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ESports (electronic sports) - sports computer video games (in the early 90's of the last century - Doom, 1997 - Quake 2001 - Counter Strike, etc.).
Thanks to the popularity of the game Quake in 1997 in the United States appeared first League players (Cyberathlete Professional League,CPL), which lasted until 13 March 2008.
Today, organizations of this kind are present in many countries of the world.
In Russia, this is the National Professional Cybersport League (NPCL), established in 2003.
International esports competitions are regularly held: * World Cyber Games (World computer games) - the largest cyber games competitions in the world that have been held since 2000.
According to the regulations, qualifying games are held in each country (in Russia, such competitions have been held since 2001 and are called WCG RU Preliminaries), the winners of which receive the right to participate in the final WCG games; • The Electronic Sports World Cup (The World Esports Cup) is an annual competition for computer and video games, held since 2003; * ASUS Open is an international tournament held 4 times a year in Russia, since 2003; * QuakeCon is an annual free LAN party tournament held since 1996 in Dallas (Texas, USA).
The organizer is id Software (the developer of the Quake game).
There are also semi professional leagues that organize non commercial tournaments, ladders (from the English ladder - "ladder, scale" - competitions used to compile personal and team ratings) and online cups.
For example, the Russian Duel League organizes Quake II competitions, the international ClanBase system organizes online tournaments for Counter Strike, Unreal Tournament 2004, Call of Duty II, Medal of Honor, Battlefield II, WarCraft III, etc.
The first esports were recognized as one of the sports in the United States.
No, esports was recognized as an official sport for the first time on March 12, 2004 in Russia, in accordance with the order of the head of the State Sports Committee of Russia Vyacheslav Fetisov.
But a few years later, esports was excluded from the All Russian Register of Sports, as it did not meet the criteria necessary for inclusion in the mentioned register.
The term "esports" is used only to refer to computer games competitions.
This state of affairs takes place only in Russia.
The mentioned term first appeared at the end of the XX century in the United States to name games using the Lasertron v. 10 laser tag system (from the English laser - "laser", and tag - "mark"; initially, this was the name of laser combat a game that consisted in defeating interactive targets (villages) and enemy players, later they began to name the weapons used in this game).
Nowadays, "Esports" is the officially registered slogan of LaserTron, Inc., an American laser tag manufacturer.
The most convenient form of competitions in esports is online competitions.
Such competitions are convenient only because they allow esports players to measure themselves without leaving their own apartment.
However, this form of competition has many serious drawbacks.
The structure of the global network is heterogeneous, because information is transmitted at different speeds, which is a considerable inconvenience for some players, significantly reducing their chances of winning.
In addition, it is more difficult to track cheating in an online duel (the so - called "cheating" (from the English to cheat - "cheat", "cheat"), i.e. the use of modified equipment or programs that allow you to gain an advantage over other progamers).
Therefore, they prefer to organize serious international competitions through a local network - in this case, all the players are present in the same room, which minimizes the possibility of cheating.
And the LAN bandwidth is the same for all progamers, and thanks to the personal presence of all participants and fans, a unique atmosphere of the competition is created.
Esports is beneficial only to sellers of gaming software.
This is not true.
It is the gaming industry in general and esports in particular that contributes to the improvement of computers, the development of new Internet technologies.
(in order to meet the ever increasing demands of progamers, specialized equipment is being created, new programs are being written, etc.).
New sports drinks and food additives, clothing and accessories are being developed for esports players.
In addition, a new direction in medicine has appeared and is being improved - esports medicine, designed to preserve and improve the health of progamers.
Esports is not a sport.
An erroneous opinion.
After all, sport (from the English sport, an abbreviation of the original English disport - "game", "entertainment") is a specific kind of physical and intellectual activity for the purpose of competition, organized according to certain rules, as well as preparation for this activity by training in combination with rest.
After all, sport (from the English sport, an abbreviation of the original English disport - "game", "entertainment") is a specific kind of physical and intellectual activity for the purpose of competition, organized according to certain rules, as well as preparation for this activity by training in combination with rest.
The purpose of sports competitions is not only to improve physical health, but also to increase the level of intelligence, as well as to obtain moral and material satisfaction and the desire for self improvement.
And esports (such as checkers, chess or sports poker) it is primarily a competition that takes place in a virtual space and obeys certain rules.
In the process of competitions held according to a certain scheme (championships followed by playoffs and finals), players demonstrate ingenuity, reaction speed, intellectual abilities, as well as the ability to work in a team for the sake of victory.
There is also a prize fund of major international esports competitions.
Competitions are held not only in computer clubs, game centers and online, but also at stadiums, where fans have the opportunity to follow the actions of players live and watch the course of the match displayed on a large screen and broadcast in the media.
And the energy costs and psychological loads of esports athletes are quite comparable to the loads of people engaged in any other sport.
Esports athletes are distinguished by a sickly pallor, unhealthy thinness and physical weakness.
This is not true.
In order to show high results in competitions and maintain regular training, progamers should be in good physical shape, because visiting a fitness center and jogging every morning for many of them is a mandatory addition to esports classes.
In addition, athletes try to look good - after all, they necessarily fall under the lenses of TV and photo cameras at competitions.
Progamers are able to prove themselves only in virtual sports.
Not obligatory.
Many players before joining esports (and some - in parallel with virtual sports) were engaged in football, diving, chess, etc., and reached great heights, and received no less awards than in cyber sports.
A gamer and an esports player are one and the same thing.
In the past, many esports players were really gamers.
However, these concepts have very little in common these days.
For example, gamers play computer games just to pass the time or get rid of boredom.
At the same time, they spend a lot of money on the Internet and new disks with the game.
Esports players earn money, participate in competitions (while often traveling abroad), learn to communicate and work in a team.
Esports are just one of the manifestations of gambling addiction, a way of detachment from reality.
Gambling addiction is a disease of gamers who give every free minute to their favorite hobby computer games.
For a cyber athlete, games are not a hobby - it is serious, painstaking work, besides bringing profit, and a considerable one.
After all, at world competitions, the prize fund sometimes exceeds $ 1,000,000, and the salary, for example, of players from South Korea ranges from$ 20,000 to $ 500,000 - $ 600,000.
The largest amount was received in 2005 by Jonathan Wendell (Kansas, Missouri, USA), who performed under the nickname Fatal1ty.
He won $ 150,000 in the final of the Painkiller competition.
In addition, progamers also get moral satisfaction from esports.
A morbid passion for video games among esports players is very rare, although they often do not have enough time for study, work and personal life due to regular training and performances.
A loss for an esports player, as a result of which players are sometimes excluded from the team, often becomes a cause of prolonged depression.
No, this state of affairs takes place among gamers and gamers.
Esports players try to pull themselves together as quickly as possible, so as not to "lose shape" and prepare better for the next performance.
Switching to another team also most often has a positive impact on the player - after all, in order to join an unfamiliar team and continue the fight for victory in competitions, he will have to use all his capabilities, abilities, skills and abilities.
Esports is a useless activity, since the people who are engaged in it do not produce anything, do not build, do not bring any benefit to society.
Yes, they do not produce and do not build.
But this can be said about all sports - football and basketball players, swimmers and chess players also do not produce anything.
However, their merits and achievements are undeniable.
Firstly, any sport is a spectacle that is interesting to a huge number of people.
And esports is no exception in this sense, since it is extremely popular in many countries of the world.
Secondly, the creation of sports associations, entire sports empires these are new jobs that give many people the opportunity to earn honest money.
And finally, esports gives young people an opportunity to show their abilities, even if they have any physical disabilities that prevent them from being interested in other sports.
And you can engage in this sport even in a crisis you would have enough perseverance and patience.
Cyber athletes often suffer from their eyes.
The eyes of cyber athletes really get tired, as a result of constant gaming tension, visual acuity is lost, and sometimes retinal detachment occurs - then you can not do without laser correction.
However, it should be noted that cases of visual impairment requiring surgical intervention are not so frequent in esports.
For example, Russian athletes do not complain about vision problems.
According to experts, vision worsens in players who have an innate predisposition to eye ailments, which is aggravated by the radiation of the monitor.
Much more often, esports athletes suffer from tunnel syndrome (severe pain in the wrist) and calluses on the wrist.
Only a decrease in the intensity of gaming activity can help in this case.
And the lack of self discipline in some players leads to chronic lack of sleep and poor nutrition, which negatively affects the state of the nervous system and gastrointestinal tract, and sometimes leads to death from exhaustion.
To minimize the likelihood of esports players having health problems, in some countries (for example, in Korea) they are required to undergo a medical examination several times a year, as well as participate in various recreation programs, including trips to nature, visits to fitness centers, etc.Doping in esports is a common thing.
Nowadays, the so called "tablets for esports players" (FpsBrain, Blueberry, DHA) have appeared.
However, manufacturers claim that these substances are just fortified energetically active dietary supplements designed to improve the concentration and reaction rate of the progeimer.
Cyber athletes do not use alcoholic and energy drinks, because, for example, beer, although it helps to overcome the excitement that often occurs before the start of the game, in the future it causes a deterioration in the reaction speed and accuracy of actions.
Energy drinks, on the other hand, lead to overstrain and the appearance of the "shaking hands" effect, which also negatively affects the performance of the game.
Therefore, cyber athletes during tournaments prefer chocolate, Coca Cola or Pepsi Cola containing a sufficient amount of caffeine to activate brain activity.
Computers for esports competitions are provided by the organizers.
Not obligatory.
For example, QuakeCon participants come to the competitions with their own computer.
The strongest progamers are in the United States - after all, it was there that the professional computer sports league was created.
Professional Computer Sports League (The Cyberathlete Professional League (CPL)) indeed, it was created by Angel Munez in the United States on June 26, 1997.
It is thanks to this organization that esports competitions began to be held at the international level.
However, despite the above mentioned fact, esports players from other countries of the world compete quite successfully with American progamers.
For example, at the World Computer Games (World Cyber Games), held annually since 2000, for 7 years (from 2000 to 2007), athletes from the Republic of Korea earned 38 medals (19 gold, 9 silver, 10 bronze), and progamers from the United States - 21 (11 gold, 6 silver, 4 bronze).
At the competitions held since 2003 under the name "The Electronic Sports World Cup", the second most important after the WCG, according to statistics for 5 years (from 2003 to 2008), the best results were demonstrated by athletes from France - 22 medals (8 gold, 7 silver, 7 bronze) and Sweden 15 medals (4 gold, 6 silver, 5 bronze).
Athletes from the United States received 10 medals (4 gold, 4 silver, 2 bronze) and took 4th place.
In esports, only team play is possible.
Not obligatory.
Some types of computer games (for example, Counter Strike) are created specifically for team play (in esports, teams are called clans or " tims "(from the English team - "team")).
Others are suitable for both team competitions and for playing in the "1 on 1" mode.
The result of the game must be confirmed by both teams that participated in the competition.
Yes, it is.
However, if the game is played online, the result of the match will be confirmed automatically 4 days after the last move, regardless of whether it is confirmed by both teams or not.
If the opposing team did not show up for the game, a "No - show" is entered as a result - a result that does not require the approval of the opponent.
During Counter Strke matches, players can communicate with each other by voice.
Voice communication is allowed in two cases: 1) if all the communicating players in the game are "alive", 2) if the entire team is "dead".
The "dead" player, 3 seconds after his "death", loses the right to communicate with the" living " members of his team until the end of the current round.
Also, he does not have the right to leave his playing place (get up from the table).
Communication with the audience during the competition is strictly prohibited.
If during the game there are any technical problems (connection failure, computer "hang", etc.), the participants of the game have the right, with the permission of the referee, to pause and continue the game after the problem is fixed.
In order to put a pause in case of technical problems, the permission of the judge is not required.
If it is impossible to continue the game due to a connection break, the competition either starts anew (if the problem occurred before the start of the third round), or the score is recorded, the entire period is replayed, at the end of which the points earned are summed up.
If the rules are violated, the captain is obliged to notify the judge about it, putting a pause at the end of the round.
Yes, it is.
If the captain could not put a pause , he is obliged to report the problem within 1 minute after the end of the game, since after the specified period, any claims will not be considered.
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