Rise of E-Sports and Potential for Post-Covid Development Variables
Iv: E-Sports Dv: COVID-19 Pandemic
We begin by defining and describing exactly what constitutes E-Sports. The "e" in the name stands for "electronic", indicating that games are played through digital electronic platforms such as game consoles and computers. A newcomer to the sports scene, esports is on the fringes of the traditional sports scene. However, the impressive growth in sports participation and commercial value has made E-Sports one of the emerging sports of the 21st century. E-sports is an occasion related to professional gaming competitions. Regardless of the significant growth in the E-Sports industry, the research findings and literature, carrying out systematic reviews and comparisons of destinations, are still remnant. Though many have considered E-Sports as one of many sports that we all play and love some still have a lingering debate on it. After its economic impact and growing popularity, "e-sports" has become a topic of academic debate about sports. Current discussion revolves around the definitions of sport provided by sports philosophy and sociology and how this, in turn, can be adapted to E-Sports. COVID-19 Coronavirus disease (COVID-19) is an infectious disease caused by the SARS-CoV-2 virus. Most people infected with the virus will experience mild to moderate respiratory illness and recover without requiring special treatment. However, some will become seriously ill and require medical attention. Older people and those with underlying medical conditions like cardiovascular disease, diabetes, chronic respiratory disease, or cancer are more likely to develop serious illness. Anyone can get sick with COVID-19 and become seriously ill or die at any age. The best way to prevent and slow down transmission is to be well informed about the disease and how the virus spreads. Protect yourself and others from infection by staying at least 1 metre apart from others, wearing a properly fitted mask, and washing your hands or using an alcohol-based rub frequently. Get vaccinated when it’s your turn and follow local guidance. The virus can spread from an infected person’s mouth or nose in small liquid particles when they cough, sneeze, speak, sing or breathe. These particles range from larger respiratory droplets to smaller aerosols. It is important to practice respiratory etiquette, for example by coughing into a flexed elbow, and to stay home and self-isolate until you recover if you feel unwell. Review Related Literature E-Sports History To fully understand what E-Sports is we must first know how it started and what made it a billion-dollar industry. The very first e-game created was the Cathode Ray Tube Amusement Device in 1948 by Alan Turing (Emirhan et al. 2018). Following that, Turing created a program with the ability to play a few simple chesses moves. In 1971, Computer Space became the first commercial e-game, followed by the Magnavox Odyssey which was the first at home gaming console (Emirhan et al. 2018). We all have been in an arcade and have tried many games in it. If looking back at the past we all have played a game of ping pong which is the most notable game released in 1971. “Pong”, which became hugely influential in arcade games and began to change the gaming industry As technology is widening its road to development, so have games to be played. Today, games can be played on a variety of platforms, such as smartphones, tablets, computers, and game consoles. Like many things, these games quickly created the opportunity for competition, the first being Sea Wolf in 1976 (Taylor 2012). Thus, the e-sports competitive environment became widespread and popular over time. The international e-Sports Federation (IeSF), founded in 2008, was a major contributor to the growth of e-sports as it set international rules and standards in order to maintain the integrity of the games (Emirhan et al. 2018). The organization began with nine countries but has since increased its numbers to 42 countries, with the interest in e-sports also growing each year since 2009 (Emirhan et al. 2018). An additional reason behind the success of e-sports is the prize pools awarded to competition winners. One such example is a prize pool worth more than one million dollars for games like the StarCraft II World Championship (WSC) or the League of Legends Championship (LCS). Professionalization in video gaming Prize pools are not the only method for professional players to earn money anymore. Twitch, a live streaming platform for gaming, has become a primary source of income for many “Twitch professionals” (Johnson and Woodcock 2019). The site has gained in popularity as the leading platform in America, Europe, and Asia. Particularly in Norway, in June 2018, the Twitch streaming service ranked in the top 10 Internet sites (Spilker, Ask, and Hansen 2020). Statistics show that this type of employment is quickly growing as a career choice, with demographics typically being adults under 25 and earning under $50,000 each year (Johnson and Woodcock 2019). Hearing an interview about a professional gamer playing for a moba genre. He earns 15 thousand pesos on his early pro debut but as time goes on and their team keep winning his pay have risen significantly and sponsors flooded in. upon hearing it my view on E-Sports have broaden wide, I can’t think of E-Sports as just games to have fun anymore but a job of passion for all the kid who wishes to earn in it. With the constant advancement of technology, sports and competitions are no longer just tests of pure physical ability. E-sports have entered the sports industry as physical and mental competitions similar to other sports. There are many advantages over other sports, as follows: (1) The ability to play on a computer environment is widely available around the world, (2) the ability to play individually or in groups, and (3) does not require a lot of financial resources for the device (Emirhan et al. . 2018). The shift in mentality about the definition of a sport and competition has facilitated the transition towards esports becoming a legalized sport. Perhaps the biggest impact on gaming in the transition to esports is technological advances in networking capabilities. Computer games have always provided a sense of camaraderie among friends in a local environment, but online network multiplayer games have made gaming collaborative. Conclusion The road that E-Sports has taken to reach the level of popularity it is today is still long and arduous. The creation of video games in the early 1950s started building the industry and led to new consoles, online games, and eventually e-sports competitions. Although unlike traditional sports, esports athletes are making their way to the Olympics with the help of the IOC. The eSports community has grown to a total of nearly 500 million viewers and is only expected to grow even more. The more organizations that recognize the legitimacy of E-Sports, the more critical it will be to the success of growing audiences. In addition, countries with higher GDPs show an increase in time and money spent creating a favorable environment for the strong growth of e-sports. Many traditional sports brands are investing heavily in e-sports assets, especially as the COVID-19 pandemic has placed many barriers to playing and watching traditional sports. than it has for eSports. 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