Soon, no one can deny the immense reach and influence of eSports, in the name of a true sport.
The world famous magazine The Guardian calls e-sport 2.0. They have their own very sensible reasons for making that name, the most obvious: because Sports 2.0 goes hand in hand with the rise of technology.
Digitization has transformed the world, changing the way we shop with online shoping, the way we talk – with chat and video calls, the way we date – with apps like Tinder, with how we race. send – using social media as a tool to appeal to the masses. The old sports can not help but follow the trend: we have a great World Cup or also a lot of trouble, with the arrival of VAR technology.
In all the examples above, we see one thing in common is “how technology enhances every aspect of life experience”. But sport has a special feature of its own.
eSports are made up of a series of video games, organized into big events with the participation of professional gamers. The size will depend on the coverage of the game, on how much sponsors and game developers can afford. It can range from a small “grass league” level – local to international – world tournaments. Now it also appears as the official sport of the continental sport tournament, I’m talking about ASIAD.
Young people, who are always attached to technology and technology progress, definitely affirm eSports as a sport. But older people in society will not easily accept (and believe that) playing a computer screen, clicking a mouse and keyboard or holding a digital gamepad, as a sport.
But the numbers don’t lie. They will be the best evidence for any individual to see the rise of eSports in the modern world. The game has been and will become a cultural identity of humanity.
This is data from the eSports Champion, with viewer data taken from statistical website Statista; Data about players, games and countries participating in eSports are taken from eSportsearnings.com, TeamLiquid.com, Newzoo and Twitch. The last time the data was updated was from February 2017.