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Virtual sports[edit]

This article introduces those countries which regard esports as legitimate sports and the reasons behind,plus,it analyzes the harsh situation present for esports to become a world-wide recognised legitimate sport.However,at last this article also shows a brighter future for the esports to be a legitimate sport


History of esports[edit]

Good luck have fun:The rise of esports
AuthorSimon and Schuster
Publication date
2017
esport competition

Early history (1972–1989)[edit]

Esports(an abbreviation of electonic sports)is a kind of match between players based on video games,which has a comparatively short history than other regular sports.The earliest recognised video game competition happened on 19 October 1972 at Stanford University for the game Spacewar.Those students were invited to an "Intergalactic spacewar olympics"whose grand prize was a year's subscription for Rolling Stone.The Space Invaders Championship held by Atari in 1980 was the earliest large scale video game compitition.

Great progress(1990-1999)[edit]

The fighting game street Fighter II (1991) made the conception of direct and tournamental competition between people popular.In the past,video games determine the best player based on high scores,however,this changed with Street Fighter and Marvel vs. Capcom in the 1990s which resulted in the establish of the international Evolution Championship Series(EVO) esport tournament in 1996.

Competition across the world(2000-now)[edit]

The fast-rising global tournaments are mainly on account of the the mass building of broadband internet networks following the 1997 Asian financial crisis.Among hundreds of global tournaments,some are of really large scale,such as League of Legends World Championship and Dota2 Asian Championship 2015.

Countries listed regard esports as legitimate sports and the reasons behind[edit]

2017 LoL Worlds Group Stage RNG(Chinese League Of Legends team

On Jan 25, 2019 China’s Ministry of Human Resources and Social Security (CMHRSS) announced that “esports professional” and “esports operator” will be officially recognized as two new professions in the country, alongside 13 other new professions including A.I. engineer, big data engineer, and drone pilot.[1] Statistically speaking,China,with the largest populatioon across the world,is about to surpass U.S.A to become the country with the highest earnings in esport in 2019 .[2]Several factors contribute to sucn a prosperous situation for esports in China:Firstly,the report, uncovering the average earnings in the following five years to come based on market data in the past twenty years ,demonstrates that the revenues in esports are more likely to constantly increase in 2019 benefited from the great progress in esport,indicating that eports in China has a huge business market with sufficient attraction towards thousands of potential esports professional.[2];Secondly, with numerous fans of esports in China,earnings with it are very likely to reach more than forty-five million dollars,which is considered to be a remarkable rise on the U.S.A,asserting that twenty-eight million dollars in revenues in the year before.Thus,all above shows that esports is an unstoppable trend in China[2];Thirdly, audience on esports competitions are very likely to rise to 557 million across the world by 2021,which was only 380 million in 2018.Huge investments related to esports,advertising and bonus included, are about to double from $694m in 2018 to $1.39b in 2021 on account of the bigger investment in such a prosperous field [2],which proves esports is a complete and well-performed system in China,not only with many players but also with sufficient audiences,which is considered to be an extremely imortant part of traditional sports.

Obstacles preventing esports becoming a world wide legitimate sport[edit]

ESport Gaming: The Rise of a New Sports Practice
AuthorRosell Llorens, M
Publication date
2017

There are some specific difficulties for esports to be an acknowledged public sport.For instance, the wide following and stability features (added to the physical skill)are required for a game to be considered a sport according to Suits definition.In the first place,notice that there is always a controversy about the concept of esport gaming and video game playing,in the second place,it is of great significance to define the esport concept .That is, only some particular sense of video game playing equals esport gaming and is more likely to be accepted as a sports in commom sense.As a result,only a few games can be applied to the esports or even sports.Most importantly, Little League Gaming Infrastructure really matters,which is essential for any kinds of sport as a real public-acknowledged sport requires new blood continuously considering that athletes usualy do not have a long career life due to the high demand for good body condition.However,nowadays,the field of esports does not have any thing like a Little League Gaming Infrastructure,which basicly result from the disrespect of many parents,thus they are not likely to send their children to such a little league,if ever exists.Last but not the least,normally,gender imbalance is a typical characteristic for a sport.In many sports field,there is gender difference,thus,the sport will divide athletes at least on gender.However,in esports,it is really hard to tell whether men are doing better than woman,because,unlike traditional sports,esports do not really rely on the physical condition.[3]

The brighter future of esports[edit]

The Evolution of eSports: An Analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools
AuthorOlsen, A
Publication date
2019
Websitehttps://arxiv.org/abs/1509.08795v1
Esports degree: 'I won't spend three years playing games
AuthorSophie, M
Publication date
2019
Websitehttps://www.bbc.com/news/uk-england-stoke-staffordshire-45328940
Stage and trophy of "League of Legends" World Championship

On account of the prosperous future with Information Technology Management tools and the fact that computers have been widely spread since 2000,enabling more and more people to easily get access to on-line video games,which means the potential game-lovers will increase continously,making it possible that more and more people could become professional esports players.Besides the spread of computers,the rising college education on esports mentioned in the second article is also unbelievably beneficial to the further development of esports,as education will continuously offer esports-related talented people.Plus offering gifted esports players,the esports degree education could as well cultivate excellent business elites in esports field.With larger and larger capital streaming in,the esports is more likely to develop constantly and prosperously[4][5]

Moreover,more and more global competitions are held since 21th century,such as League Of Legends World Championships and World Cyber Games(WCG).World Cyber Games,especially,is considered as the most world-famous esports competition.Like Olympic Games,WCG provide for professional esport players with a perfect chance of demonstrate their particular skills and win the titles on a regular basis.Besides,with the fast development of integrated physical and virtual gaming facilities,esports have greater chance of attracting more and more players as esports could be in various forms such as virtual and physical.[6]

All the objective reasons above do help esports develop constantly,however,the change of public attitude towards esports really matters a lot when talking about the properous development in the past decades.At the very beginning of the video games when many people began to be addicted within,a large group of people insist that esports is not beneficial for a man's regular development,instead,esports often affect their normal life.Yet,as time goes by,esport is increasingly receive industy recognition as sport entertainment and with the rising business market for the whole esport industry,large number of people could make their living by being a professional esport player just as other common sports.[7]







References[edit]

  1. ^ Chen, Hongyu (2019-02-06). "Chinese Government Identifies Esports as a Profession, PUBG Details Esports Plans for China". The Esports Observer. Retrieved 2019-05-14.
  2. ^ a b c d "China to become leading eSports nation by earnings in 2019". The Drum. Retrieved 2019-05-14.
  3. ^ Rosell Llorens, Mariona (2017-10-02). "eSport Gaming: The Rise of a New Sports Practice". Sport, Ethics and Philosophy. 11 (4): 464–476. doi:10.1080/17511321.2017.1318947. ISSN 1751-1321. S2CID 219697544.
  4. ^ Madden, Sophie (2018-09-24). "Esports degree: 'I won't spend three years playing games'". Retrieved 2019-05-15.
  5. ^ Anders Hval, Olsen (2015). "The Evolution of eSports: An Analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools". arXiv:1509.08795.
  6. ^ Laxmisha, Rai (2009). "Future Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits" (PDF). International Journal of Sports Science and Engineering: 027–033. S2CID 18844115.
  7. ^ Funk, Daniel C.; Pizzo, Anthony D.; Baker, Bradley J. (February 2018). "eSport management: Embracing eSport education and research opportunities". Sport Management Review. 21 (1): 7–13. doi:10.1016/j.smr.2017.07.008. ISSN 1441-3523.