a great deal of focus, critical thinking, multitasking, and problem solving to succeed. Players must manage teams of characters, assign them tasks appropriate to their behavior patterns, guide them to work together smoothly, and strategist how to optimize resources such as virtual food. Yet, even a 6-year-old can play it. Imagine, teaching a first-grader pretty complex, real-time, problem-laden resource manage...
Taylor, T. L. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Cambridge, MA: MIT, 2012. Kindle AZW file.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.