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'''E-sports''' is the abbreviation of 'electronic sports'. Also called '''professional gaming''' and '''cybersports''', it involves teams or players competing in tournaments or leagues organized for purposes of promoting a [[video game]] or entertaining a mass audience. A good example of popular games in e-sports is [[Starcraft]].
{{Image|LGD Gaming at the 2015 LPL Summer Finals.jpg|Right|250px|An eSports team playing on stage at the final round of a tournament}}
'''E-ports''' or eSports is the abbreviation of 'electronic sports'. Also called '''professional gaming''' and '''cybersports''', it involves teams or players competing in tournaments or leagues organized for purposes of promoting a [[video game]] or entertaining a mass audience. A good example of popular games in eSports is [[VALORANT (video game)]].


===Notes===
eSports teams typically consist of starting players, substitute players, coaches, and managers. Outside of tournaments or leagues, teams commonly practice in scrimmages, also called "scrims," in order to practice. In order to improve their skills, coaches also lead teams in VOD (Video On Demand) reviews; during a VOD review, teams watch recorded footage of their gameplay while their coaches point out mistakes or good plays. VOD reviews where players watch other teams' strategies can also be conducted.
{{reflist}}
 
Leagues are often broadcast online with sportscasters commentating over gameplay. Many eSports teams encourage or require their players to stream their solo practice as well. Large league championships often host in-person viewing events in stadiums or theaters so spectators can watch teams play live.
 
eSports have risen in popularity since their creation. In 2017, the eSports market generated 1.2 billion dollars in revenue. eSports worldwide generated a revenue of 3.8 billion dollars in 2023, and is projected to generate 4.2 billion dollars in 2024 <ref name=revenue />. Sports betting remains the biggest portion of eSports revenue, and other channels include sponsorships, streaming, and team/player merchandise. In 2024, eSports viewership totals about 640 million people <ref name=viewers />.
 
==References==
<references>
<ref name=viewers> [https://www.demandsage.com/esports-statistics/ eSports Statistics In 2024 (Viewers, Growth & Forecast)] by Rohit Shewale on demandsage, published on January 18, 2024.
</ref>
<ref name=revenue> [https://www.statista.com/outlook/amo/esports/worldwide#revenue Esports - Worldwide] published by Statista in 2024.
</ref>
</references>[[Category:Suggestion Bot Tag]]

Latest revision as of 11:01, 9 August 2024

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An eSports team playing on stage at the final round of a tournament

E-ports or eSports is the abbreviation of 'electronic sports'. Also called professional gaming and cybersports, it involves teams or players competing in tournaments or leagues organized for purposes of promoting a video game or entertaining a mass audience. A good example of popular games in eSports is VALORANT (video game).

eSports teams typically consist of starting players, substitute players, coaches, and managers. Outside of tournaments or leagues, teams commonly practice in scrimmages, also called "scrims," in order to practice. In order to improve their skills, coaches also lead teams in VOD (Video On Demand) reviews; during a VOD review, teams watch recorded footage of their gameplay while their coaches point out mistakes or good plays. VOD reviews where players watch other teams' strategies can also be conducted.

Leagues are often broadcast online with sportscasters commentating over gameplay. Many eSports teams encourage or require their players to stream their solo practice as well. Large league championships often host in-person viewing events in stadiums or theaters so spectators can watch teams play live.

eSports have risen in popularity since their creation. In 2017, the eSports market generated 1.2 billion dollars in revenue. eSports worldwide generated a revenue of 3.8 billion dollars in 2023, and is projected to generate 4.2 billion dollars in 2024 [1]. Sports betting remains the biggest portion of eSports revenue, and other channels include sponsorships, streaming, and team/player merchandise. In 2024, eSports viewership totals about 640 million people [2].

References

  1. Esports - Worldwide published by Statista in 2024.
  2. eSports Statistics In 2024 (Viewers, Growth & Forecast) by Rohit Shewale on demandsage, published on January 18, 2024.