Esports: Difference between revisions
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* [http://www.gamepark.cz/Esports.asp GamePark.cz (Czech Republic)] |
* [http://www.gamepark.cz/Esports.asp GamePark.cz (Czech Republic)] |
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* [http://ingame.de/section.php?id=7 ingame.de (Germany)] |
* [http://ingame.de/section.php?id=7 ingame.de (Germany)] |
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* [http://www.pantheones.com Pantheon eSports ( |
* [http://www.pantheones.com Pantheon eSports (Australia)] |
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* [http://www.proplay.ru/ ProPlay (Russia)] |
* [http://www.proplay.ru/ ProPlay (Russia)] |
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* [http://www.readmore.de readmore (Germany)] |
* [http://www.readmore.de readmore (Germany)] |
Revision as of 09:28, 8 December 2006
Electronic sports, abbreviated e-sports or eSports, is used as a general term used to describe computer and video games that are played as competitive sports. Less popular terms include competitive gaming, cybersports, cyber athletics (used by the CPL) and V-Sports (used by the GGL)
Games which are considered e-sports normally belong to the first-person shooter, real-time strategy, or sports game genres. They are played competitively at both amateur and professional levels.
Playing e-sports
Over the Internet
The easiest way to play an e-sports match is over the Internet. General online play is subject to the lessened ability to detect cheating and the more unpredictable network latency not being the ideal environment for high level competition; however, due to its convenience, even players who are used to LAN games use Internet games for fun and practice.
Usually clans will need to contact each other prior to matches. Internet Relay Chat is very popular for doing this due to the ability for each clan, league, or other gaming related organisation to set up its own chat channel on the network, making them easy to find. IRC has become so popular among gamers that the largest IRC network is Quakenet, a network originally created for players of the first-person shooter Quake and now used by players of many different games. The matches are then carried out on the server according to the rules of the leagues the teams are familiar with.
Popular online leagues include Cyberathlete Amateur League, CyberEvolution, ClanBase, and the Electronic Sports League.
Over a local area network
Playing over a LAN has a number of advantages: the network conditions are much better suited to playing computer games than on the Internet, and when the competitors are in the same building it is a lot harder to cheat without someone knowing (at professional events administrators will normally be present to ensure fair play). It is also a much more social atmosphere. Due to the advantages of LAN many gamers organise LAN parties or visit LAN centres and major tournaments are almost always conducted over LANs.
Professional e-sports
The history of professional e-sports
Professional events have grown dramatically since the first tournament in 1997. At the "Red Annihilation" tournament in May of that year, Quake co-creator John Carmack promised his own red Ferrari 328GTS convertible to the winner. In June of that year Angel Munoz launched the first professional sports league for computer gamers, known as the Cyberathlete Professional League or CPL. Since then, the attendance and size of the venues for these events has grown greatly, and now thousands of spectators connect over the internet to watch the final matches. The prizes are also larger; in 2005, the CPL paid out a total of US$1,500,000 in cash prizes.
The CPL has remained a pioneering force in e-sports and in 2005 moved to a World Tour format. The 2005 World Tour focused on the one-on-one deathmatch game Painkiller and had a total prize purse of $1,000,000. The winner of the CPL Grand Finals event, Johnathan "Fatal1ty" Wendel, went home with US $150,000 - the largest cash prize in e-sports history.
The most widely recognized professional tournaments are those run by the Cyberathlete Professional League, the World Series of Video Games, the World Cyber Games, the World e-Sports Games, and the Electronic Sports World Cup. The prize money for these events is mostly provided by the large technology corporations who sponsor the events; these same companies also sponsor many of the teams. A team sponsorship usually includes travel expenses and whatever equipment the company produces. It is now commonplace for mainstream news to cover these events.
Professional teams and the introduction of player contracts
In e-sports, what was once traditional clans have now grown out to be professional organizations, much like for instance a professional football club, rather than just a social group of players. By contracting players and sponsors, and facilitating for the players, they hope they leave their mark on the e-sports world and its fans. Many clubs have contracted players for multiple teams and for different games, spreading their chances and their name. This also relieves players of the managing tasks, so they can rather focus on gaming.
On February 1 2003 SK Gaming became one of the first clubs in FPS gaming to legally bind players to their clan.[1] The specifics of their contracts are not disclosed; however, it is known from interviews that the contracts include a salary, which according to interviews was not large by itself, but the players are also entitled to shares of prize money.
SK-Gaming also set another precedent regarding contracts. On May 19 2003 they were the one of the first FPS teams to receive a fee for a player transfer after rival team "NoA" bought Norwegian SK player Ola "elemeNt-" Moum out of his contract.[2]
After the introduction of contracts and transfers, a lot of clubs have also started to sell merchandise including gaming equipment and even clothing. This fast growing industry generates important income for the clubs, allowing them to send more teams and players to tournaments around the world.
Main e-Sports Titles
Traditionally, each genre has one specific dominant game that major tournaments and players feature and focus on. These games are subject to change per season, depending on which tournaments adopt which games for each year. The trends for global e-Sports in previous years are listed below.
2006
- Counter-Strike - Tactical Team FPS (5vs5, PC)
- Quake 4 - DeathMatch FPS (1vs1, PC)
- Warcraft III: The Frozen Throne - Real-Time Strategy (1vs1, PC)
- FIFA 06 - Sports (1vs1, PC)
- Project Gotham Racing 3 - Racing (1vs1, Xbox 360)
- Dead or Alive 4 - Fighting (1vs1, Xbox 360)
2005
- Counter-Strike - Tactical Team FPS (5vs5, PC)
- Painkiller - DeathMatch FPS (1vs1, PC)
- Warcraft III: The Frozen Throne - Real-Time Strategy (1vs1, PC)
- FIFA Football 2005 - Sports (1vs1, PC)
- Need for Speed: Underground 2 - Racing (1vs1, PC)
- Dead or Alive Ultimate - Fighting (1vs1, Xbox)
2004
- Counter-Strike - Tactical Team FPS (5vs5, PC)
- Unreal Tournament 2004 - DeathMatch FPS (1vs1, PC)
- Warcraft III: The Frozen Throne - Real-Time Strategy (1vs1, PC)
- FIFA Football 2004 - Sports (1vs1, PC)
- Project Gotham Racing 2 - Racing (1vs1, Xbox)
Media coverage
The main medium for e-sports coverage is the Internet. E-sports websites generally focus on professional tournaments and the top level amateur games, leaving the other games to be covered by the leagues themselves or smaller game-specific community websites if at all.
Mainstream coverage in North America and Europe has increased, and more mainstream news websites are starting to regularly provide some coverage of the major events with occasional television coverage. In South Korea, e-sports and events are regularly televised. The most frequent games in South Korean e-sports are the real-time strategy games StarCraft and Warcraft III. The South Korean scene is often cited as an example of popularised e-sports by those who would like to see a similar level of popularity in the west. In Germany, NBC Europe hosts an e-sports show named GIGA eSports, which is aired twice every week. Most Western televised e-sports coverage, however, takes place through webcasts by stations like the Team Sportscast Network and Radio iTG.
Websites such as GotFrag, and Amped eSports are among the largest gaming communities, news, and e-sports resource websites in North America. Such websites provide coverage for several games, which include Counter-Strike, Quake 4, Counter-Strike: Source, Call of Duty 2, Warcraft 3 and many more. These large websites often attend events worldwide in order to provide tournament and gaming coverage.
Although many of these e-sports coverage sites include community interaction, many of the large European sites such as SoGamed and ESReality have defined themselves with this approach, and these were among the first sites in the e-sports scene to utilise features such as community polls, submitted news, detailed profile pages for registered users. For one example, ESReality almost completely runs on community submitted content.
External links
Associations
- ESB (Germany)
- KeSPA (Korea)
- ESB (Netherlands)
- CyberGaming Association Singapore (Singapore)
- SEA (Sweden)
Major tournaments
- CPL, Cyberathlete Professional League
- ESWC, Electronic Sports World Cup
- KODE5, Global Gaming Revolution
- WCG, World Cyber Games
- WEG, World E-Sports Games
- WSVG, World Series of Video-Games
Media coverage: news articles and features
Media Coverage: local news articles and features
- Catch-Gamer (Norway)
- CGA (China)
- CyberFight (Russia)
- ESBR, Electronic Sports Overview (Brazil)
- Electronic Sports Planet (Portugal)
- E-Sports Australia (Australia)
- eSportsUK (United Kingdom)
- Expert Gaming (Norway)
- FragBite (Sweden)
- Gamelux (Netherlands)
- GamePark.cz (Czech Republic)
- ingame.de (Germany)
- Pantheon eSports (Australia)
- ProPlay (Russia)
- readmore (Germany)
- Replays.net (China)
- UKCT (United Kingdom)
Media coverage: Internet radio and video
Media coverage: local Internet radio and video
- Expert Gaming Radio (Norway)
- NeoTV (China)
- Gamer-FM (Germany)
- GIGA TV (Germany)
- GamesFM (Netherlands)
- Gamestah Networks (Australia)
- EGLN, Electronic Gaming Live Network (North America)
Online leagues (North America)
Online leagues (Europe)
Professional Teams
- ALTERNATE aTTaX (Germany)
- Complexity Clan (United States)
- Evil Geniuses (Canada)
- Four Kings (United Kingdom)
- H2k-Gaming (Netherlands)
- MeetYourMakers (Denmark)
- Mousesports (Germany)
- mTw (Germany)
- Ninjas in Pyjamas (Sweden)
- OCRANA (Germany)
- Pentagram G-Shock (Poland)
- Serious Gaming (Netherlands)
- SK-Gaming (Germany)
- Team 3D (United States)
- Team Fnatic (Australia)
- Team NoA (Denmark)
- wNv-Gaming (China)