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Pages:
4 pages/≈1100 words
Sources:
5 Sources
Style:
MLA
Subject:
Literature & Language
Type:
Research Paper
Language:
English (U.S.)
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MS Word
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Topic:

Writing Assignment About What is eSports?

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eSports

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What is eSports?
In an era evidenced by technological development in all fields known to humanity, the sports industry has not been left behind. The rise of eSports, also known as electronic sports, has accounted for the technological advancements in the contemporary sports industry, although it defies the traditional encompassment of sports. According to Hamari and Sjoblom (213) eSports refers to a type of sports that is computer-based and players compete against each other virtually. Professional players are involved, and a high number of spectators watch the sports from their screens. Historically, eSports were introduced in the nineties, and although different cultures influenced them at the time (Wagner), they have become a global phenomenon unifying online fans from all over the world. There are distinct features that differentiate eSports from traditional sports such as the lack of or limited physical involvement and the virtual aspect of the sport (Jenny, Manning and Keiper 4). This distinction has been controversial in debating whether eSports is a sport or not. However, eSports are highly competitive, well-organized, and with huge followership (Jenny, Manning and Keiper 5), just like traditional sports. While eSports are somewhat different from traditional sports, playing eSports is similarly an important and financially sound career.
To begin with, eSport has gained recognition as a professional sport over the years. Recently, an eSports team was acquired by one of the teams in the National Basketball Association (NBA) league in North America, shortly after a league known as the Professional Esports Association (PEA) was formed in the same continent (Chao 739). Nothing says professional like having national organizations recognize the importance of activity and finding ways to incorporate the same into the mainstream sports. It is imperative to realize that the NBA team that first took the step to acquire an eSports team was not acting out on impulse but rather, it had realized the opportunity presented by eSports, especially regarding revenue generation. Also, other important stakeholders in the sports industry such as renowned cable and television networks have taken part and shown their recognition and support for eSports. Jenny, Manning, and Keiper (3) note that ESPN2 broadcasted eSports on national television for over 2 hours in 2015, characterized by live commentators and audiences just like traditional sports live to broadcast. This goes to show the increasing importance that has been placed on eSports, especially for professional players. With this kind of limelight, eSports forms a financial opportunity for professional players.
Other than the recognition from national sports organizations, eSport players also earn money from sources similar to those in traditional sports. According to Willingham, eSport players receive endorsements and sponsorships which ensure a continuous stream of income. This is also one of the reasons why the sport has become so popular and lucrative, not only among the players themselves but also among other stakeholders in the industry. It has been revealed that some brands will invest around $694 million in the eSports...
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