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The amount of use of video games that we see in society today is undoubtedly inevitable. Mobile games like; Candy Crush, Game of War or Clash of Clans, records daily revenue in millions, and someone will surely recognize one if not all of these game names. This exposure to games in the daylight seems to give a new and invisible age in games, where games can be seen as a sport.

Ever since the first two people started "Pong" on the Atari 2600, the game has been competitive. When you think about it, playing a game of football and playing a video game is no different. The aim is always to win the game but the level of competition and the players in the game can vary. When I was growing up, I played Call of Duty on a fairly competitive level, but I had no idea how big the competitive gaming industry would be. The growth in this industry can be traced to a number of factors. The economic growth in the gaming industry has been incredible. The latest position that "geek culture" has taken in the popular media through means such as The Big Bang Theory. The pressure from people who really enjoy gaming culture and want to see it get a spot in the limelight has given games into the everyday life of the public.

So what makes video games turn into a source of entertainment that people would watch from home as if they were football or soccer? The answers may surprise you. In July 2014, "Defense of the Ancients" or DOTA was played by teams around the world for a total community price increase of $ 10,923,980. Teams of five would play against each other and eliminate the competition as they advanced to the grand final and the ultimate prize. Although this was the fourth tournament of this type hosted by the game makers, it was the first time it aired on ESPN 3. ESPN were so pleased with the results of the coverage they agreed to follow up next year. It is crazy to think that in the next few years we can see coverage of video games at the Sports Center. Unlike ESPN which only shows you content on competitive play during major tournaments, streaming is available all the time. Twitch TV is the most important site that comes to mind. Streaming sites allow content creators to view what's happening live on their computers to audiences who can join the conversation with a chat group feature when they watch their favorite vocalists / players play live. The potential for growth through such a path is enormous. Just keep in mind that you could watch a TV show and chat with other fans of the show from around the world with great ease, while communicating with content creators.

We know what is going on in the sports arena, but what does it hold? It's probably not the right time for electronic sports (E-Sports) to become a household name, at least not in the US. South Korea may be an example of what will happen to e-sports in the United States. Say the name "Star Craft" and nine times out of ten a Korean will know what you're referring to. The game Star Craft is practically a national past time in South Korea. The game is available on cable TV and even on some apps offered by Microsoft's Xbox, which is a direct competitor to the PC gaming market that Star Craft belongs to. Players in Korea are treated like celebrities, sign autographs, take pictures with fans and show up on talk shows every now and then. If I were to tell this to the average American, the answer would more than likely be in line with "Are you serious?" It's so big with a deal over there? "Yes, e-sports in Korea and to a lesser extent, China and Japan are already growing in industries. So why hasn't the game already become a major industry in the United States where most of these games are manufactured? Americans tend to like games other than the ones Asian players do. Americans tend to like fast shooters, like Call of Duty or Counter Strike, while Asian players tend to favor strategic games like Star Craft or DOTA with shooters is that less strategy is involved. Think of the two genres as a strategy for Although both genres have a well-defined goal as in football, the strategic games have ways of counteracting movements of other players or their choices of how to go toward their goals via technical or character choices. In football, if the defense sends one blitz, are you trying to counter that blitz by getting the ball to a receiver that is open, or driving the ball in the opposite direction of There is no correct way to approach the defense's strategy, and the crime can still make choices on how to approach the situation. The same cannot be said about shooters, there is simply not enough depth in the game to give viewers new ideas on how they can apply the techniques used by professionals in their own game.

Professional gaming is about to become a real sport in the United States. With airtime on ESPN and by popularizing games in everyday life within five or ten years, we can see a good bit of people walking around with E-sports & # 39; s team shirts. Due to the gaming trends in the US, it will probably require radical changes in the game to see the viewers and get more of the public's interest, but it is doable. It will take dedicated fans of the sport to push the game further into the public eye but from what we have seen in recent years it is clear that games will be considered a sport in the near future.