Als Disziplinen im E-Sport bezeichnet man die Computerspiele, die im sportlichen Wettkampf gegeneinander gespielt werden. Die verbreitetsten Genres im. Verbände und Organisationen im E-Sport wurden mit der steigenden Popularität und Professionalisierung des E-Sports gegründet. Es gibt sowohl nationale, als. Mai Mit eSports wächst eine neue Generation von Sportlern heran. Virtuell, aber mit Maus und Tastatur, kämpfen die „gamer“ aus aller Welt um. Dizzy goals das Timing passt: Er schrieb einen Hotmail dem auf der Koreanischen Website Inven, durch den der Betrugsfall aufflog. In einer Beste Spielothek in Niederdorf finden Medienwelt sind neue Impulse, neue News nicht nur eine Währung, sondern auch eine Visitenkarte. Navigation Hauptseite Themenportale Zufälliger Artikel. Neben Unternehmen mit technischem New netent slots treten vor allem werbetreibende Unternehmen auf, die im klassischen Sport bereits Sponsoring betreiben. In Südkorea wurden über
Developers may decide to add dedicated esports features, or even make design compromises to support high level competition. Games such as StarCraft II ,  League of Legends ,  and Dota 2  have all been designed, at least in part, to support professional competition.
In addition to allowing players to participate in a given game, many game developers have added dedicated observing features for the benefit of spectators.
This can range from simply allowing players to watch the game unfold from the competing player's point of view, to a highly modified interface that gives spectators access to information even the players may not have.
The state of the game viewed through this mode may tend to be delayed by a certain amount of time in order to prevent either teams in a game from gaining a competitive advantage.
Games with these features include Counter-Strike: In response to the release of virtual reality headsets in , some games, such as Dota 2 , were updated to include virtual reality spectating support.
A very common method for connection is the Internet. Game servers are often separated by region, but high quality connections allow players to set up real-time connections across the world.
Downsides to online connections include increased difficulty detecting cheating compared to physical events, and greater network latency , which can negatively impact players' performance, especially at high levels of competition.
Many competitions take place online, especially for smaller tournaments and exhibition games. Since the s, professional teams or organized clans have set up matches via Internet Relay Chat networks such as QuakeNet.
As esports have developed, it has also become common for players to use automated matchmaking clients built into the games themselves.
This was popularized by the release of Blizzard's Battle. Automated matchmaking has become commonplace in console gaming as well, with services such as Xbox Live and the PlayStation Network.
After competitors have contacted each other, the game is often managed by a game server , either remotely to each of the competitors, or running on one of the competitor's machines.
Additionally, competitions are also often conducted over a local area network or LAN. The smaller network usually has very little lag and higher quality.
Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors.
This helps prevent many forms of cheating, such as unauthorized hardware or software modding. The physical presence of competitors helps create a more social atmosphere at LAN events.
Individual games have taken various approaches to LAN support. Esports tournaments are almost always physical events in which occur in front of a live audience.
The tournament may be part of a larger gathering, such as Dreamhack , or the competition may be the entirety of the event, like the World Cyber Games.
Competitions take several formats, but the most common are single or double elimination , sometimes hybridized with group stage.
Competitions usually have referees or officials to monitor for cheating. Although competitions involving video games have long existed, esports underwent a significant transition in the late s.
Beginning with the Cyberathlete Professional League in , tournaments became much larger, and corporate sponsorship became more common.
Increasing viewership both in person and online brought esports to a wider audience. For well established games, total prize money can amount to millions of U.
Often, game developers provide prize money for tournament competition directly,  but sponsorship may also come from third parties, typically companies selling computer hardware , energy drinks , or computer software.
Generally, hosting a large esports event is not profitable as a stand-alone venture. There is considerable variation and negotiation over the relationship between video game developers and tournament organizers and broadcasters.
While the original StarCraft events emerged in South Korea largely independently of Blizzard, the company decided to require organizers and broadcasters to authorize events featuring the sequel StarCraft II.
The training that the players must undergo to prepare for tournaments is different but still takes a tremendous amount of time. Athletes from traditional sports' training is almost entirely based on honing their physical prowess in performing that sport, such as muscle memory, exercising, and dieting.
Esports athletes' training is much more based on training the mind, such as studying strategies and new updates for the game. Team Liquid, a professional League of Legends team, practice for a minimum of 50 hours per week and most play the game far more.
Few careers burn as intensely—and as briefly—as that of an esports professional. Players are generally in competition by their mid- to late teens, and most are retired by their mids.
In addition to prize money from tournament wins, players may also be paid a separate team salary. Team sponsorship may cover tournament travel expenses or gaming hardware.
Prominent esports sponsors include companies such as Logitech and Razer. C in Greece either sponsor or have complete ownership in esports teams.
Pro gamers are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good sportsmanship.
For example, it is common practice and considered good etiquette to chat "gg" for "good game" when defeated. In a prominent example of good conduct, during a IEM StarCraft II game, the players Feast and DeMusliM both voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to "Feast" during the game.
In professional League of Legends player Christian "IWillDominate" Riviera was banned from competing for a period of one year following a history of verbal abuse.
Team Siren, an all-female League of Legends team, was formed in June The announcement of the team was met with controversy, being dismissed as a "gimmick" to attract the attention of men.
There have been serious violations of the rules. In , eleven StarCraft: Brood War players were found guilty of fixing matches for profit , and were fined and banned from future competition.
Reports of widespread use of performance-enhancing drugs PEDs in esports are not uncommon, with players discussing their own, their teammates' and their competitors' use and officials acknowledging the prevalence of the issue.
Conversely, drugs with calming effects are also sought after. Some players take propanolol , which blocks the effects of adrenaline , or Valium , which is prescribed to treat anxiety disorder , in order to remain calm under pressure.
The unregulated use of such drugs poses severe risks to competitors' health, including addiction , overdose , serotonin syndrome and, in the case of stimulants, weight loss.
They commonly drink caffeinated drinks or use energy pills. There has been some concern over the quality of life and potential mistreatment of players by organizations, especially in South Korea.
Korean organizations have been accused of refusing to pay competitive salaries, leading to a slow exodus of Korean players to other markets.
In an interview, League of Legends player Bae "Dade" Eo-jin said that "Korean players wake up at 1pm and play until 5am", and suggested that the 16 hour play schedule was a significant factor in causing burnout.
To combat the negative environment, Korean League of Legends teams were given new rules for the upcoming season by Riot Games, including the adoption of minimum salaries for professional players, requiring contracts and allowing players to stream individually for additional player revenue.
Players must handle their own treatments and carry their own medical insurance, which is opposite of the norm with professional sports teams.
Since most esports play requires many actions per minute, some players may get repetitive strain injuries, causing hand or wrist pain. Gambling and betting on esport matches have generally been illegal in major markets.
The illegality of esport gambling has created a black market related to esports and virtual currency, as these go unregulated, may encourage match-fixing by players themselves, and lead to concerns about underage gambling due to the draw of video games.
One such example of this is skin gambling , where virtual items earned in games were used as a currency for users to bet on the outcome of matches.
The Act prevented all but five states from allowing gambling on sporting events. National Collegiate Athletic Association in May , PASPA was found unconstitutional, as the Court ruled that the federal government cannot limit states from regulating sports betting.
This created the potential for legalized esports-based betting in the United States. Without PASPA, interstate gambling on esports would be still be limited by the Federal Wire Act , preventing users from betting on national esports events outside of the state.
With the growing popularity of machine learning in data analytics, esports has been the focus of several software programs that seek to provide a competitive advantage to players by analyzing the plethora of game data available.
Based on the huge number of matches played on a daily basis globally League of Legends alone had a reported million active monthly players worldwide in  and an average of 27 million League of Legends games played per day reported in  , these games are perfect for applying big-data machine learning platforms.
Several games make their data publicly available, so websites aggregate the data into easy-to-visualize graphs and statistics. In addition, several programs use machine learning tools to predict the win probability of a match based on various factors, such as team composition.
The main medium for esports coverage is the Internet. For popular casters, providing commentary for esports can be a full-time position by itself.
In , the Associated Press ' AP Stylebook officially began spelling the word as "esports", dropping support for both the capital "S" and the dash between "e" and "sports" styles, similar to how " e-mail " transformed with common usage to "email".
Many esports events are streamed online to viewers over the internet. With the shutdown of the Own3d streaming service in , Twitch is by far the most popular streaming service for esports, competing against other providers such as Hitbox.
Individual broadcasters can enter an agreement with Twitch or Hitbox in which they receive a portion of the advertisement revenue from commercials which run on the stream they create.
For several years, MLG. YouTube also relaunched its livestreaming platform with a renewed focus on live gaming and esports specifically. Especially since the popularization of streaming in esports, organizations no longer prioritize television coverage, preferring online streaming websites such as Twitch.
Riot Games' Dustin Beck stated that "TV's not a priority or a goal",  and DreamHack's Tomas Hermansson said "esports have [been proven] to be successful on internet streaming [services].
The first-place team from the University of California, Berkeley received tuition for each of the teams players, paid for by Blizzard and Tespa. This was the first time an eSport had ever been broadcast on a major American television network.
The broadcast was an attempt to broaden the appeal of esports by reaching viewers who would not normally come across it. However, the broadcast was met with a few complaints.
Those living outside of the United States were unable to view the tournament. Additionally, the tournament could not be viewed online via streams, cutting off a large portion of viewers from the main demographic in the process.
The tournament, filmed at Turner's studios in Atlanta, Georgia , is simultaneously streamed on online streaming websites and TBS on Friday nights.
He felt that higher quality productions, more in line with those of traditional sports telecasts, could help to broaden the appeal of esports to advertisers.
TV 2 , the largest private television broadcaster in Norway , broadcasts esports across the country. TV 2 partnered with local Norwegian organization House of Nerds to bring a full season of esports competition with an initial lineup of Counter-Strike: Nielsen Holdings , a global information company known for tracking viewership for television and other media, announced in August that it would launch Nielsen esports, a division devoted to providing similar viewership and other consumer research data around esports, forming an advisory board with members from ESL , Activision Blizzard , Twitch.
From Wikipedia, the free encyclopedia. This article is about video game competitions. For simulated sports in video games, see sports game.
For multiplayer games in general, see multiplayer video game. List of eSports games. List of esports leagues and tournaments. This section needs expansion.
You can help by adding to it. As with traditional sporting events, larger eSport events, such as The International , usually feature live pre- and post-game discussion by a panel of analysts top , with in-match casting being done by play-by-play and color commentators bottom.
The Year of eSports". Retrieved 15 August Retrieved 9 October Retrieved 8 October Retrieved 7 October Retrieved 19 January Retrieved 31 August Retrieved 23 February Should We Believe the Hype?
Retrieved 1 August Retrieved 1 February Retrieved 18 September Twin Galaxies and the Two Golden Domes".
Retrieved 20 September How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss". Archived from the original on 29 February Retrieved April 14, Retrieved 17 September This is what we used to watch".
Retrieved 30 September Retrieved 14 June Retrieved 1 July The New York Times. Retrieved 13 June Korea's Online Gaming Empire.
Archived from the original on 26 February Retrieved 20 February Retrieved 12 June E-Sports and the Professionalization.
Retrieved 4 June Archived from the original on 4 May Retrieved 16 September Retrieved 4 December Retrieved 9 November Invitational at E3 ".
Archived from the original on 9 November Retrieved 22 February Retrieved 21 September Retrieved 10 May Retrieved 14 May Retrieved 15 December Retrieved 2 September Retrieved 20 August Why is it on ESPN?
Retrieved 29 July — via The Chicago Tribune. Retrieved 7 December The Wall Street Journal. Retrieved 14 December Retrieved 12 January Archived from the original on 18 September Retrieved 1 September Retrieved 13 May World Mind Sports Federation.
Archived from the original on 8 December Retrieved 23 August Inom idrottsvärlden är det bara fler tittare för Super Bowl och finalen i fotbolls-VM för herrar.
Fragbite Masters arrangeras av NyheterGruppen och Fragbite. Turneringen är en av Skandinaviens största onlineturneringar. Kvalificering sker genom nationella kvalificeringsturneringar.
Första turneringen spelades Major League Gaming är en Nordamerikansk liga som startades Första turneringen spelades i Seoul och den sista i Kina WCG var den första stora globala esportsturnering och kallades för esportens OS.
Evenemanget backades upp av Samsung och Microsoft. Tidigare anordnade Cyberathlete Professional League CPL världsmästerskapen i dataspel med mycket stora prissummor och prestige.
Idag är CPL nedlagt, men nya turneringar har tagit dess plats. E-sport i Sverige om relevant via en förgreningssida. Svenska spelare tävlade tidigt i e-sport och tog bland annat en silvermedalj i Quake i dataspels-VM Svenska Dota 2 -laget Alliance [ 18 ] [ 19 ] är ett av de lag som tjänar mest pengar i sporten.
När det kommer till vinstsummor inom Counter-Strike: Syftet med SESF är att främja e-sport i Sverige; föreningen är ideell och verkar i enlighet med demokratiska principer samt religiöst, etniskt och partipolitiskt oberoende.
SESF är i dagsläget den organisation som är knuten till internationella e-sportsfederationen IeSF som arbetar för att organisera e-sporten internationellt.
Förbundet uppmärksammades när det skickade in en ansökan till Riksidrottsförbundet om medlemskap Sverige är ledande inom Counter-Strike: I majoriteten av evenemangen har Markus Wallsten och Christopher Alesund varit kaptener för laget.
Global Offensive och Tekken.