Controversy in recent years or eSports is a new phenomenon in the entertainment industry.
For many active web users, it's not uncommon for phenomena like esports https://apexmap.io to increase dramatically over the past 10 to 15 years. Many associate the beginning of the era with the release of Quake, but eSports looked even more meaningful in the 2000s, when it qualified for the most popular network of time under the auspices of the WCG. (World Online Gaming) with finals and cash prizes for disciplines in many countries around the world. Rewards. WarCraft 3 TFT, StarCraft: Brood War, CS 1.6, Quake III Arena, FIFA; Previously listed matches are the main matches that appear in the WCG and have the highest percentage of time. Since 2000, the WCG project has been sponsored by Samsung, which has the vision to start investing in this direction. After that, Microsoft also joined the process. Currently, eSports's biggest sponsors are Asus, Intel, HyperX, Monster Energy, etc., but first.
What is eSports?
Wikipedia provides the following definitions:
Cyber sport (better known as eSports outside of CIS) is a computer-based gaming game in which the computer simulates a virtual space where the game takes place.
Until recently, while this trend has continued and is declining, esports have always been in the hearts of lovers. Even 10 years ago, computer games and game development in general were not a serious matter for many. Although "Uncle" understands that this is a huge market that no one has mastered. Wild and unknown. Advances in technology and data transmission systems The advent of mobile and internet access for most people has also affected the development of the industry - the boundaries between players around the world have completely disappeared. The question of pinging to other parts of the planet, i.e. 2-3 seconds, remains, but this is already a technical aspect of the problem and will be addressed in one way or another in the coming decade.
While Samsung has sponsored the competition for the past 15 years, the prize money is minimal, ranging from a few thousand dollars to tens of thousands of dollars per discipline. That's the total prize, not the first prize. More and more often, players become victims of their own managers who spend most of their winnings on "organizations" and other gestures. It is not possible to live in this area and only a few people get decent money.
The bigger problem is the lack of great competitive games that are popular enough to develop professional players and the inability to broadcast the game to a large audience. The author played his country qualifiers in the framework of the 2005 (or 2006?) WCG, which I would say is a sad sight, but the scale is felt.