Esports
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Esports Photography The characteristics of Athletes in the team depends on the discipline
Inventory of personal computers and input devices
Disciplines
Quake Live, Counter Strike, StarCraft, Dota 2, League of Legends, World of Tanks, Heroes of the Storm, Hearthstone: Heroes of Warcraft, Halo, Rocket League, Call of Duty.
First competitions International Federation Name IeSF
Related Projects Category:Esports Portal:Esports
E sports (outside the CIS is better known as English e Sports) is a gaming competition using computer technologies, where a computer simulates a virtual space inside which the competition takes place[1].
All computer games, and competitions on them, are divided into several main classes, distinguished by the properties of spaces, models, a game task and the developed game skills of cyber athletes[1].
The website of the FCC of the Russian Federation indicates that 0.5% of the population actively plays computer games[1].
Large competitions can gather up to several thousand participants, and the duration of the games reaches 10 continuous days[1].
The history of esports began with the game Doom 2, which had a network game mode via a local computer network.
Due to the popularity of the game Quake, in 1997 the first league of esports players appeared in the United States — Cyberathlete Professional League.
Content
1 History 1.1 Recognition in Russia
2 Competitions 2.1 Semi professional online leagues
3 Requirements for conducting competitions 4 Rules 4.1 General 4.2 Disciplines
5 Esports in the countries of the world 5.1 USA 5.2 CIS 5.2.1 The most influential people in the CIS
5.3 India 5.4 Mexico 5.5 Italy
6 Broadcast on television 7 Esports as one of the sports 8 Criticism 9 Bets on esports 10 Holding competitions 10.1 Prize amounts 10.2 Teams
11 Federations and Associations 11.1 Russian Computer Sports Federation 11.2 G7 11.3 National Electronic Sports Commission (NeSC)
12 Notes 13 References 14 References
History[edit / edit wiki text]
The history of esports begins in 1997, when CPL was founded, which made the first tournament in the Quake discipline[2].
But the first game with the possibility of cooperative combat was Doom 2[2].
Recognition in Russia[edit / edit wiki text]
Russia has become the first country in the world to recognize esports as an official sport.
This happened on July 25, 2001 by order of the then head of the State Sports Committee of Russia, Pavel Rozhkov[3].
After the change of leadership and the renaming of the State Sports Committee of Russia into the Federal Agency for Physical Culture and Sports, as well as in connection with the subsequent introduction of the All Russian Register of Sports (VRVS), it was necessary to repeat the procedure for recognizing computer sports on March 12, 2004 by order of the head of the State Sports Committee of Russia Vyacheslav Fetisov[3][4][4][5][6].
In July 2006, esports was excluded from the All Russian Register of Sports[7] due to the fact that it did not meet the criteria necessary for inclusion in this register: development in more than half of the subjects of the Russian Federation and the presence of an all Russian physical culture and sports association registered in accordance with the established procedure[8].
Competitions[edit / edit wiki text]
Esports competitions are held all over the world, including international ones.
The most significant and analogous of the Olympic Games[9] is the international tournament World Cyber Games (WCG), which was held in various countries from 2000 to 2013.
In addition to WCG, Cyberathlete Professional League and Electronic Sports League are regularly held.
Semi professional online leagues[edit / edit wiki text]
In addition to competitions with a prize fund, there are a number of semi professional leagues that organize competitions in the form of online cups and ladders.
The most well known and popular ones include ClanBase, ESL, etc.
Requirements for conducting competitions[edit / edit wiki text]
In addition to the protocol that confirms the fact of the tournament [10], Russia has strict rules for conducting competitions established by the Cyber Sports Federation[10].
According to the protocols, athletes are awarded ranks and rating points in the All Russian rating system for computer sports[10].
In addition to the protocol, it is mandatory to have a team of judges, which consists of the chief judge and game judges (if there are several of them), line judges, observers and technical judges[10].
Rules[edit / edit wiki text]
General[edit / edit wiki text]
The winner of the competition in esports is the player or team that showed the best result in the final battle.
Disciplines[edit / edit wiki text]
You canot use any games in esports.
For example, games that contain an element of randomness that prevails over the skill factor of the game are not suitable for competitions[11].
Thus, games of the MOBA or RTS genres often fall into the category of esports disciplines[11].
Warcraft 3 was one of the main [12] and spectacular disciplines.
With the release of the second part of StarCraft as an esports discipline, Warcraft 3 began to weaken.
The last major tournament was WCG 2013[12].
Esports in the countries of the world[edit / edit wiki text]
USA[edit / edit wiki text]
In 2013, the esports discipline League Of Legends was recognized as a real sport, and its participants were recognized as real athletes.
This makes it easier for players from other countries to enter the United States through a simplified visa system.
CIS[edit / edit wiki text]
There is an ESL in which more than a million dollars are played annually.
One of the largest esports organizations in Russia was the National Professional Esports League (NPKL), which was established in 2004 and was engaged in conducting esports competitions among professional gamers.
For the first time in Russia, the NPKL applied a show format for holding esports matches, created one professional esports club (already closed) and launched a regular championship organized according to the principle of the largest sports leagues and associations.
Currently, the league has ceased to exist.[source not specified 842 days]
Esports organizations exist in several CIS countries, including Belarus, Kazakhstan and Ukraine.
One of the largest tournaments in the CIS countries was the ASUS Open[source not specified 842 days], held once a quarter since 2003.
The prize funds are one of the largest among the CIS championships — up to 1 million rubles.
WCG qualifying games, the winners of which go to the World Cyber Games Championship, are also one of the prestigious competitions of the CIS countries.
At the moment, WCG has ceased its activities.
TechLabs cup has taken a stable position among the CIS cyber festivals since 2012[source not specified 842 days].
Moscow, Minsk, Kiev and Almaty are four cities that have been hosting the TechLabs team for the festival since 2010.
There are also various non commercial tournaments, for example, RDL (Russian Duel League for Quake II).
The largest individual Starcraft 2 league in Europe is the Russian RSL project Russian Starcraft 2 League, organized by sc2tv.ru.
The largest league for Counter Strike Source and Counter Strike: Global Offensive, as well as Dota 2 for 2014 is the CSPL league.
From May 9 to 15, Moscow will host Epicenter , the largest Dota 2 tournament among the CIS countries.
The most influential people in the CIS[edit / edit wiki text]
In January 2014, the site kanobu.ru published a list of "The most influential in the CIS gaming industry"[13][14]:
Vladimir Nikolsky is the operating Director of Mail.
Ru Group Gevorg Sargsyan CEO of Innova Sergey Orlovsky Founder and CEO of Nival Nikolay Katselapov Co founder and co owner of Wargaming Public Co Ltd Sergey Klish General Manager of Playstation in Russia
India[edit / edit wiki text]
There is no Internet and computers in remote cities of India, but at the same time there is no problem with this in large cities[15].
For more than ten years, the dominant discipline was Counter Strike 1.6[15][16] and regularly participated in the World Cyber Games Grand Final and Electronic Sports World Cup.
The debut performance on the world stage was WCG 2002, where the TUI team lost all the matches, by the way, together with them in the group were the champions of that M19 tournament[15].
The two most famous teams are ACID (participants of WCG 2003, WCG 2004, WCG 2005) and Team ATE[15].
The most famous players are "r4iD" and "RiTz" [15].
With the advent of free to play MOBA games League of Legends and DOTA 2, the outdated CS 1.6 is losing its position, it should be noted that LoL is a somewhat more popular game in this country, and more tournaments are held on it[15].
Frag portals are the promotion and popularization of these games nation.in and afkgaming.com[15].
Mexico[edit / edit wiki text]
Due to the proximity of Mexico to the United States, most gamers use consoles, not computers[17].
StarCraft II is the most popular discipline supported by three organizations: Team Quetzal, Team Neo Forze and xGamers[17].
In the League of Legends discipline, their success; 4th place at WCG 2013[17].
Italy[edit / edit wiki text]
Team disciplines in Italy are weak, for example, at WCG in Counter Strike and DOTA 2 disciplines, Italian teams do not leave the group.
But, in individual disciplines, they earned one medal at the ESWC and a dozen at the WCG[18].
In Italy, the StarCraft II discipline is popular, where three organizations dominate: Old School Clan, InFerno eSports and Team Redbyte Italia[18].
Broadcast on television[edit / edit wiki text]
Esports are actively broadcast on sports channels.
In 2015, the World of Tanks Gold season of the Russian Championship was held on the sports channel 7TV with the submission of the National Professional Esports League, where 32 matches were shown.
[19].
Esports as one of the sports[edit / edit wiki text]
The article on the formation of esports on the pages of the official website of the Team Empire esports organization proves that esports has achieved recognition as one of the sports disciplines, because there are long established rules in the disciplines, the intellectual abilities of participants are used, mandatory training is carried out, and, finally, interpersonal relationships are also an established fact[11].
On January 27, at a special conference in Seoul, the Korean Electronic Sports Association (KeSPA) successfully promoted esports to the ranks of second level sports disciplines.
So far, we are talking about the recognition of esports only by the Korean committee, in order to claim something serious, you need the recognition of the IOC itself[20]
Criticism[edit / edit wiki text]
Electronic championships do not have a clear organization: one world tournament can be held every month, therefore, more than one world champion may appear in each discipline in a year[21].
Even major championships can delay the payment of prize money to winners.
For example, ACON5 2005 did not pay $ 5,000 to the German team defusekids for Counter Strike, which took third place.
In response, one of the team members — Yannik Bindo wrote an open letter describing the situation[22].
Esports betting[edit / edit wiki text]
Like any sport, millions of people bet on esports.
Today, esports is on the 3rd place in terms of betting volume among all sports.
Analysts say that in 2018, esports will overtake football in popularity, and will come out on top.
But since esports is a new phenomenon, not all bookmakers accept bets on it.
Egamingbets is popular in English speaking countries, and Betsstore is popular in Russia.
The bookmaker's website usually has match statistics.
You can also look at the probability of winning your favorite team.[source not specified 247 days]
Conducting competitions[edit / edit wiki text]
Large competitions are held in special places where the public can watch the players sitting at computers, and track the progress of the match on a large screen, where images from the screens of the players are broadcast.
In South Korea, due to the large number of spectators, such competitions are held at stadiums.
Smaller scale competitions are held in computer clubs and Internet cafes.
In addition, there are online competitions that are held via the Internet.
Prize amounts[edit / edit wiki text]
In 2015, at The International 5 Dota 2 World Championship, the prize fund of which is more than $18,000,000, the American team Evil Geniuses won more than $6,500,000.One of the members of the "Evil Geniuses" team is a 16 year old Pakistani boy Syed "Sumail" Hassan
In 2014, at The International 4 Dota 2 World Championship, with a prize pool of more than $10,000,000, the Chinese team NewBee won $5,000,000.
In 2014, the prize money of The International 4 Dota 2 World Championship will amount to at least $10,931,105.
Of these, $ 1.6 million was provided by the organizers of the tournament — Valve, and the rest was collected by the voluntary purchase of an in game compendium item by the players.
In 2013, SK Telecom1 won about $ 1,000,000 for the 3rd season of the World Championship at the RiotGames tournament for the League of Legends game.
The prize fund of the season was $ 2,050,000 per season divided into 14 teams[23].
In 2013, at The International 3 Dota 2 World Championship, with a prize fund of $ 2,874,407, The Alliance team won $ 1,437,203.[24]
In 2012, Taipei Assasins won $ 1,000,000 for the 2nd season of the World Championship at the RiotGames tournament for the League of Legends game.
The prize fund of the season was $ 1,970,000.[23]
In 2011, the Na'VI team won at The International Dota 2 tournament.
Per team (5 people) they received $ 1,000,000.
Previously, at major competitions, the prize fund reached no more than $ 1,000,000 or more.
The biggest prize in the history of esports competitions was won by Jonathan Wendell, who performs under the nickname "Fatal1ty".
In the final of the Painkiller competition in 2005, his winnings amounted to $ 150,000.
Salaries of Korean StarCraft players range from $ 20,000 to $ 600,000 per year.
The prize funds of major competitions are most often sponsored by companies associated with the production of components, peripherals and computer software.[source not specified 835 days]
In 2002, the Russian player "uNkind" took first place at the World Cyber Games for the game Quake III and went home with the amount of $ 20,000[2].
Also in 2002, at the World Cyber Games, the St. Petersburg Counter strike M19 team took first place and took $ 40,000 with them;
Still in the same Quake III, the player "Cooler" took first place at Cyber [X]Gaming, held in Las Vegas, USA, and won $ 20,000[2].
In 2005, the 3D.Androide player won a silver medal at the StarCraft competition, earning $ 10,000[2].
In 2006, two Russian players "USSRxAlan" and "USSRxMrRASER" took first and second place in NFS: Most Wanted, receiving $ 15,000 and $ 8,000, respectively[2].
In 2007, " Logitech.
Alan "(ex." USSRxAlan") won a bronze medal in the discipline NFS: Carbon[2].
2008 brought us the Russian final in Need For Speed and a bronze from Dmitry Kostin under the nickname "Happy" in Warcraft 3[2].
Commands[edit / edit wiki text]
In esports, teams of players are traditionally called clans.
Some types of computer games, such as Counter Strike, are created only for a team competition, while others allow you to play both in the "1x1" mode and team to team.
Federations and associations[edit / edit wiki text]
There are several major esports associations and federations in the world.
If associations are called upon to improve and protect esports from the position of players, trying to raise salaries, establish some guarantees, then federations, on the contrary, are interested in the interests of the audience and the competitive part.
It is the latter that set the rules and entertainment of the match.
Russian Computer Sports Federation[edit / edit wiki text]
Main article: Russian Computer Sports Federation
The FCC of the Russian Federation is authorized to create a Russian national team based on the annual results of performances at the main competitions of the year, the ratings of athletes and the submission of the Presidential Council of the FCC[25].
The goal of the national team is to win the championship in disciplines and strengthen the prestige of Russia, as well as patriotic education[25].
In addition to other regulations and regulations, the FCC has issued methodological recommendations for teaching computer sports[26].
It is recommended to first master the initial computer management skills[26].
After that, with the use of a trainer, the player learns how to control the game[26].
Among other things, computer setup, viewing games, developing tactics, improving game techniques, as well as special preparation for important competitions are regulated[26].
G7[edit / edit wiki text]
In 2007, Mousesports, Fnatic and SK gaming formed the G7 League — an association of the largest esports organizations[27].
The motivation for this was the organization of transfers, cooperation with leagues and tournaments, and maintaining a rating of teams in different disciplines[27].
During its existence, the association boycotted (G7 members did not compete at competitions) CPL Winter 2007 and ESWC 2010 for non payment for previous tournament seasons[27].
National Electronic Sports Commission (NeSC)[edit / edit wiki text]
On March 23, 2013, the first meeting of the National Electronic Sports Commission was held, the purpose of which was to create a professional gaming environment with appropriate rules and responsibilities that are fair both for large organizations and for newer and younger ones[28][29].
Notes[edit / edit wiki text]
↑ 1 2 3 4 Methodological recommendations: Computer sports.
Checked on February 23 2014.
↑ 1 2 3 4 5 6 7 8 Esports: is it a sport?.
Checked on February 28, 2014.
↑ 1 2 Order of the State Sports Committee of the Russian Federation of 25.07.2001 No. 449 "On the introduction of sports in state physical education programs" ↑ 1 2 Approved by Order of the State Sports Committee of the Russian Federation of 14.04.2003 No. 225 "On the list of sports recognized by the federal executive authority in the field of physical culture and sports" with subsequent amendments.
↑ Order of the Federal Agency for Physical Culture and Sport No. 414 "On Computer Sports" dated July 4, 2006 ↑ Regulation "On the All Russian Register of Sports (VRVS)" (approved by Order of the Federal Agency for Physical Culture, Sport and Tourism No. 273 dated September 28, 2004) ↑ ProPlay / News / Esports no longer has an official status ↑ See.
Order of the Federal Agency for Physical Culture and Sport of July 4, 2006 No. 414 "On Computer Sports"; The Regulation "On the All Russian Register of Sports (VRVS)" (approved by the Order of the Federal Agency for Physical Culture, Sports and Tourism No. 273 of September 28, 2004).
W WCG Concept (English).
World Cyber Games.
Verified on August 21, 2010.
Archived from the original source on February 22, 2012.
↑ 1 2 3 4 About the registration of the protocol of competitions in computer sports.
Verified on February 24, 2014.
↑ 1 2 3 Esports as a sport: formation and development, 2013 ↑ 1 2 Andrey Kiryukin.
Farewell 322 for WarCraft III.
Verified on February 25, 2014.
Кири Kirill Rusakov.
The most influential in the CIS gaming industry (29.01.2014 15: 38:45).
Checked on February 28, 2014.
↑ The most influential people in the CIS gaming industry.
Checked on February 28 2014.
↑ 1 2 3 4 5 6 7 Rostislav Grubi.
"Esports Globe": India.
Checked on January 28, 2014.
↑ Talk Esports Asia #4 - eSports in India.
Verified on January 28, 2014.
↑ 1 2 3 Rostislav Grubi.
"Esports Globe": Mexico.
Verified on January 29, 2014.
↑ 1 2 Rostislav Grubi.
"Esports Globe": Italy.
Verified on January 29, 2014.
↑ The third Championship among professional esports clubs will be held in October 2007.
Verified on February 28, 2014.
Киб Esports: stars, tournaments, bets, lifestyle (09.04.2015).
Киб Esports > Esports in Chinese.
Report from ACON5.
Checked on January 20, 2014.
AC ACON5 a scandal over money.
Verified on January 20, 2014.
↑ 1 2 esportsearnings.com.
Prize money in esports.
esportsearnings.com.
↑ Top 100 Largest Overall Prize Pools:: e Sports Earnings ↑ 1 2 Regulations on the formation of the Russian national team in computer sports.
Verified on February 25, 2014.
↑ 1 2 3 4 Methodological recommendations for teaching computer sports.
Verified on February 25, 2014.
↑ 1 2 3 DotA 2 | Doters of all pages an, unite!.
Verified on February 25, 2014.
↑ Other | The first esports Association in Asia started with a failure.
Verified on February 28, 2014.
↑ E Sports organizing body formed in the Philippines.
Verified on February 28, 2014.
Literature[edit / edit wiki text]
Alexander "El'XANDER" Ovodkov Esports as a sport: formation and development / / team empire.org : internet site.
— 2013.
Links[edit / edit wiki text]
Russian Computer Sports Federation.
Source — "https://ru.wikipedia.org/w/index.php?title=Esports&oldid=77579270"
Categories: Esports Sports excluded from the All Russian Register of Sports
Hidden categories: Articles with links to missing Wikipedia files:No sources since December 2013 Wikipedia:Articles with statements without sources for more than 14 days Wikipedia:No sources since August 2015
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