Brief History of e-Sports
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Brief History of e-Sports

May 22 darthhelmet  

First E-Sports Competition, Top Prize was a subscription to Rolling Stone Magazine

The first official video game competition on record happened at Stanford University on October 19, 1972. That event invited players to compete in a game called Spacewar, which is a space combat game that was first developed in 1962.

Students gathered to compete against each other, and the winner, Bruce Baumgart, won the top prize of a one-year subscription to Rolling Stone magazine.

Competition-Level Matches between Amateurs

Although organized online and offline competitions have long been a part of online gaming culture, game matches were largely between amateurs until the late 2000s when participation by professional gamers, propped by well-financed stakeholders, saw a humongous surge in popularity in stadium-like events through live streaming.

Slickster Magazine.com

Slickster Magazine.com

Stakeholders include professional athletic teams and their star players, venture capitalists and their big hitters, motion picture studios and Walt Disney, Dell Computers under the alias ‘Alienware,’ cloud and software engineers, and creative computer scientists secluded in thinktanks.

Galactic Warrior Empire (GWE) is Recruiting!

Galactic Warrior Empire – Recruiting

GWE is recruiting amateur gamers at the competition-level to participate in various online gaming matches. A new website is being completed to promote them once we have enough players with the guts to do it.

Virtual Reality begins with the Birth of Video Games and Online Games

e-Sports Explosion

Newzoo

Newzoo

By 2010, e-Sports was a significant factor in the video game industry, with many game developers actively designing toward a professional e-Sports subculture.

e-Sports is growing at a huge rate with no signs of slowing down. By 2019, it is estimated that 427 million people worldwide will be watching e-Sports. The increasing availability of online streaming media platforms, particularly Twitch.tv, has legitimized and consolidated a new industry with the promotion of e-Sports competitions.

Major League Gaming

Demographically, Major League Gaming reported viewership is approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. However, the percentage of females is rapidly expanding towards 35%. Domination by males will soon be lost forever. The average age group is also slowly expanding towards 35 – 65, showing us that it’s not just teens and young adults who taking gaming seriously.

Today is a glorious day to be alive. Live long and prosper!

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