Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Current situation of Electronic Sports
Current situation of Electronic Sports
Current situation of Electronic Sports
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Current situation of Electronic Sports
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.
Tzemach, Gayle. “Blood and Gore Onscreen”. Violence Invades Video Games. 1 December 2001. ABC News. 19 March 2002. http://abcnews.go.com/sections/tech/dailynews/internetgames981201.html
Taylor, T. L. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Cambridge, MA: MIT, 2012. Kindle AZW file.
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 lives 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.
As soon as the video game world pressed the start button on their business, they never stopped playing. Like any video game, they hit major checkpoints and beat levels. From Pac-Man with joysticks to Angry Birds on iPads, the video game industry has a consistent history of success. Today, everyone knows someone who plays or has played a video game. New games and gaming consoles are constantly being advertised and released. They are even an entertaining method of keeping people up with the growth of technology. According to Melissa Terlecki, a psychology professor, “Involvement and experience with current computerized technologies…is important to provide both men and women…Because computer video games are a seamless lead-in to the technological age, those who are not playing may be at a disadvantage.” However, as the industry got more and more successful, its target audience became narrower. Since boys were playing their games more often, the industry started focusing on its male buyers. Games were designed that made men the dominant characters and disregarded women. However, industries didn’t realize that by doing this, it was losing a huge part of its business: female gamers. This was doing more harm to the industry’s economics than good. Sexism in video games is a prevalent problem and is economically harmful because it steers girl gamers away from the video game industry.
Griliopoulos, Dan. "The State of Indie Gaming." TechRadar. Future, 12 Nov. 2012. Web. 21 Mar. 2014. .
BBC Supergamers showed us many risks and sacrifices of being a professional gamer. BBC Supergamers represented many ideas of sacrifices and risks throughout the documentary. In this documentary, we see that professional gamers
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
The gamer’s limits are being tested each time they start a gaming session. "I think the way that you look at e-sports is that it's a very competitive skillset and you look at these professional gamers and the reflexes are lightning quick and they're having to make very quick decisions on the fly. When you look at their 'actions per minute', they're clearing over 300."
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In this meeting, Andrew Wong happily proclaims his love for video games. At 23 in the military, with his own house and eccentric personality, he plays every weekend. He’s even into comic books and all the latest hit TV shows—he enjoys the witty humor and is enticed by the creativity. “Nevertheless,” he says, “my best memories lie with video games.” As his fellow co-workers claim, he’s the ultimate nerd.
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.
It used to be that computer games were for kids, or grown-up "techies." While kids were just out to have fun, grown-ups played for entertainment or pride; being good at a game garnered respect from other gamers. Gradually, the gaming world broadened with the advent of adult themed games, the Internet, and the phenomenal growth of the personal computer. Today, the gaming market has a wide range within its audience. Children, even infants, are even encouraged to play educational games on their computer. Adults can log on for a quiet game of online chess or hearts, or role-playing game, or if their blood is a little thicker, a first-person shooter. The variety of experiences to be had by the online gamer is astounding. Role-playing games can have hundreds if not thousands of players, all playing simultaneously. Internet based games make it easier than ever to find a level of competition suitable for any player. With this newfound prevalence of gaming and gamers, a new market has emerged. This market centers not upon the makers of these games, but upon the players themselves and attaches real, monetary values to their virtual accomplishments. As this revolution draws near, what does gaming stand to lose or gain from its development as a financial enterprise, facilitated by its newfound popularity? This paper analyzes the impact of financial import in gaming from technological, legal, and ethical points of view.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
If gamers were in the midst of a hurricane-related evacuation, they would go back to get their consoles; that is how much they love gaming. They love their 4K clarity consoles, their customized controllers, their limited-edition games and everything related to gaming. To have this love as their career is almost as living on cloud nine for the rest of their lives. With technology renewing and becoming obsolete by the second, gaming has evolved more than ever. As technology improves, it gives way to more job opportunities to emerge. The same is true with gaming. With the rise of this empire, gaming is still viewed as a mere hobby and not a healthy one at that. This is an important issue in our world today and it is definitely keeping a large