E-sport Yin Shiyu (Bob) Dongbei University of Finance and Economics King’s Class 2 2013.04.21 The Index Page2:……………………………………………………………………………………Index Page3:………………………………………….…………………………………Introduction Page4:…………………………………………………………………..E-sport(Description) Page5:…………………………………..………The growth of E-sport(Cause and Effect) Page6:…………………………….…E-sport and Online games(Compare and Contrast) Page7:…………………………………………….…Put E-sport into Olympics(Argument) Page8:……………………………………………………………………………
know about professional competitive gaming. They would never think that in the future eSport (electronic sport), would be growing up extremely fast. “Last year, tournaments awarded more than $15 million around the world, up from just over a $1 million a decade ago” (Holden 87) according to the statistics from the esportsearnings.com. Just think about it, the first place team can be guaranteed to get at least $1 million dollars, and this is the amazing amount of money for just playing the game. Now imagine
with screaming, ecstatic fans cheering for their corresponding teams that have come to compete that day. Behind the scenes, the athletes are nervous, they are about to compete in the biggest, most important event of their lives. However, they are professionals, so they have trained a majority of their lives for this moment, constantly practicing their craft, going over film, and working alongside their teammates in order to achieve their ultimate goal, winning the championship. This description at first
Whatś a sport? What makes up a Sport? People today believe that there are defining characteristics of a sport, while others believe that any activity could possibly become a sport with the right format and or qualities. By examining the similar characteristics of ¨regular¨ sports and video games, the fact that people already use/train with video games in different situations, it is clear that video games should be a sport too. To be frank , video games already have so many similar characteristics
can bring a new form of sport? Competitive gaming, sometimes called as E-Sports or Electronic sports by fans and spectators – is a form of sports where the primary aspects of the sport are facilitated by electronic systems (Hamari & Sjoblom, 2015). It is not like the traditional sports we’ve seen, but the essence of a sport is also present in E-Sports. E-Sports is starting to hit our mainstream consciousness. It is starting to gain attention around
In the Columbia Electronic Encyclopedia’s definition of “Amateur” it states, during the early 20th century “the American intercollegiate athletic system… adopted amateurism, claiming it developed competitors who were morally superior to professionals” (“Amateur”). Amateurism is the concept that athletes should compete without payment. Until recently, playing collegiate sports as an amateur was thought to be a noble calling. As time surpassed, college sports became a commercialized industry, generating
Slide 1: The video game industry is worth an estimated $25.1 billion as of 2010 in the US alone (ESA, 2012), a year in which Electronic Arts earned $3.6 billion in total revenue and $2.025 in North America, giving the company an approximate market share of 8%. The company published titles on all major platforms for the year. The company has a gross margin of 65% but barely turned a profit, this coming after several years of losses. Slide 2: Michael Porter's five forces framework allows us to determine
makes us think that whenever we think of athletics, we imagine large sport complexes and people running about and playing games we call sports. But, where do we get this definition? Why do we think this way, who has set the precedent that athletes are purely physical? Is this just a stereotype that needs to be broken? Webster’s American Dictionary defines an Athlete as “a person who is trained or skilled in exercises, sports, or games requiring physical strength, agility, or stamina.” The word originates
College sports has become extremely popular over the past few years. With the March Madness tournament held in March and the new College Football Playoff held in January, the NCAA has achieved a great deal of attention and high television ratings. Although colleges make tons of money off of their athletes, college athletes receive plenty of compensation. Paying student athletes would cross the line between professionalism and amateurism and would violate the essence of being a student athlete. Student
Video games, also known as electronic games, computer games. Since the 1960, this by the players through the electronic equipment in the computer graphics virtual visual environment for AI, or matching player of entertainment, has passed more than 40 years of development history.The Video Game is one of the most important and the most popular leisure activities in the world. The types and rules of the game gradually evolved with the times. In 1961, the Massachusetts Institute of Technology students