E-sport, a sport in its own right?

E-sport is not just about playing video games

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Close-up Shot of Professional Gamer Plays in MMORPG/ Strategy Video Game on His Computer. He's Participating in Online Cyber Games Tournament, Plays at Home, or in Internet Cafe. He Wears Glasses and Gaming Headsets.
Close-up Shot of Professional Gamer Plays in MMORPG/ Strategy Video Game on His Computer. He's Participating in Online Cyber Games Tournament, Plays at Home, or in Internet Cafe. He Wears Glasses and Gaming Headsets.

E-sport is not just about playing video games. In recent years, the biggest events have taken place in concert halls or stadiums in front of thousands or even millions of viewers. At the beginning of September 2017, at the Accor Hotels Arena in Paris, the final of the League of Legends competition took place. An event which brought together thousands of people. Each competition benefits from a communication that highlights the players and coaches.

If E-sport has only recently taken on this dimension, it is thanks to two players in the field. It allows the competitions that take place every day to be broadcast worldwide, reaching a large audience. The second is Riot Games, publisher of the League of Legends game, one of the most played titles in the world. The latter established in 2013 a regular championship, similar to the NBA championships in the United States. Riot meets every week with its fans, to see the best teams compete against each other, whose players receive a salary and who can thus live off their passion.

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Who practices Esports?

E-sport is accessible to everyone and on all media, at home in front of their console, their computer, during e-sports events, but also on smartphone or tablet. Competitive video games are many and varied, in their style and in the difficulty of handling. “Faceit boo But the rise of e-sport and the proliferation of tournaments with increasingly important rewards have led to the creation of semi-professional and professional teams.

Mimicking sports structures, the teams bring together players on one or more games, as well as coaches, strategic analysts, and even commentators for the live broadcast of matches. They are sponsored by IT brands, such as Intel or Orange. If these structures have existed since the end of the 90s in South Korea, a pioneer nation of E-sport, France is no exception. Large teams exist like Millennium, AAA (Against All Authority), LDLC or even more recently the Paris Saint-Germain football club which has also invested in a professional team.

An important financial stake

With technological advancement and millions of monthly listeners and spectators. E-sport has succeeded in anchoring itself in mentalities. It has also managed to develop enough to allow the most ambitious to be able to live off it today. It is very likely that in the years to come, E-sport will enter a new dimension by integrating the Olympic Games.

Here are some figures relating to the importance in E-sport:

  • The Cash Prize for the first season of League of Legends Worlds (2011) was $ 99,550 compared to $ 6,700,000 in 2017.
  • As of November 23, 2016, they are 277 professional players to win from $ 100,000 to $ 50,000 annually.
  • 593,439 people were simultaneously logged into Counter Strike Global Offensive during ESL One Katowice 2015.
  • 245,000 people gathered on Twitch for the first live performance of world-famous Korean player, Faker.
  • The absolute record for simultaneous listeners on the Twitch platform is held by the ELEAGUE Major grand Final. It’s a Counter-Strike competition that brought together 1,026,000 people simultaneously
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