Esports (también conocidos como los deportes electrónicos , los deportes electrónicos , o e-Sports ) es una forma de competencia utilizando los videojuegos . [1] Los deportes electrónicos a menudo toman la forma de competiciones organizadas de videojuegos multijugador , particularmente entre jugadores profesionales , individualmente o en equipos. Aunque las competiciones organizadas han sido durante mucho tiempo parte de la cultura de los videojuegos , estas fueron principalmente entre aficionados hasta finales de la década de 2000, cuando la participación de jugadores profesionales y el espectador en estos eventos a través de la transmisión en vivo vieron un gran aumento en popularidad. [2] [3] En la década de 2010, los deportes electrónicos eran un factor importante en la industria de los videojuegos, con muchos desarrolladores de juegos que diseñaban y financiaban activamente torneos y otros eventos.
Los géneros de videojuegos más comunes asociados con los deportes electrónicos son el campo de batalla en línea multijugador (MOBA), el juego de disparos en primera persona (FPS), la lucha , las cartas , la batalla real y los juegos de estrategia en tiempo real (RTS). Las franquicias populares de deportes incluyen League of Legends , Dota , Counter-Strike , Valorant , Overwatch , Street Fighter , Super Smash Bros. y StarCraft , entre muchas otras. Torneos como League of Legends World Championship , Dota 2 's International , Evolution Championship Series (EVO) específico para juegos de lucha e Intel Extreme Masters se encuentran entre los más populares en los deportes electrónicos. Muchas otras competiciones utilizan una serie de juegos de liga con equipos patrocinados, como la Overwatch League . Aunque la legitimidad de los deportes electrónicos como una verdadera competencia deportiva sigue en duda, se han presentado junto con los deportes tradicionales en algunos eventos multinacionales en Asia, y el Comité Olímpico Internacional también ha discutido su inclusión en futuros eventos olímpicos.
A fines de la década de 2010, se estimó que la audiencia total de deportes electrónicos aumentaría a 454 millones de espectadores, con ingresos que aumentaron a más de mil millones de dólares. [4] La creciente disponibilidad de plataformas de medios de transmisión en línea , en particular YouTube y Twitch , se ha convertido en un elemento central para el crecimiento y la promoción de las competiciones de deportes electrónicos. [3] A pesar de que la audiencia es aproximadamente 85% masculina y 15% femenina, con una mayoría de espectadores entre las edades de 18 y 34, las jugadoras también han jugado profesionalmente. [5] [6] [7] La popularidad y el reconocimiento de los deportes electrónicos tuvo lugar por primera vez en Asia , con un crecimiento significativo en China y Corea del Sur , y este último ha tenido jugadores profesionales con licencia desde 2000. A pesar de su gran industria de videojuegos, los deportes electrónicos en Japón está relativamente subdesarrollado, y esto se atribuye en gran parte a sus amplias leyes contra el juego que prohíben los torneos de juego profesional pagados. [8] [9] Fuera de Asia, los deportes electrónicos también son populares en Europa y América , con eventos regionales e internacionales que tienen lugar en esas regiones.
Historia
Historia temprana (1972-1989)
La primera competencia de videojuegos conocida tuvo lugar el 19 de octubre de 1972 en la Universidad de Stanford para el juego Spacewar . [10] Los estudiantes de Stanford fueron invitados a unas "Olimpiadas de la guerra espacial intergaláctica" cuyo gran premio fue la suscripción de un año a Rolling Stone , con Bruce Baumgart ganando el torneo de cinco hombres libres para todos y Tovar y Robert E. Maas ganando el equipo. competencia. [11]
La edad de oro de los videojuegos de arcade fue anunciada por Taito 's invasores del espacio en 1978, que popularizó el uso de una persistente alta puntuación para todos los jugadores. Varios videojuegos en los siguientes años siguieron su ejemplo, agregando otros medios para rastrear puntajes altos, como tablas de puntajes altos que incluían las iniciales de los jugadores en juegos como Asteroids en 1979. La persecución de puntajes altos se convirtió en una actividad popular y un medio de competencia. [12] El Campeonato de Space Invaders celebrado por Atari en 1980 fue la primera competencia de videojuegos a gran escala, atrayendo a más de 10,000 participantes en los Estados Unidos, estableciendo el juego competitivo como un pasatiempo principal. [13] Walter Day, propietario de una sala de juegos en Iowa, se había encargado de viajar a través de los Estados Unidos para registrar las puntuaciones más altas en varios juegos en 1980 y, a su regreso, fundó Twin Galaxies , una organización de registro de puntuaciones más altas. . [14] La organización pasó a ayudar a promover los videojuegos y dar a conocer sus récords a través de publicaciones como el Libro Guinness de los Récords Mundiales, y en 1983 creó el Equipo Nacional de Videojuegos de EE. UU . El equipo participó en competencias, como la realización del Torneo de Maestros de Videojuegos para los Récords Mundiales Guinness [15] [16] y el patrocinio del torneo Desafío de Videojuegos de América del Norte. [17] Se utilizó una gira multiciudad en 1983, el "Circo electrónico", para presentar a estos jugadores en desafíos en vivo ante el público y atraer a más personas a los videojuegos. [12] Estos jugadores y torneos de videojuegos aparecieron en periódicos de gran circulación y revistas populares como Life and Time y se convirtieron en celebridades menores en ese momento, como Billy Mitchell . [18] [19] Además de establecer la naturaleza competitiva de los juegos, este tipo de eventos promocionales formaron la naturaleza del marketing y la promoción que formaron la base de los deportes electrónicos modernos. [12]
Los eventos de deportes electrónicos transmitidos durante este período incluyeron el programa estadounidense Starcade, que se desarrolló entre 1982 y 1984 y transmitió un total de 133 episodios, en los que los concursantes intentarían superar las puntuaciones más altas de los demás en un juego de arcade. [20] Se incluyó un torneo de videojuegos como parte del programa de televisión ¡ Eso es increíble! , [21] y los torneos también se presentaron como parte de la trama de varias películas, incluida Tron de 1982 . [22] En el Reino Unido, el programa de juegos de la BBC First Class incluyó rondas competitivas de videojuegos con los juegos de arcade contemporáneos, como Hyper Sports , 720 ° y Paperboy . [23] [24] En los Estados Unidos, la Asociación de Jugadores de Diversiones celebró su primera competencia nacional en enero de 1987, donde vs. Super Mario Bros. era popular entre los jugadores de arcade competitivos. [25]
El juego de 1988 Netrek era un juego de Internet para hasta 16 jugadores, escrito casi en su totalidad en software de código abierto multiplataforma . Netrek fue el tercer juego de Internet , el primer juego de Internet en utilizar metaservidores para localizar servidores de juegos abiertos y el primero en tener información de usuario persistente . En 1993 fue reconocido por la revista Wired como "el primer juego de deportes en línea". [26]
Crecimiento y videojuegos en línea (1990-1999)
El juego de lucha Street Fighter II (1991) popularizó el concepto de competencia directa a nivel de torneo entre dos jugadores. [27] Anteriormente, los videojuegos dependían con mayor frecuencia de puntuaciones altas para determinar el mejor jugador, pero esto cambió con Street Fighter II , donde los jugadores se desafiaban entre sí directamente, "cara a cara", para determinar el mejor jugador. [27] allanando el camino para los modos multijugador competitivo y combate a muerte que se encuentran en los juegos de acción modernos . [28] La popularidad de los juegos de lucha como Street Fighter y Marvel vs. Capcom en la década de 1990 llevó a la fundación del torneo internacional de deportes electrónicos Evolution Championship Series (EVO) en 1996.
Los grandes torneos de deportes electrónicos en la década de 1990 incluyen el Campeonato Mundial de Nintendo de 1990 , que recorrió los Estados Unidos y celebró sus finales en Universal Studios Hollywood en California. Nintendo celebró un segundo campeonato mundial en 1994 para el sistema de entretenimiento Super Nintendo llamado Nintendo PowerFest '94 . Hubo 132 finalistas que jugaron en la final en San Diego , California. Mike Iarossi se llevó a casa el primer premio. Blockbuster Video también organizó su propio Campeonato Mundial de Juegos a principios de la década de 1990, coanfitrión de la revista GamePro . Los ciudadanos de Estados Unidos, Canadá, Reino Unido, Australia y Chile fueron elegibles para competir. Los juegos de los campeonatos de 1994 incluyeron NBA Jam y Virtua Racing . [29]
Los programas de televisión que presentaban deportes electrónicos durante este período incluían los programas británicos GamesMaster y Bad Influence! el programa de juegos australiano A * mazing , donde en una ronda los concursantes compitieron en un enfrentamiento de videojuegos, y el programa de juegos canadiense Video & Arcade Top 10 .
En la década de 1990, muchos juegos se beneficiaron del aumento de la conectividad a Internet , especialmente los juegos de PC . Inspirado por los juegos de lucha Street Fighter II , Fatal Fury y Art of Fighting , id Software 's John Romero estableció multijugador competitivo en los juegos en línea con la condenación ' modo deathmatch s en 1993. [30] Torneos estableció a finales de 1990 incluyen la Cyberathlete Profesional League (CPL), QuakeCon y la Liga de jugadores profesionales . Los juegos de PC que se jugaron en la CPL incluyeron la serie Counter-Strike , la serie Quake , StarCraft y Warcraft .
Torneos mundiales (2000-presente)
Se cree que el crecimiento de los deportes electrónicos en Corea del Sur se vio influenciado por la construcción masiva de redes de Internet de banda ancha tras la crisis financiera asiática de 1997 . [31] También se cree que la alta tasa de desempleo en ese momento hizo que muchas personas buscaran cosas que hacer mientras estaban sin trabajo. [32] Instrumental para este crecimiento de los deportes electrónicos en Corea del Sur fue la prevalencia del cibercafé / centro de juegos LAN al estilo Komany , conocido como PC bang . La Asociación Coreana de Deportes Electrónicos , un brazo del Ministerio de Cultura, Deportes y Turismo , fue fundada en 2000 para promover y regular los deportes electrónicos en el país. [33]
" Evo Moment 37 ", también conocido como "Daigo Parry", se refiere a una parte de una semifinal de Street Fighter III: 3rd Strike celebrada en Evolution Championship Series 2004 (Evo 2004) entre Daigo Umehara y Justin Wong . Durante este partido, Umehara hizo una reaparición inesperada al detener 15 golpes consecutivos del movimiento "Super Art" de Wong mientras solo tenía un píxel de vitalidad . Posteriormente, Umehara ganó el partido. "Evo Moment # 37" se describe con frecuencia como el momento más icónico y memorable en la historia de los videojuegos competitivos. Siendo en un momento el momento de juego competitivo más visto de todos los tiempos, se ha comparado con momentos deportivos como el tiro llamado de Babe Ruth y el Miracle on Ice . [34]
En abril de 2006, la federación de equipos del G7 estaba formada por siete destacados equipos de Counter-Strike . El objetivo de la organización era aumentar la estabilidad en el mundo de los deportes electrónicos, particularmente en la estandarización de transferencias de jugadores y el trabajo con ligas y organizaciones. Los miembros fundadores fueron 4Kings , Fnatic , Made in Brazil , Mousesports , NiP , SK-Gaming , Team 3D . [35] La organización sólo duró hasta 2009 antes de disolverse. [36]
La década de 2000 fue una época popular para los deportes electrónicos televisados. La cobertura televisiva se estableció mejor en Corea del Sur, con las competiciones de StarCraft y Warcraft III televisadas regularmente por los canales dedicados de juegos de televisión por cable las 24 horas Ongamenet y MBCGame . [37] En otros lugares, la cobertura televisiva de deportes electrónicos fue esporádica. La televisión alemana GIGA cubrió los deportes electrónicos hasta su cierre en 2009. El canal de televisión por satélite del Reino Unido XLEAGUE.TV transmitió competiciones de deportes electrónicos de 2007 a 2009. El canal exclusivo de deportes electrónicos en línea ESL TV [38] intentó brevemente un modelo de televisión de pago rebautizado como GIGA II a partir de junio 2006 a otoño de 2007. El canal francés Game One transmitió partidos de deportes electrónicos en un programa llamado Arena Online para el Xfire Trophy. [39] El canal de Estados Unidos ESPN organizó competiciones de Madden NFL en un programa llamado Madden Nation de 2005 a 2008. [40] DirecTV transmitió el torneo Championship Gaming Series durante dos temporadas en 2007 y 2008. [37] CBS transmitió imágenes pregrabadas de la 2007 Torneo de la Serie Mundial de Videojuegos que se llevó a cabo en Louisville, Kentucky . [41] El canal de televisión G4 originalmente cubría los videojuegos exclusivamente, pero amplió su alcance para cubrir la tecnología y el estilo de vida de los hombres, aunque ahora ha cerrado. [37]
Durante la década de 2010, los deportes electrónicos crecieron enormemente, lo que generó un gran aumento tanto en audiencia como en premios. [42] [43] Aunque se fundaron grandes torneos antes del siglo XXI, el número y alcance de los torneos ha aumentado significativamente, pasando de unos 10 torneos en 2000 a unos 260 en 2010. [3] Muchos torneos exitosos se fundaron durante este período. , incluidos los World Cyber Games , Intel Extreme Masters y Major League Gaming . La proliferación de torneos incluyó la experimentación con competencias fuera de los géneros tradicionales de deportes electrónicos. Por ejemplo, el Campeonato Mundial de Webgames FUN Technologies de septiembre de 2006 contó con 71 concursantes compitiendo en juegos casuales por un gran premio de $ 1 millón. [44]
La popularidad y el surgimiento de los servicios de transmisión en línea han ayudado al crecimiento de los deportes electrónicos en este período y son el método más común para ver torneos. Twitch , una plataforma de transmisión en línea lanzada en 2011, transmite rutinariamente competiciones populares de deportes electrónicos. En 2013, los espectadores de la plataforma vieron 12 mil millones de minutos de video en el servicio, y las dos emisoras de Twitch más populares fueron League of Legends y Dota 2 . [45] Durante un día de The International, Twitch registró 4.5 millones de vistas únicas, con cada espectador mirando durante un promedio de dos horas. [3]
El auge moderno de los deportes electrónicos también ha visto un aumento en las empresas de videojuegos que adoptan el potencial de los deportes electrónicos de sus productos. Después de muchos años de ignorar y, en ocasiones, suprimir la escena de los deportes electrónicos, Nintendo organizó los Juegos de Wii en el verano de 2010. Durante más de un mes, el torneo tuvo más de 400.000 participantes, lo que lo convirtió en el torneo más grande y expansivo en la historia de la compañía. En 2014, Nintendo organizó un torneo competitivo por invitación de Super Smash Bros. para Wii U en la conferencia de prensa 2014 Electronic Entertainment Expo (E3) que se transmitió en línea en Twitch. [46] Los desarrolladores de Halo, 343 Industries, anunciaron en 2014 planes para revivir Halo como un deporte electrónico con la creación de Halo Championship Series y un premio acumulado de 50.000 dólares estadounidenses. [47] Tanto Blizzard Entertainment y Riot Games tienen sus propios colegiados programas de extensión con su Campeonato Colegiado de América del Norte. [48] [49] Desde 2013, las universidades y colegios en los Estados Unidos, como la Universidad Robert Morris de Illinois y la Universidad de Pikeville, han reconocido a los jugadores de deportes electrónicos como atletas de nivel universitario y ofrecen becas deportivas . [50] En 2017, Tespa , la división universitaria de deportes electrónicos de Blizzard Entertainment, dio a conocer su nueva iniciativa para proporcionar becas y premios a los clubes universitarios de deportes electrónicos que compiten en sus torneos por un valor de 1 millón de dólares estadounidenses. [51] Las universidades han comenzado a otorgar becas a los estudiantes que califican para jugar deportes electrónicos profesionalmente para la escuela. Universidades como Columbia College , Robert Morris University e Indiana Institute of Technology han participado en esto. [52] En 2018, la Universidad de Ciencia y Tecnología de Harrisburg comenzó un programa de becas de matrícula para jugadores de deportes electrónicos. [53]
En 2014, la liga de deportes electrónicos independiente más grande, Electronic Sports League , se asoció con la marca local Japan Competitive Gaming para intentar hacer crecer los deportes electrónicos en el país. [54]
La audiencia física de las competiciones de deportes electrónicos y el alcance de los eventos han aumentado a la par con el crecimiento de la audiencia en línea. [55] En 2013, el Campeonato Mundial de League of Legends de la temporada 3 se llevó a cabo en un Staples Center con entradas agotadas . [56] El Campeonato Mundial de League of Legends 2014 en Seúl , Corea del Sur, contó con la asistencia de más de 40.000 fanáticos y contó con la banda Imagine Dragons , y ceremonias de apertura y clausura además de la competencia. [57]
En 2015, se lanzó el primer Esports Arena en Santa Ana, California , como la primera instalación dedicada a los deportes electrónicos de los Estados Unidos. [58]
Clasificación como deporte
Etiquetar los videojuegos como deportes es un tema controvertido. [59] [60] [61] Proponentes [ ¿quién? ] argumentan que los deportes electrónicos son un "deporte no tradicional" de rápido crecimiento que requiere "una planificación cuidadosa, una sincronización precisa y una ejecución hábil". [62] Otros [ ¿quién? ] afirman que los deportes implican la aptitud física y el entrenamiento físico, y prefieren clasificar los deportes electrónicos como un deporte mental . [63] [64]
En 2014, el entonces presidente de ESPN , John Skipper, describió los deportes electrónicos como "no un deporte, [son] una competencia". [65] [66] [67] [68] [69] [70] En 2013, en un episodio de Real Sports con Bryant Gumbel, el panelista se rió abiertamente del tema. [71] Además, muchos en la comunidad de juegos de lucha mantienen una distinción entre sus competencias de juegos competitivos y las competencias de deportes electrónicos más comercialmente conectadas de otros géneros. [72] En el Campeonato Mundial de 2015 organizado por la Federación Internacional de Esports , un panel de esports de invitados de la sociedad deportiva internacional discutió el futuro reconocimiento de los esports como deporte legítimo. [73]
China fue uno de los primeros países en reconocer los deportes electrónicos como un deporte real en 2003, a pesar de las preocupaciones en ese momento de que los videojuegos eran adictivos. A través de esto, el gobierno alentó los deportes electrónicos, afirmando que al participar en deportes electrónicos, los jugadores también estaban "entrenando el cuerpo para China". [74] Además, a principios de 2019, China reconoció a los jugadores de deportes electrónicos como una profesión oficial dentro de las recomendaciones de la Autoridad de Pruebas de Habilidades Laborales del Ministerio de Recursos Humanos y Seguridad Social , así como a los operadores de juegos profesionales, aquellos que distribuyen y administran juegos de deportes electrónicos. [75] Para julio de 2019, más de 100.000 personas se habían registrado como jugadores profesionales en virtud de esto, y el Ministerio declaró que anticipan más de 2 millones de personas en esta profesión en cinco años. [76] En agosto de 2020, Beijing anunció que convertiría Shougang Park, una antigua zona de producción de acero, en un parque de deportes electrónicos. [ cita requerida ]
En 2013, Canadá Liga de Leyendas jugador Danny "Shiphtur" Le convirtió en el primer jugador profesional de recibir un estadounidense visa P-1A , una categoría designada para "Los atletas reconocidos internacionalmente". [77] [78]
En 2014, el Ministerio de Juventud y Deportes de Turquía comenzó a emitir licencias de jugador de deportes electrónicos a jugadores certificados como profesionales. [79] [80]
En 2016, el gobierno francés comenzó a trabajar en un proyecto para regular y reconocer los deportes electrónicos. [81] La Junta de Juegos y Diversiones de Filipinas comenzó a expedir licencias deportivas a los jugadores de deportes electrónicos filipinos que están avalados por un equipo profesional de deportes en julio de 2017. [82] [83]
Para ayudar a promover los deportes electrónicos como un deporte legítimo, se han realizado varios eventos de deportes electrónicos junto con las competiciones deportivas internacionales más tradicionales. Los Juegos Asiáticos bajo techo de 2007 fueron la primera competencia multideportiva notable que incluyó los deportes electrónicos como un evento oficial ganador de medallas junto con otros deportes tradicionales, y las ediciones posteriores de los Juegos asiáticos bajo techo y su sucesor, los Juegos asiáticos de artes marciales y bajo techo, siempre han incluido deportes electrónicos. como evento oficial de medallas o evento de exhibición hasta ahora. Además, los Juegos Asiáticos , que es la competencia multideportiva asiática de alto nivel, también incluirán los deportes electrónicos como un evento de medallas en la edición de 2022 ; Los deportes electrónicos en torno a juegos como Hearthstone , Starcraft II y League of Legends se presentaron como un evento de exhibición en los Juegos Asiáticos de 2018 como introducción a los juegos de 2022. [84] [85] Los Juegos del Sudeste Asiático de 2019 incluyeron seis eventos de medallas para deportes electrónicos. [86]
Desde 2018, World Sailing ha celebrado un Campeonato Mundial de eSailing que mostró a una de las principales federaciones deportivas que abrazan los deportes electrónicos. [87] La carrera Virtual Regatta que siguió a la Vendée Globe 2020-2021 fue el primer juego en línea que se cree que tiene más de 1.000.000 de usuarios únicos [88]
Reconocimiento de los Juegos Olímpicos
Los Juegos Olímpicos también se ven como un método potencial para legitimar los deportes electrónicos. Una cumbre celebrada por el Comité Olímpico Internacional (COI) en octubre de 2017 reconoció la creciente popularidad de los deportes electrónicos, y concluyó que "los 'deportes electrónicos' competitivos podrían considerarse una actividad deportiva, y los jugadores involucrados se preparan y entrenan con una intensidad que puede ser comparable. a los atletas en deportes tradicionales "pero requeriría que los juegos utilizados para los Juegos Olímpicos se ajustaran" a las reglas y regulaciones del movimiento olímpico ". [89] Otro artículo de Andy Stout sugiere que 106 millones de personas vieron la competencia Worlds Esports 2017. [90] El presidente del Comité Olímpico Internacional (COI), Thomas Bach, ha señalado que el COI está preocupado por los juegos violentos y la falta de un organismo sancionador mundial para los deportes electrónicos. [91] [85] Bach reconoció que muchos deportes olímpicos se basan en combates violentos reales, pero afirmó que "el deporte es la expresión civilizada de esto. Si tienes egames en los que se trata de matar a alguien, esto no se puede alinear con nuestro valores." [85] Debido a eso, fue sugerido [¿ por quién? ] que el COI aprobaría más deportes electrónicos centrados en juegos que simulan deportes reales, como la serie NBA 2K o FIFA . [92]
Los problemas relacionados con los deportes electrónicos no han impedido que el COI explore las posibilidades que existen para su incorporación a los futuros Juegos Olímpicos. Durante julio de 2018, la COI y la Asociación Mundial de Federaciones Deportivas Internacionales (GAISF) llevaron a cabo un simposio e invitando a figuras importantes en los deportes electrónicos, incluyendo Epic Games ' Mark Rein , Blizzard Entertainment ' s Mike Morhaime , y los jugadores esports Darío 'TLO' Wünsch, Jacob "Jake" Lyon y Se-yeon "Geguri" Kim , para que estas organizaciones "obtengan una comprensión más profunda de los deportes electrónicos, su impacto y probable desarrollo futuro, de modo que [ellos] puedan considerar conjuntamente las formas en que [ellos] pueden colaborar en beneficio mutuo de todo el deporte en los años venideros ". [93] [94] El COI ha probado el potencial de los deportes electrónicos a través de juegos de exhibición. Con el apoyo del COI, Intel patrocinó eventos de exhibición de deportes electrónicos para StarCraft II y Steep antes de los Juegos Olímpicos de Invierno de 2018 en Pyeongchang , y cinco jugadores de deportes electrónicos de Corea del Sur formaron parte del relevo de la antorcha olímpica. [95] [96] Una exhibición similar, los eGames , se llevó a cabo junto con los Juegos Olímpicos de Verano de 2016 en Río de Janeiro , aunque esto no fue apoyado por el COI.
Los líderes en Japón se están involucrando para ayudar a llevar los deportes electrónicos a los Juegos Olímpicos de Verano de 2020 y más allá, dada la reputación del país como un importante centro de la industria de los videojuegos. Los deportes electrónicos en Japón no habían prosperado debido a las leyes anti-juegos de azar del país que también impiden los torneos de juegos profesionales pagados, pero hubo esfuerzos a partir de finales de 2017 para eliminar este problema. [9] A sugerencia del Comité de los Juegos Olímpicos de Tokio para los Juegos Olímpicos de Verano de 2020 , cuatro organizaciones de deportes electrónicos han trabajado con la principal organización de consumidores de Japón para eximir a los torneos de deportes electrónicos de las restricciones de la ley de juegos de azar. Takeo Kawamura , miembro de la Cámara de Representantes japonesa y del gobernante Partido Liberal Democrático , lideró una colación de políticos gobernantes y opositores para apoyar los deportes electrónicos, llamada Unión de deportes electrónicos de Japón, o JeSU; [97] Kawamura dijo que estarían dispuestos a aprobar leyes para eximir aún más los deportes electrónicos según sea necesario para que los atletas de deportes electrónicos puedan ganarse la vida practicando estos deportes. Hasta ahora, esto ha dado como resultado la capacidad de los jugadores de deportes electrónicos para obtener licencias de exención que les permitan jugar, un mecanismo similar necesario para que los atletas profesionales de otros deportes en Japón jueguen profesionalmente. [9] Las primeras licencias de este tipo se otorgaron a mediados de julio de 2018, a través de un torneo celebrado por varios editores de videojuegos para otorgar premios a muchos jugadores, pero con JeSU ofreció estas licencias de exención a la docena de jugadores principales que surgen, lo que les permite para competir en otros eventos de deportes electrónicos. [97] El Comité Olímpico de Tokio también ha planeado organizar una serie de eventos de deportes electrónicos antes de los juegos de 2020. [9] Con el COI, cinco eventos de deportes electrónicos se establecieron como parte de una Serie Virtual Olímpica del 13 de mayo al 23 de junio de 2021 antes de los juegos. Cada evento de carreras de autos, béisbol, ciclismo, remo y vela será administrado por un organismo rector del deporte reconocido por el COI junto con un editor de videojuegos de un juego para ese deporte. Por ejemplo, el evento de carreras de autos se basará en la serie Gran Turismo y será supervisado por la Federación Internacional de Automóviles junto con Polyphony Digital . Los eventos de béisbol, ciclismo y vela se basarán en eBaseball Powerful Pro Baseball 2020 , Zwift y Virtual Regatta , respectivamente. [98]
El comité organizador de los Juegos Olímpicos de verano de 2024 en París estaba en conversaciones con el COI y las diversas organizaciones profesionales de deportes electrónicos para considerar los deportes electrónicos para el evento, citando la necesidad de incluir estos elementos para mantener los Juegos Olímpicos relevantes para las generaciones más jóvenes. [99] En última instancia, el comité de organización determinó que los deportes electrónicos eran prematuros para llevarlos a los Juegos de 2024 como eventos de medallas, pero no descartaron otras actividades relacionadas con los deportes durante los Juegos. [100]
Durante la Octava Cumbre Olímpica en diciembre de 2019, el COI reiteró que solo consideraría juegos de simulación deportiva para cualquier evento olímpico oficial, pero buscaría dos caminos para tales juegos en el futuro: aquellos que promuevan estilos de vida de buena salud física y mental. y la realidad virtual y la realidad aumentada juegos que incluyen la actividad física. [101]
Juegos
Varios juegos son populares entre los competidores profesionales. Los torneos que surgieron a mediados de la década de 1990 coincidieron con la popularidad de los juegos de lucha y los shooters en primera persona , géneros que aún mantienen una base de seguidores devotos. En la década de 2000, los juegos de estrategia en tiempo real se volvieron abrumadoramente populares en los cibercafés de Corea del Sur , con una influencia crucial en el desarrollo de los deportes electrónicos en todo el mundo. Existen competiciones para muchos títulos y géneros, aunque los juegos más populares a principios de la década de 2020 son Counter-Strike: Global Offensive , Call of Duty , League of Legends , Dota 2 , Smite , Rocket League , Heroes of the Storm , Hearthstone , Super Smash Bros. Melee , StarCraft II y Overwatch . [102] Hearthstone también ha popularizado el género de juegos de cartas coleccionables digitales (DCCG) desde su lanzamiento en 2014. [103]
Diseño de videojuegos
Si bien es común que los videojuegos se diseñen con la experiencia del jugador en el juego como única prioridad, muchos juegos de deportes electrónicos exitosos se han diseñado para jugarse profesionalmente desde el principio. Los desarrolladores pueden decidir agregar funciones dedicadas a los deportes electrónicos o incluso hacer concesiones en el diseño para respaldar la competencia de alto nivel. Juegos como StarCraft II , [104] League of Legends , [105] y Dota 2 [106] han sido diseñados, al menos en parte, para apoyar la competencia profesional.
Modo espectador
Además de permitir a los jugadores participar en un juego determinado, muchos desarrolladores de juegos han agregado funciones de observación dedicadas para el beneficio de los espectadores. Esto puede ir desde simplemente permitir a los jugadores ver cómo se desarrolla el juego desde el punto de vista del jugador competidor, hasta una interfaz altamente modificada que brinda a los espectadores acceso a información que incluso los jugadores pueden no tener. El estado del juego visto a través de este modo puede tender a retrasarse una cierta cantidad de tiempo para evitar que cualquiera de los equipos de un juego obtenga una ventaja competitiva. Los juegos con estas características incluyen Counter-Strike: Global Offensive , Call of Duty , [107] StarCraft II , [108] [109] Dota 2 , [110] y Counter-Strike . [111] League of Legends incluye funciones de espectador, que están restringidas a modos de juego personalizados. [112] [113]
En respuesta al lanzamiento de cascos de realidad virtual en 2016, algunos juegos, como Dota 2 , se actualizaron para incluir soporte para espectadores de realidad virtual. [114]
En línea
Un método de conexión muy común es Internet . Los servidores de juegos suelen estar separados por regiones, pero las conexiones de alta calidad permiten a los jugadores establecer conexiones en tiempo real en todo el mundo. Las desventajas de las conexiones en línea incluyen una mayor dificultad para detectar trampas en comparación con los eventos físicos y una mayor latencia de la red , lo que puede afectar negativamente el rendimiento de los jugadores, especialmente en niveles altos de competencia. Muchas competiciones se llevan a cabo en línea, especialmente para torneos más pequeños y juegos de exhibición .
Desde la década de 1990, los equipos profesionales o los clanes organizados han organizado partidos a través de redes de Internet Relay Chat como QuakeNet . A medida que se han desarrollado los deportes electrónicos, también se ha vuelto común que los jugadores utilicen clientes de emparejamiento automatizados integrados en los propios juegos. Esto se popularizó con el lanzamiento de Battle.net de Blizzard en 1996 , que se ha integrado en las series Warcraft y StarCraft . El emparejamiento automatizado también se ha convertido en algo común en los juegos de consola, con servicios como Xbox Live y PlayStation Network . Una vez que los competidores se han contactado entre sí, el juego a menudo es administrado por un servidor de juegos , ya sea de forma remota a cada uno de los competidores o ejecutándose en una de las máquinas del competidor.
Red de área local
Además, las competiciones también se realizan a menudo a través de una red de área local o LAN. La red más pequeña suele tener muy poco retraso y mayor calidad . Debido a que los competidores deben estar físicamente presentes, las LAN ayudan a garantizar el juego limpio al permitir el escrutinio directo de los competidores. Esto ayuda a prevenir muchas formas de trampa, como la modificación no autorizada de hardware o software . La presencia física de los competidores ayuda a crear una atmósfera más social en los eventos de LAN. Muchos jugadores organizan fiestas LAN o visitan cafés Internet , y la mayoría de los torneos importantes se llevan a cabo a través de LAN.
Los juegos individuales han adoptado varios enfoques para el soporte de LAN. A diferencia del StarCraft original , StarCraft II se lanzó sin soporte para el juego LAN, lo que generó algunas reacciones fuertemente negativas de los jugadores. [115] League of Legends se lanzó originalmente solo para jugar en línea, pero en octubre de 2012 se anunció que se estaba trabajando en un cliente LAN para su uso en los principales torneos. [116] En septiembre de 2013, Valve agregó soporte general para el juego LAN a Dota 2 en un parche para el juego. [117]
Jugadores y equipos
Los jugadores profesionales, o "jugadores profesionales", a menudo se asocian con equipos de juego y / o asociaciones de juego más amplias. Equipos como FaZe Clan , 100 Thieves , Evil Geniuses , Team SoloMid , Cloud9 , Fnatic , Counter Logic Gaming , T1 , G2 Esports , Team Envy y Natus Vincere están formados por varios profesionales. Estos equipos a menudo cubren múltiples juegos de deportes electrónicos dentro de torneos y ligas, con varias configuraciones de equipo para cada juego. También pueden representar a jugadores individuales para juegos de deportes electrónicos individuales como juegos de lucha dentro de Evolution Championship Series o torneos de Hearthstone . Además del premio en metálico de los torneos, los jugadores de estos equipos y asociaciones también pueden recibir un salario de equipo por separado. El patrocinio del equipo puede cubrir los gastos de viaje del torneo o el hardware de los juegos. Entre los patrocinadores destacados de los deportes electrónicos se incluyen empresas como Logitech y Razer . [118] Los equipos presentan a estos patrocinadores en su sitio web, camisetas de equipo [119] y en sus redes sociales; en 2016, los equipos más grandes tienen más de un millón de seguidores en las redes sociales. [120] Las asociaciones incluyen la Asociación Coreana de deportes electrónicos (KeSPA), la Federación Internacional de Deportes electrónicos (IeSF), la Asociación Británica de Deportes Electrónicos y la Asociación Mundial de Deportes Electrónicos (WESA).
Some traditional sporting athletes have invested in esports, such as Rick Fox's ownership of Echo Fox,[121] Jeremy Lin's ownership of Team VGJ,[122] Shaquille O'Neal's investment in NRG Esports.[123] Some association football teams, such as FC Schalke 04 in Germany,[124] Paris Saint-Germain esports in France;[125] Besiktas JK, Fenerbahce S.K., and Galatasaray in Turkey; Panathinaikos F.C. in Greece either sponsor or have complete ownership in esports teams.[126]
While different from the regimens of traditional sports, esports athletes still have extensive training routines. Team Liquid, a professional League of Legends team, practice for a minimum of 50 hours per week and most play the game far more.[127] In April 2020, researchers from the Queensland University of Technology found that some of the top esport players showed similar aspects of mental toughness as Olympic athletes.[128][129] This training schedule for players has resulted in many of them retiring an early age. Players are generally in competition by their mid- to late-teens, with most retiring by their late-20s.[130]
Ligas y torneos
Promotion and relegation leagues
In most team-based esports, organized play is centered around the use of promotion and relegation to move sponsored teams between leagues within the competition's organization based on how the team fared in matches; this follows patterns of professional sports in European and Asian countries. Teams will play a number of games across a season as to vie for top positioning in the league by the end of that season. Those that do well, in addition to prize money, may be promoted into a higher-level league, while those that fare poorly can be regulated downward. For example, until 2018 Riot Games runs several League of Legends series, with the League of Legends Championship Series being the top-tier series. Teams that did not do well were relegated to the League of Legends Challenger Series, replaced by the better performing teams from that series. This format was discontinued when Riot opted to use the franchise format in mid-2018.
Franchised leagues
With rising interest in viewership of esports, some companies sought to create leagues that followed the franchise approach used in North American professional sports, in which all teams, backed by a major financial sponsor to support the franchise, participate in a regular season of matches to vie for top standing as to participate in the post-season games. This approach is more attractive for larger investors, who would be more willing to back a team that remains playing in the esport's premiere league and not threatened to be relegated to a lower standing.[131] Though the details vary from league to league, these leagues generally require all signed player to have a minimum salary with appropriate benefits, and may share in the team's winnings. While there is no team promotion or relegation, players can be signed onto contracts, traded among teams, or let go as free agents, and new players may be pulled from the esports' equivalent minor league.
The first such league to be formed was the Overwatch League, established by Blizzard Entertainment in 2016 based on its Overwatch game.[132] Initially launched in 2018 with 12 teams, the league expanded to twenty teams in 2019. Though the first two seasons were played at Blizzard Arena in Los Angeles, the Overwatch League's third season in 2020 will implement the typical home/away game format at esports arenas in the teams' various home cities or regions.[133]
Take-Two Interactive partnered with the National Basketball Association (NBA) to create the NBA 2K League, using the NBA 2K game series. It is the first esports league to be operated by a professional sports league, and the NBA sought to have a League team partially sponsored by each of the 30 professional NBA teams. Its inaugural season is set to start May 2018 with 17 teams.[134] Similarly, EA Sports and Major League Soccer (MLS) established the eMLS in 2018, a league using EA's FIFA series.[135]
Activision launched its 12-team Call of Duty League in January 2020, following the format of the Overwatch League but based on the Call of Duty series.[133]
Cloud9 and Dignitas, among others, have started development of a franchise-based Counter-Strike: Global Offensive league, Flashpoint, in February 2020. This will be the first such esports league to be owned by the teams rather than any single organization.[136]
Tournaments
Esports are also frequently played in tournaments, where potential players and teams vie to be placed through qualification matches before entering the tournament. From there, the tournament formats can vary from single or double elimination, sometimes hybridized with group stage.[137] Esports tournaments are almost always physical events in which occur in front of a live audience, with referees or officials to monitor for cheating. 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 or the Fortnite World Cup. Esport competitions have also become a popular feature at gaming and multi-genre conventions.[citation needed]
Although competitions involving video games have long existed, esports underwent a significant transition in the late 1990s. Beginning with the Cyberathlete Professional League in 1997, tournaments became much larger, and corporate sponsorship became more common. Increasing viewership both in person and online brought esports to a wider audience.[2][138] Major tournaments include the World Cyber Games, the North American Major League Gaming league, the France-based Electronic Sports World Cup, and the World e-Sports Games held in Hangzhou, China.
The average compensation for professional esports players does not compare to those of the top classical sports organizations in the world. According to Julian Krinsky Camps & Programs website, the top Esports player in the world earned around $2.5 million in 2017.[139] The highest overall salary by any esports professional at the time was around $3.6 million. While prizes for esports competitions can be very large, the limited number of competitions and large number of competitors ultimately lowers the amount of money one can make in the industry. In the United States, Esports competitions have prizes that can reach $200,000 for a single victory. Dota 2 International hosted a competition where the grand-prize winning team walked home with almost $10.9 million.[139]
For well established games, total prize money can amount to millions of U.S. dollars a year.[140][141] As of 10 September 2016, Dota 2 has awarded approximately US$86 million in prize money within 632 registered tournaments, with 23 players winning over $1 million. League of Legends awarded approximately $30 million within 1749 registered tournaments, but in addition to the prize money, Riot Games provides salaries for players within their League of Legends Championship Series.[142] Nonetheless, there has been criticism to how these salaries are distributed, since most players earn a fairly low wage but a few top players have a significantly higher salary, skewing the average earning per player.[143] In August 2018, The International 2018, Valve's annual premier Dota 2 tournament, was held and broke the record for holding the largest prize pool to date for any esports tournament, amounting to over US$25 million.[144]
Often, game developers provide prize money for tournament competition directly,[140] 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.[145] For example, Riot has stated that their headline League of Legends Championship Series is "a significant investment that we're not making money from".[146]
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.[147] In the short term, this led to a deadlock with the Korean e-Sports Association.[148] An agreement was reached in 2012.[149] Blizzard requires authorization for tournaments with more than US$10,000 in prizes.[150] Riot Games offers in-game rewards to authorized tournaments.[151]
Collegiate and school leagues
In addition to professional and amateur esports, esports have drawn attention of colleges and high schools since 2008.
Along with the bursting popularity of Esports over the last two decades came a demand for extended opportunities for Esport's athletes. Universities across the world (mostly China and America) began offering scholarship opportunities to incoming freshmen to join their collegiate Esports teams. According to Schaeperkoetter (2017) and others, the potential impact that an eSports program could have on a university, coupled with the growing interest that universities are showing in such a program, combine to make this line of research relevant in sport literature.[152]
As of 2019, over 130 colleges has esports-based variety programs.[153]
Governing bodies
While game publishers or esport broadcasters typically act in oversight roles for specific esports, a number of esport governing bodies have been established to collectively represent esports on a national, regional or global basis. These governing bodies may have various levels of involvement with the esport, from being part of esports regulation to simply acting more as a trade group and public face for esports.
The International Esports Federation (IESF) was one of the first such bodies. Originally formed in 2008 to help promote esports in the southeast Asian region, it has grown to include 56 member countries from across the global. The IESF has managed annual Esport World Championships for teams from its member countries across multiple games.[154]
The European Esports Federation was formed in April 2019 and includes UK, Belgium, Germany, Austria, Hungary, France, Russia, Slovenia, Serbia, Sweden, Turkey, and Ukraine. This body was designed more to be a managing partner for other esports, working to coordinate event structures and regulations across multiple esports.[155]
Additionally, trade groups representing video games have also generally acted as governing bodies for esports. Notably, in November 2019, five major national trade organizations - the Entertainment Software Association in the United States, the Entertainment Software Association of Canada, The Association for UK Interactive Entertainment, Interactive Software Federation of Europe, and the Interactive Games and Entertainment Association of Australian and New Zealand - issued a joined statement for supporting the promotion and participation of esports to respect player safety and integrity, respect and diversity among players, and enriching game play.[156]
Problemas éticos y legales
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.[157] Many games rely on the fact competitors have limited information about the game state. In a prominent example of good conduct, during a 2012 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.[158] Players in some leagues have been reprimanded for failure to comply with expectations of good behavior. In 2012 professional League of Legends player Christian "IWillDominate" Riviera was banned from competing for a period of one year following a history of verbal abuse.[159] In 2013 StarCraft II progamer Greg "Idra" Fields was fired from Evil Geniuses for insulting his fans on the Team Liquid internet forums.[160] League of Legends players Mithy and Nukeduck received similar penalties in 2014 after behaving in a "toxic" manner during matches.[161]
Team Siren, an all-female League of Legends team, was formed in June 2013. The announcement of the team was met with controversy, being dismissed as a "gimmick" to attract the attention of men.[162][163] The team disbanded within a month, due to the negative publicity of their promotional video, as well as the poor attitude of the team captain towards her teammates.[164][165]
There have been serious violations of the rules. In 2010, eleven StarCraft: Brood War players were found guilty of fixing matches for profit, and were fined and banned from future competition. Team Curse and Team Dignitas were denied prize money for collusion during the 2012 MLG Summer Championship.[166] In 2012, League of Legends team Azubu Frost was fined US$30,000 for cheating during a semifinal match of the world playoffs.[167] Dota 2 player Aleksey "Solo" Berezin was suspended from a number of tournaments for intentionally throwing a game in order to collect $322 from online gambling.[168] In 2014, four high-profile North American Counter-Strike players from iBuyPower, namely Sam "DaZeD" Marine, Braxton "swag" Pierce, Joshua "steel" Nissan and Keven "AZK" Lariviere were suspended from official tournaments after they had been found guilty of match-fixing. The four players had allegedly profited over US$10,000 through betting on their fixed matches.[169] Gambling on esports using Counter-Strike: Global Offense "skins", worth an estimated US$2.3 billion in 2015, had come under criticism in June and July 2016 after several questionable legal and ethical aspects of the practice were discovered.[170]
Performance-enhancing drugs
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.[171][172][173] Players often turn to stimulants such as Ritalin, Adderall and Vyvanse, drugs which can significantly boost concentration, improve reaction time and prevent fatigue.[171] Selegiline, a drug used to treat Parkinson's disease, is reportedly popular because, like stimulants, it enhances mood and motivation. Conversely, drugs with calming effects are also sought after. Some players take propranolol, which blocks the effects of adrenaline, or Valium, which is prescribed to treat anxiety disorder, in order to remain calm under pressure.[172] According to Bjoern Franzen, a former SK Gaming executive, it is second nature for some League of Legends players to take as many as three different drugs before competition.[174] In July 2015 Kory "Semphis" Friesen, an ex-Cloud9 player, admitted that he and his teammates were all using Adderall during a match against Virtus.pro in the ESL One Katowice 2015 Counter-Strike: Global Offensive tournament, and went on to claim that "everyone" at ESEA League tournaments uses Adderall.[173] in 2020 former Call of Duty champion Adam “KiLLa” Sloss told the Washington Post that one of the reasons he stopped competing in Esports was due to rampant drug use.[175]
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.[171][172] Even over-the-counter energy drinks which are marketed specifically toward gamers have faced media and regulatory scrutiny due to deaths and hospitalizations.[176] Accordingly, Adderall and other such stimulants are banned and their use penalized by many professional sporting bodies and leagues, including Major League Baseball and the National Football League. Although International e-Sports Federation (IeSF) is a signatory of the World Anti-Doping Agency, the governing body has not outlawed any PEDs in its sanctioned competitions.[171] Action has been taken on the individual league level, however, as at least one major league, the Electronic Sports League, has made use of any drugs during matches punishable by expulsion from competition.[177] Although not all players use drugs, it is common to see gamers use energy boosters or drinks. They commonly drink caffeinated drinks or use energy pills.
Player exploitation
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 1 pm and play until 5 am", and suggested that the 16-hour play schedule was a significant factor in causing burnout.[178] Concerns over the mental health of players intensified in 2014 when League of Legends player Cheon "Promise" Min-Ki attempted suicide a week after admitting to match fixing.[179]
To combat the negative environment, Korean League of Legends teams were given new rules for the upcoming 2015 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.[180]
Players must handle their own treatments and carry their own medical insurance, which is the 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.[181]
Economics
League of Legends Championship Series and League of Legends Champions Korea offer guaranteed salaries for players.[182] Despite this, online streaming is preferred by some players, as it is in some cases more profitable than competing with a team and streamers have the ability to determine their own schedule. The International tournament awards US$10 million to the winners, however teams that do not have the same amount of success often do not have financial stability and frequently break up after failing to win.[183]
In 2015 it was estimated by SuperData Research that the global esports industry generated revenue of around US$748.8 million that year. Asia is the leading esports market with over $321 million in revenue, North America is around $224 million, and Europe has $172 million and the rest of the world for about $29 million.[184] Global esports revenue is estimated to reach $1.9 billion by 2018.
The number of female viewers has been growing in esports, with an estimated 30% of esports viewers being female in 2013, an increase from 15% from the previous year.[citation needed] However, despite the increase in female viewers, there is not a growth of female players in high level competitive esports.[citation needed] The top female players that are involved in esports mainly get exposure in female-only tournaments, most notably Counter-Strike, Dead or Alive 4, and StarCraft II. All-female esports teams include Frag Dolls and PMS Clan.[citation needed]
Gambling
Gambling and betting on esport matches have generally been illegal in major markets. The illegality of esport gambling has created a black market and virtual currency. And since it is not regulated, this may encourage match-fixing by players themselves, and lead to issues with underage gambling due to the draw of video games. A bright example can be represented by skin gambling, where virtual items earned in games are used as a currency, and it let users bet on the outcome of matches.[185]
Esports gambling in the United States has been illegal under the federal Professional and Amateur Sports Protection Act of 1992 (PASPA) until May 2018. The Act prevented all but five states from allowing gambling on sporting events.[185] However, regulation of esports betting still depended on state law. Some betting houses in Nevada, where sports betting has been already exempted under PASPA, classify esports as non-competitive "other events" similar to the selection of the Heisman Trophy winner or NFL Draft which are considered as legal.[185] Other companies established in the United States allow betting on esports to international users but are restricted to Americans. Nevada legalized esports gambling in June 2017, classifying esports alongside with competitive sports and dog racing.[186]
With the Supreme Court of the United States's ruling in Murphy v. National Collegiate Athletic Association in May 2018, PASPA was recognized as unconstitutional, as the Court claimed that the federal government cannot limit states from regulating sports betting. This created the potential for legalized esports-based betting in the United States.[187] However, New Jersey, the state at the center of the Supreme Court case, passed its bill to legalize sports gambling but restricted gambling on esports to only international competitions where most players are over 18 years of age.[188] 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.[185]
In 2019, the countries where esports gambling is legal include the UK, New Zealand, Australia, China, Spain, Canada, South Korea, and Japan, and many of them are the international hosts for gaming tournaments.[189] By the end of 2019, the state of New Jersey approved esports betting, just in time for the finals of the LoL Worlds Cup 2019 final match, which had over 4.000.000 spectators.[190]
The incentives of the industry
Like traditional sports, bookmarkers and gambling companies do their best to attract as many gamblers as possible. However, one of the biggest issues with the esports gambling industry has been its target audience. As an important part of the esports audience is underage, most governments have expressed scepticism regarding the market's moral view. Nevertheless, a huge synergy has been shown between the esports and gambling industries as online betting houses have been able to aim to younger audiences and experiment, with new forms of gambling adapted to each game title and/or tournament.[191] Additionally, these industries have become interconnecting, with betting houses sponsoring professional esports teams, as happened with the contract between Betway and PSG.LGD team (Dota 2) in August 2019.[192]
Types of esports Gambling
In esports gambling, most bets and odds are structured in the same way as traditional sports. Most gambling sites offering the booker service allow users to bet based on the outcome of tournaments, matches or special esports titles. On the other hand, due to the nature of esports, there are numerous innovative ways to make bets, which are based on in-game milestones.[193] For example, League of Legend bettors may place their money on which team/champion will take the "First Blood".[194] On the other hand, First-person shooters like Counter-Strike: Global Offensive is also open to "First Map" bets.[195] Some bookers allow "odds & even" bets which allow players to take chances on whether the final count of a game, mostly in kills, will be an odd or even number. There are also different types of betting in esports based on the means of the bet. While an important part of this market is guided by bookers, some games allow bets in their in-game currency.[196] Conversely, players may stablish to do in-game or offline transactions to cover personal bets on the matches they participate in.
Data analytics and machine learning
With the growing popularity of machine learning in data analytics,[citation needed] esports has been the focus of several software programs that analyze 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 100 million active monthly players worldwide in 2016[197] and an average of 27 million League of Legends games played per day reported in 2014[198]), these games can be used 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.[199] In 2018, the DotA team Team Liquid partnered with a software company to allow players and coaches to predict the team's success rate in each match and provide advice on what needs to be changed to improve performance.[200]
Game cancellations
As more esport competitions and leagues are run entirely or in portion by the video game publisher or developer for the game, the ongoing viability of that game's esport activities is tied to that company. In December 2018, Blizzard announced that it was reducing resources spent on the development of Heroes of the Storm and canceling its plans for tournaments in 2019. This caused several professional Heroes players and coaches to recognize that their career was no longer viable, and expressed outrage and disappointment at Blizzard's decision.[201][202]
Cobertura mediática
News reporting
The main medium for esports coverage is the Internet. In the mid-2010s, mainstream sports and news reporting websites, such as ESPN, Yahoo!, Sport1, Kicker, and Aftonbladet started dedicated esports coverage.[203][204] esports tournaments commonly use commentators or casters to provide live commentary of games in progress, similar to a traditional sports commentator. For popular casters, providing commentary for esports can be a full-time position by itself.[205] Prominent casters for StarCraft II include Dan "Artosis" Stemkoski and Nick "Tasteless" Plott.
In 2018, 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".[206][207] Richard Tyler Blevins, better known as "Ninja", became the first professional gamer to appear in a cover story for a major sports magazine when he appeared in the September 2018 issue of ESPN The Magazine.[208]
Internet live streaming
Many esports events are streamed online to viewers over the internet. With the shutdown of the Own3d streaming service in 2013, Twitch is by far the most popular streaming service for esports, competing against other providers such as Hitbox.tv, Azubu, and YouTube Gaming.[209][210] Dreamhack Winter 2011 reached 1.7 million unique viewers on Twitch.[211] While coverage of live events usually brings in the largest viewership counts, the recent popularization of streaming services has allowed individuals to broadcast their own gameplay independent of such events as well. 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.[212]
Another major streaming platform was Major League Gaming's MLG.tv.[213] The network, which specializes in Call of Duty content but hosts a range of gaming titles, has seen increasing popularity, with 1376% growth in MLG.tv viewership in Q1 of 2014.[214] The 2014 Call of Duty: Ghosts broadcast at MLG's X Games event drew over 160,000 unique viewers.[215] The network, like Twitch, allows users to broadcast themselves playing games, though only select individuals can use the service. For several years, MLG.tv was the primary streaming platform for the Call of Duty professional scene; famous players such as NaDeSHoT and Scump have signed contracts with the company to use its streaming service exclusively.[216] In January 2016, MLG was acquired by Activision Blizzard.[217]
YouTube also relaunched its livestreaming platform with a renewed focus on live gaming and esports specifically.[218] For The International 2014, coverage was also simulcast on ESPN's streaming service ESPN3.[219] In December 2016, Riot Games announced a deal with MLB Advanced Media's technology division BAM Tech for the company to distribute and monetize broadcasts of League of Legends events through 2023. BAM Tech will pay Riot at least $300 million per-year, and split advertising revenue.[220][221]
Television
Especially since the popularization of streaming in esports, organizations no longer prioritize television coverage, preferring online streaming websites such as Twitch. Ongamenet continues to broadcast as an esports channel in South Korea, but MBCGame was taken off the air in 2012. Riot Games' Dustin Beck stated that "TV's not a priority or a goal",[222] and DreamHack's Tomas Hermansson said "esports have [been proven] to be successful on internet streaming [services]."[223]
On the night before the finals of The International 2014 in August, ESPN3 broadcast a half-hour special profiling the tournament.[219] In 2015, ESPN2 broadcast Heroes of the Dorm, the grand finals of the Heroes of the Storm collegiate tournament. The first-place team from the University of California, Berkeley received tuition for each of the team's players, paid for by Blizzard and Tespa.[224] The top four teams won gaming equipment and new computers. 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.[225]
In September 2015, Turner Broadcasting partnered with WME/IMG. In December 2015, the partnered companies announced two seasons of the ELeague, a Counter-Strike: Global Offensive league based in North America including 15 teams from across the world competing for a $1,200,000 prize pool each 10-week season. The tournament, filmed at Turner's studios in Atlanta, Georgia, is simultaneously streamed on online streaming websites and TBS on Friday nights.[226]
In January 2016, Activision Blizzard, publishers of the Call of Duty and StarCraft series, acquired Major League Gaming. In an interview with The New York Times about the purchase, Activision Blizzard CEO Robert Kotick explained that the company was aspiring to create a U.S. cable network devoted to esports, which he described as "the ESPN of video games". 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. Activision Blizzard had hired former ESPN and NFL Network executive Steve Bornstein to be CEO of the company's esports division.[217]
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: Global Offensive, League of Legends, and StarCraft II.[227][228]
In April 2016, Big Ten Network announced a collaboration with Riot to hold an invitational League of Legends competition between two universities from the collegiate Big Ten Conference, as part of Riot's collegiate championships at PAX East.[229] On 17 January 2017, Big Ten Network and Riot announced that it would hold a larger season of conference competition involving 10 Big Ten schools.[230]
Nielsen Holdings, a global information company known for tracking viewership for television and other media, announced in August 2017 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, YouTube, ESPN, and FIFA to help determine how to track and monitor audience sizes for eSport events.[231]
In July 2018, on the first day of the inaugural 2018 Overwatch League season playoffs, Blizzard and Disney announced a multi-year deal that gave Disney and its networks ESPN and ABC broadcast rights to the Overwatch League and Overwatch World Cup, starting with the playoffs and continuing with future events.[232]
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enlaces externos
- The Rise of Competitive Gaming & E-Sports Video produced by Off Book