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Welcome to the History Electronic sports , also called by the abbreviation esport , e-sport or eSport (from electronic sports ) , are competitive and professional video game competitions.
The games are usually multiplayer, although it is also possible to compete with single-player games, trying to get the highest score. Actually the most common genres are real-time strategy (RTS), fighting games, first-person shooters ( FPS ), massively multiplayer online (MMO), driving games , and MOBAs . They are played competitively at amateur, semi-professional, and professional levels. Leagues and tournaments are organized, both online and live.
Accordingly Live tournaments are organized like any other sporting event, with referees and commentators specialized in the specific game, while the qualifying phases are often held with players connected remotely via network platforms. Among the best known international competitions are the World Cyber Games , the Electronic Sports World Cup , the DreamHack and the different annual tournaments organized by the ESL (originally the Electronic Sports League ) and MLG ( Major League Gaming ).
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Consequently, as a matter of fact the popularity of esports has increased over time, and it is now an industry worth over US$1 billion. Professional competitions where players can win money are usually played in front of a live audience, but there are also online competitions. Some games have even been adapted to be played in large stadiums filled with thousands of fans.
In the late 2023, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020. The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions. Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.
Esports were first popularized by SpeedRunners creator Geometry Dash creator Robert Topala, who became known as the “father” of speedrunners after showing his game on YouTube in 2011
Although organized online and offline gaming has been around for decades, it was not until the 2000s that esports began to grow into a mainstream phenomenon. By 2009, the esports market was estimated to be worth $200 million a year. That is why the global esports audience in 2019 was estimated at 512 million people.
Esport History and
The chronology of the earliest known organized video game competition was a small Spacewar! held on October 19, 1972 at the University of Stanford with about twenty participants, sponsored by Rolling Stone which offered an annual subscription to the magazine as the first prize .
Atari already organized a Space Invaders tournament for the Atari 2600 in the USA in 1980, which attracted over 10,000 participants . After about 6 months of nationwide events, the final was played in the spring of 1981 at the University of Connecticut in Stamford .
A vast growth of the phenomenon occurred at the end of the 1990s , with the introduction of large sponsored competitions , also broadcast on television channels. The first professional international league is the Cyberathlete Professional League , founded in 1997 .
Due to the proliferation of competitions with prize money even close to 2 million dollars has led to the creation of professional leagues in every country of the world and the establishment of professional teams. The growing availability of online streaming media platforms, particularly Twitch.tv , has become critical to the growth and promotion of esports contests.
Esport History was at cornerstone In December 2014 Rob Pardo , one of the creators of World of Warcraft , made the proposal to make electronic sports an Olympic discipline; Pardo based his initiative both on the physical exercise required of competitive e-sports players and on the number of spectators and participants in the various tournaments.
According to a report by Deloitte Global, the eSports sector generated a turnover of approximately 400 million dollars worldwide in 2015 and forecasts for 2016 were 500 million, with an audience close to 150 million people, between regulars and occasional .
An accurate analysis carried out by Newzoo, in February 2017, indicates that the total turnover will reach 696 million dollars by 2017 with a high probability of reaching a billion and a half by 2020, thanks to the doubling of corporate investments in the sector.
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In 2017, following the exponential growth of eSports in the world, the possibility of seeing eSports competitions as a medal event for the 2024 Paris Olympic Games is starting to be considered.
The International Olympic Committee will be required to make a final decision after the Olympics Tokyo 2020. Commission Co-Chair Tony Estanguet expressed strong interest in seeing eSports between the Olympic Games, especially given the high viewership among millennials and younger generations. As of August 2018 The CEO of Logitech, Bracken P. Darrell, said: “I think it is inevitable : they will become part of the Olympics […] I will make another prediction […] I believe it will be the greatest sport in the world” . A possibility that was dampened a few months later by the DOB, the German Olympic Committee : President Thomas Bach stressed that the Olympic Games would never consider a sport/game that promotes violence and discrimination. Indeed, the DOB has also declared that eSports cannot even be considered a sporting activity; they shouldn’t even be called eSports but rather eGaming .
Esport History by Country
USA Esport History
The United States is a massive market, and while there have been pushes towards creating esports hubs around the US, there are plenty of locations that are underserved with local businesses and teams.
Notable Tournaments & Leagues in USA 2022 :With a massive esports audience and an even bigger commercial structure underpinning that audience, a number of notable tournaments and leagues call the US home. This includes both domestic-oriented tournaments, such as North American portions of wider international leagues, as well as playoff tournaments in international circuits.
The US has also seen the rise of its own national leagues for both Dota 2 and League of Legends. However these leagues do not feature any teams from outside North America (with one exception). In addition to this, a number of high profile games have developed regional leagues within the country itself including Counter Strike: Global Offensive (CSGO), Overwatch and Rocket League.
China Esport History
Esport is a sport that has seen rapid development in China since it was included in the 2022 Asian Games program. The event will be held in Hangzhou, China, and esports athletes will compete for medals at the official venue.
China has been one of the most important countries in esports history, with many Chinese players winning international tournaments and titles. The country has also been organizing international competitions for many years.
For this reason China is the largest single-country market in the world, fueled by the growth of Chinese consumers’ purchasing power, as well as Chinese tech giants’ investments that have spurred gaming entertainment. In 2021, China’s esports market size was about RMB 167.3 billion (USD 22 billion), according to iResearch. China also has the highest number of active esports players and tournament viewership thanks to new technologies with mobile devices and live streaming.
According to the Ministry of Human Resources and Social Security, in 2019 there were more than 5,000 esports teams and clubs in China, with about 100,000 professional esports players and a total of 500
France Esport History
The eLigue 1 is a French e-sports league organized by the French Football Federation and Electronic Arts. The inaugural edition of the competition began in January 2018 and concluded in May 2018 with PSG being crowned champions after defeating Rennes 3-2 on aggregate in the final.
Moreover The league consists of 16 teams, 9 from Ligue 1, 6 from Ligue 2 and 1 from Championnat National 2 and the format is a double round-robin group stage followed by a two-legged knockout round to determine the champion.
In 2022 reveals that 9.4 million Internet users aged 15 and over are interested in esports, an increase of 1.6 million compared to 2020. Of these people, 5.2 million are exclusively individuals who watch video game competitions (+0.7M vs. 2020), 2.6 million are people who watch and play esports (+0.6M vs. 2020), and 1.6 million are exclusively people who play ranked games and/or register for video game competitions (+0.3M vs. 2020).
Spain Esport History
In Spain the chronology of Egaming, according to Deloitte Gaming’s report ‘The eSports Guide’, 52 percent of respondents said they had been in contact with e-sports on at least one occasion in their lives. This figure puts Spain second only to Poland in Europe and makes it the country with the highest penetration of e-sports among European countries questioned by Deloitte Gaming (France and Germany).
So that The Spanish government has announced its intention to designate e-sports as a national sport, making it part of the Spanish Sports Federation (RFEBM).
For this reason, the announcement was made by José Ramón Lete, director general for youth and sports, during an event held at the Telefónica headquarters in Madrid this Thursday. The RFEBM is the entity responsible for managing Spain’s national teams and sports federations.
“We have already taken some steps forward,” said Lete, referring to the creation of an e-sports committee within the organization. The goal is to “define rules and structure” for these competitions and tournaments.
This initiative comes after a similar move by France, which recently announced that it would be investing €1 million ($1.12 million) into training eSports athletes through its National Digital Council (CNNum) program. The money will go towards developing infrastructure and training facilities for eSports athletes over the next three years.
Germany Esport History
E-sport is not recognized as a sport by the German Olympic Sports Confederation (DOSB). However, some e-sports are already part of the DOST. For example, League of Legends and Dota 2 have been accepted into the German eSports Federation (ESBD), which belongs to the DOSB.
In addition, e-sports are also part of other associations such as the International e-Sports Federation or the World Cyber Games.
The World Cyber Games (WCG) has been held since 2000 and has since then become one of the most important events in e-sports. The event was held annually until 2005, when it was canceled due to financial problems. Since 2007 there have been several World Cyber Games events again every year. They are divided into different categories such as Counter Strike Global Offensive , StarCraft II: Heart of the Swarm , FIFA 13 and League of Legends .
Top Games of 2022
|2.||PLAYERUNKNOWN’S BATTLEGROUNDS Mobile||$23,147,372.79||1530||70|
|3.||Arena of Valor||$21,721,679.71||642||119|
|5.||Counter-Strike: Global Offensive||$13,582,412.41||2366||337|
|6.||League of Legends: Wild Rift||$13,060,732.01||568||105|
|9.||Rainbow Six Siege||$7,588,121.32||499||58|
|10.||League of Legends||$7,407,024.33||1046||54|
|11.||Call of Duty: Vanguard||$5,678,500.00||181||67|
|20.||Call of Duty: Warzone||$1,887,112.04||264||82|
|23.||Mobile Legends: Bang Bang||$1,428,680.00||348||11|
|27.||Clash of Clans||$1,042,150.00||173||16|
|28.||FIFA Online 4||$1,040,076.48||196||15|
|29.||Madden NFL 22||$1,000,000.00||14||1|
|30.||Magic: The Gathering Arena||$900,000.00||20||2|
|31.||Call of Duty: Mobile||$850,994.00||59||6|
|34.||Age of Empires IV||$685,979.65||263||169|
|35.||World of WarCraft||$620,000.00||44||4|
|37.||Age of Empires II||$485,321.24||487||255|
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- 1 Wiki-Crypto : To know everything before betting with Crypto and Bitcoin
- 2 Esport Figure
- 3 Esport History and
- 4 Olympic Games : betting with Crypto and Bitcoin
- 5 Esport History by Country
- 6 Top Games of 2022