Soon, no one can deny the huge coverage and influence of eSports, in the name of a true sport. The Guardian world famous magazine calls e-sport as Sport 2.0. They have extremely reasonable reasons for their own to set that name, most notably, because Sport 2.0 is coupled with the rise of technology.
Digitizing has transformed this world, changed the way we shop with online shoping, how to chat – with chat and video calls, how we date – with apps like Tinder, and how we compete dispatching – use social networking as a tool for mass appeal. Old sports can’t help but follow the trend: we have a great World Cup that is also a lot of trouble, with the advent of VAR technology.
In all of the above examples, we all see one thing in common is how “technology enhances all aspects of life”. But sports has its own unique features. eSports is made up of a series of video games, organized into major events with the participation of professional gamers.
The scale will depend on the coverage of the game, the amount of money that sponsors and game developers can afford. It may be small from the “grass” level – local competition to the international tournament – the world award. Now it also appears under the name of the official tournament of the whole continent, I am talking about ASIAD prize.
But the numbers don’t lie. They will be the most definitive proof for any individual who sees the rise of eSports in the modern world. The game has been and will become a culture full of humanity’s identity.
This is data from eSports Champion, with viewer data taken from Statista statistics site; data about players, games and countries participating in eSports from eSportsearnings.com, TeamLiquid.com, Newzoo and Twitch. The last time data updates are from February 2017.