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Evolution of eSports and competition from video games

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Evolution of eSports and competition from video games

The evolution of eSports in the competitive video game scene

The "eSports" category emerged more than a decade ago. While it may seem relatively old, the reality is that it is a relatively new trend that gradually caught the attention of many users and specialised websites, such as casino-online24.cl. So much so that, at some point, large competitions started to be organised around titles in this category.

Indeed, there are many options to consider, after reviewing the preferences and popularity behind each of them. But, as expected, everything has a beginning, and the "Ultimate Boom" was League of Legends, the pioneer of the category, given its relevance now and back then. Thus, the eSports revolution begins.

The origins

There have always been video game lovers to such an extent that many of them think at some point "what if we launch a game that meets our expectations". From this idea, a group of fans followed their dream by launching a full-fledged game. Thus, the legend, or rather the precursor game of the "eSports" division, League of Legends, was born.

Yes, many may disagree with this, but there is no valid argument to refute the fact that Riot Games marked the life of a whole generation by offering this great multiplayer video game. This was true for a long time, even after Valve's DOTA took the top spot on the list.

The League of Legends tournaments made a big difference, being a determining point for this great title, as it generated its unprecedented massification. In the process, countless users joined Riot Games' great adventure, raising the level and the name of this great multiplayer online battle game even higher.

Other popular video games

It is clear that, during 2011, LOL had some pretty strong opponents, which were and still are none other than StarCraft and Counter Strike. However, the landscape changed dramatically in favour of League of Legends after its first world tournament, the reason being nothing more and nothing less than the huge hordes of fans that attended this great competition.

As every action brings a reaction in the opposite direction and of equal magnitude, those who witnessed the great event not only remember the defining moments, but also the player who emerged at the end of the competition as the undisputed world champion: Fnatic. It is worth noting that one of the most fondly remembered clubs in the LOL Hall of Fame was given the same name as the 2011 Worlds champion.

League of Legends changed everything

League of Legends competitions contributed to the revaluation of live streaming and broadcasting. More teams joined the cause, and over time, fans saw the emergence of all kinds of players, media dedicated to covering every milestone of the campaigns, and more.

By this time, the category of "eSports" had been concretely established, to the point of becoming a professional practice. Yes, there was still some time to finalise some of the details, but the numbers speak for themselves. The League of Legends world tournament broadcast had an audience of just over 1,000,000 people.

Competitions with the same rules as conventional sports

Given the importance of League of Legends in the emergence of the eSports category, the company Riot Games allowed the options to be diverse, beyond its famous title, because the hook is in the variety, and that is precisely what gave rise to the emergence of other titles that, today, complement the eSports offer.

In the process of professionalisation, the choice was made to include events with the same qualification rules as conventional disciplines. Thus, competitions began to be divided into leagues, which in turn were differentiated into regional and national events. The classic ranking dynamic of having to win a certain number of matches in order to be promoted was also followed and is still followed.

Of course, all this led to the monetisation of the events, through sponsorships, all kinds of partnerships and other commercial closures, which gradually raised the level of these kinds of competitions. As in football, transfers were and still are made, among other actions similar to those in traditional disciplines.

In the context of sporting events to watch in summer, the growing importance of these agreements in the promotion and organisation of activities during this season is evident. The search for sponsorships and strategic alliances thus becomes an essential component in guaranteeing the success and viability of such events during the summer months.

A growing phenomenon

Just as League of Legends rose to the top and remains among today's leading eSports, StarCraft also went through the same, but the level of massification of LOL was unprecedented. As it became part of that category and a world-class phenomenon, the market began to grow in equal proportion.

Recognition and contracts were and still are the cornerstones of the e-sports category. With so many fans around the world, companies of all kinds jumped at the chance to make their brands visible through direct sponsorship of events attended by thousands of people, as well as millions in viewership.

It didn't take a constant review of the numbers to know that the League of Legends effect would set the eSports category on its way to a new era of fame, prestige and variety. Hence why there are so many options available within this grouping today, such as Counter Strike: Global Offensive (CS:GO), Valorant, DOTA, DOTA 2, StarCraft, Rocket League and more.

Video games went professional

Without a doubt, the professionalisation of video games was an achievement for gamers, especially for those who dedicate their day-to-day lives to preparing to participate in regional and global events. It was an unprecedented development that allowed a little more diversification of options for those who wanted to see more than just conventional sports.

Many wonder what really characterises an e-sport beyond being a video game, and that is not a bad thing. This question has a very simple, if somewhat lengthy, answer, divided into several points:

  • Influx of players

It is clear that, if a videogame does not have enough fans, it is because it lacks that hook that fascinates gamers so much when they try a title for the first time. For example, Mortal Kombat 11 is considered a great eSports game, despite not having as many users compared to League of Legends or Counter Strike: Global Offensive (CS:GO).

It is the "best fighting game" for many, and its hook is none other than the infinite number of combos that can be performed in a match, as well as the fatalities and its own story. Currently, there is a whole line of MK 11 tournaments, each of which has its own qualification and knockout dynamic.

  • Background

There are classic games as well as recent titles that are known in many parts of the world. For example, League of Legends started playing on a few people's computers in 2009. And, in over a decade, more than a million people not only play it, but many more users are aware of its existence.

It is a perfect combination of recognition, engagement and years of longevity. Many gamers feel nostalgic when they compare what it was like to play LOL in its early days to what it is like today. That feeling of knowing how much things have changed since the beginning or starting point is also a characteristic feature of the trajectory.

  • The competitions

Yes, many of the biggest adventures start with a few users playing a campaign or game, but what really defines an eSports is the availability of tournaments. This, in turn, complements the previous two points, as the track record is what, in part, attracts more fans, in turn generating the massification of the game.

With a good track record and millions of fans, a game can take the next step and do what Riot Games did with League of Legends, when it organised the big global tournament with millions of viewers around the world. When games adopt this defined structure of championships, leagues and other related competitions, then they can easily be considered "eSports".

  • Sponsorship

Events are indispensable for the monetisation of any market or, in this case, for the rise of games to eSports status. Again, this is something that could be seen during the early LOL championships; competitions led to the professionalisation of video games, by attracting fans and establishing commercial contracts.

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If a video game is famous enough for its competitions to attract the attention of major brands, then there is no doubt that it is a potential eSport. Thus, it is clear whether a video game is on its way to becoming a new eSport that can make its debut against the biggest titles on the market.

Elen
Elen Stelmakh

Олена Стельмах - творча особистість, яка присвятила себе просуванню ігрової культури через статті та візуальний дизайн. Як штатний автор EGamersWorld та дизайнер ігрового веб-сайту, Олена не лише створює контент, але й наповнює його енергією та творчістю.

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