Broadcasted competitive gaming has been around since the beginning of arcade games when people were competing for the highest score on shows like Starcade back in 1982(Bell). However, in the past couple of years the competitive gaming world has exploded in growth with more games, more tournaments, more players, and bigger cash prizes. During this most recent November there were eight major tournaments for a multitude of games including League of Legends, Call of Duty, and Counter Strike: Global Offensive and some less competitive games such as Battlefield 4, FIFA 14, and Street Fighter. With over a five million people watching these tournaments it is clearly visible that there is a passionate and large group of people that want this competitive gaming scene to expand. With all the activity going on in only a month and with smaller tournaments running all the time it is clear to see that competitive gaming or more formally called eSports has become in such a small time. However, the important question is whether or not eSports should be considered an actual sport like Football, Soccer, or Basketball. According to a ruling by the Olympic Committee, League of Legends already is, and will be taking a place in the 2016 Olympics in Rio de Janeiro with other games being considered for the 2020 Olympics. Although there are those out that would like to dispute this ruling and say that eSports don’t meet the requirements of a traditional sport. A big argument has been conceived from the committee decision, but not all the arguments being used is valid and then there are those that. On the side that is for eSports to be considered among the tier of sports that is broadcast on televisions throughout the world. Nick Allen, Riot Games manager ... ... middle of paper ... ...same as a conventional sport. Still, the arguments used by both sides are well thought out and have a clear statement of why each one is right, with the exception of the neutral group who’s argument was invalidated by their grouping of youth. Works Cited Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013. Jack. "Main Menu." Play4Real. N.p., 13 July 2013. Web. 13 Dec. 2013. Vloet, Katie. "High-energy Video Games Shouldn't Replace Real Sports." High-energy Video Games Shouldn't Replace Real Sports. UMHS Public Relations, 2008. Web. 13 Dec. 2013. Whitford, Steve. "Gaming Is NOT a Sport." Do Gaming. N.p., 11 Jan. 2011. Web. 13 Dec. 2013 Wilhelm, Alex. "Working To Mature Its Esports Business, MLG Delivered 262% More Video To Its Fans In 2013." TechCrunch. N.p., 12 Dec. 2013. Web. 13 Dec. 2013.
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
Kent, S. (2001). The Ultimate History of Video Games. New York City, New York: Three Rivers Press.
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS. In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture; video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities.
The competitions that people most enjoy watching, such as football and boxing, have long been
Adams, Ernest W. "Will Computer Games Ever Be a Legitimate Art Form?" Journal of Media Practice 7.1 (2006): 67-77. Communication & Mass Media Complete. Web. 25 Oct. 2013.
The lights, sounds, the visuals many things come into our minds when we think of video games. It has been seen as a detrimental part of society and as a form of art. In current times some of the biggest events are from video games. Today’s youth in society cannot almost not be spoken of without video games being mentioned at one point. As a form of media that touches our society from young and old, it has a lot of controversy surrounding certain aspects of it.
Video games are a sport; they have the potential to rival if not dominate traditional sports in viewership alone on a professional level, and they challenge their players to the same extent as conventional sports. E-sports exist and are defined as such; the competitive play of video games as a commercial spectator sport. Yet despite this fact, many still foolishly believe it to be a farce, a sham, or even a mockery of so called actual sports like baseball, football, and soccer. These vacuous individuals are often, but not always, of the older generations often dismissing e-sports as the fatuous creation of the youth, but they are attached to their ancient ways of thinking, shackled by tradition. The definition of sport is an activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment. Although not quite as old as the great American pastime known as baseball, video games should still fall within the purview of this definition.
(Attention Getter) Since 1972 with the creation of pong, video games have been one of the leading ways to spend free time around the world. (Link to Audience) With the creation of all sorts of different
As technology advances, new and creative forms of entertainment immerge from these advancements. One form that has grown immensely in popularity over the past dozen years has been video games. Taking form nearly four decades ago, video games have been one of the major embodiments of the growth of entertainment technology. Today, video games have taken many shapes, from the general PC and console games to special applications that can be found on social networks and even millions of cell phones around the world.
... spend a huge amount of time working on strategy. Esports players may sit in front of a computer screen for 14 hours a day and you may think they are unhealthy, well on the contrary most of them work out too stay healthy because a healthy body leads to a healthy mind which is the most important tool in esports. Esports athletes have incredible reaction times and esports players can make more than 300 actions per minute, which takes multitasking to a whole new level. Their technique must be impeccable otherwise they will get crushed the strategy based game known as LOL. All the game is strategy and macro play. Every esports event held for LOL has around 10 team competing twice a week. That is 20 games a week versus another team. They sure as hell do have opponents. They have everything that falls under the category of every other sport. So why isn’t it recognized?
Videos games are no longer played solely for fun, but also turning into a new way to make money. There is a new, up and coming world that many people are not aware of, and that is the world of competitive gaming.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.