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eSports: The most popular official game in the world.

201421579 Myung No Hun

What is your hobby? These days, most of people enjoy playing games than
playing outdoors. Regardless of age, many people play video games and play game
in gaming caf. Those are the trend of todays cultural activity. Also, this trend makes
eSports as a booming industry. eSports is games or activities played on a computer
or console often involving an internet connection. Unfortunately, eSports is not
accepted from the older generation. Traditional sports are active while eSports is just
playing game. The game industry has been on the roll recently with competitions and
tournaments being held all over the world. Such as soccer and baseball, eSports is
an official sport and it ought not to treat as waste of time.

First Sports has biggest market. For example, In South Korea, stadiums once
used to host football matches at the 2002 FIFA World Cup are now frequently
packed to capacity with eSports fans, looking on as a new generation of heroes
wields keyboard and mouse (Young, 2016). The eSports global audience grew from
204 million to 292 million between 2014 and 2016 a 43% increase in just two years
and it's projected to exceed 427 million around the world by 2019 (Young, 2016).
Global revenue in the eSports industry rise from $194 million to $463 million in the
same period a 239% increase and is expected to smash $1 billion by 2019 (Young,
2016). eSports has taken hold of young audiences all around the world from the
Americas to Europe and Asia.

Second reason is that eSports has a factor of sports. In South Korea, the
groups of teenagers are leaving education early to train to become professional
eSports players (Hewitt, 2011). This trend occurs in athlete world. For example, the
student who wants to be an athlete in Korea give up school already and concentrate
on the exercise what they have to. Korean League of Legends eSports teams on the
share prices of their main sponsors and parent company, namely, the CJ
Corporation, Korean Air, the Kt Corporation, Samsung Electronics Co Ltd and SK
Telecom. Michal Blicharz is a former judoka who has many roles in eSports from
competitor to referee to coach. He now organizes e sports events around the world.
There are many tournaments you have to climb up a ladder to eventually compete
with the best. In terms of training you have to put in the same amounts of hours,
perhaps even more in e sports. You study strategy, technique and opponents. All the
elements are there the excitement, the adrenalin, players crying tears of sorrow
and joy (Borg, 2015).
Finally, eSports make the game steady seller. Not only book and food but
also game can be spotlighted for a long run. For example, one of the reason that
soccer has become worldwide sports is continued interest from past to present. In
eSports, a popular real-time strategy computer game, Starcraft has been popular
game in Korea. Originally released in the United States by Blizzard Entertainment,
Starcraft became popular in Internet cafes throughout South Korea in 1998(Giffod,
Jeff, 2011). The game cafes fostered competition and spectatorship. As the
phenomenon grew, competition became tournaments and leagues; spectators
became fans and community. Dedicated television channels broadcast Starcraft
matches in South Korea. This has fostered a complex supporting infrastructure of
professional leagues, teams, and superstars. Furthermore, more than a decade after

its release, Blizzard Entertainment has released a sequel (Starcraft 2) with intentions
of furthering it as an electronic spectator sport (Cheung, Huang, 2011).

The term eSports often conjures a picture of an unhygienic, overweight,


pasty-faced boy sitting in the dark in front of a computer screen and considering
game player as social misfit. However, this stereotype is often far from the truth, and
eSports have evolved into a highly social, widely known activity. Global contests
such as the Major League Gaming series in the United States feature thousands of
people coming together from all over the world to socialize, observe and play
professional games. In the other words, everything has advantage and
disadvantage. As personally and socially, we change the perspective of gaming and
game industry.

To sum up, eSports is the most popular sports in these days. a booming
industry, steady seller maker and as sports. eSports has huge fans. The game
League of Legends by Riot Games has been a driving force behind the promotion of
electronic sports. Tournaments are constantly held throughout the year, with the
professional teams from all over the world meeting fans at the venues with room for
tens of thousands of people to watch them play live (Hope, 2016). Just like a FIFA
World Cup, I hope eSports to be accepted an official sports.

Reference
1. Borg, OJ. There are tournaments, you have to climb up a ladder to eventually
compete with the best. In terms of training you have to put in the same amounts of
hours, perhaps even more in e sports. You study strategy, technique and opponents.
All the elements are there the excitement, the adrenalin, players crying tears of
sorrow and joy. http://www.bbc.co.uk/guides/zygq2hv. 2015. Web. 11 Dec. 2016
2. Cheung, Giffod, Huang, Jeff, starcraft from the stands: understanding the
game spectator. Canada: ACM New York, NY, USA, 2011. Web. 11 Dec. 2016

3. Hewitt, Elliot. Will eSports Ever Become Widely Accepted as Official Sports and
How Will They Affect the Way We Entertain Ourselves If They Do. Computer for
Everyone, 2011, 81. Web. 11Dec. 2016

4. Hope, Alex. The Evolution of the Electronic Sports Entertainment Industry and its
Popularity.http://commerce3.derby.ac.uk/ojs/index.php/c4e/article/viewFile/90/67#pa
ge=88. 2016. Web. 12 Dec. 2016

5. Young, Henry. Seven-figure salaries, sold-out stadiums: Is pro video gaming a


sport? http://edition.cnn.com/2016/05/31/sport/esports-is-professional-gaming-a-

sport/. 2016. Web. 11 Dec. 2016