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ESports: big money online

If you believe the statistics, then 44% of all users of the worldwide Internet are constantly playing games. Globally, this figure reaches 1.5 billion (!) People. In addition, statistics say that users in developing countries are most passionate about computer games: in Turkey, 70% of users are drawn into the Game, 62% in Argentina, and no more than 54% play in Poland.

The global volume of the video game market for the last few years continues to grow rapidly, now its volume is estimated at 70 billion dollars, and by 2017 this figure will have to grow to 82 billion.

People who play games

Not only game manufacturers, but also the players themselves manage to earn money. The final battles in virtual games gather no less the audience than similar finals in the NBA and NHL. Last year’s live broadcast of the League of Legends finals was watched simultaneously by more than 32 million users, and the prize of $ 1 million went to the winning team of the championship.

What is now living this virtual gaming market and what its main characters – the players are doing, read in our material.

People who play games

Cybersport is a new phenomenon and not completely understandable to society. It began to actively develop in the last 10 years – simultaneously with the widespread development of the Internet. However, in most countries this sport is “semi-official” and players have to sweat a lot in order to find sponsors.

Interesting fact, Russia was the first country in the world (!), Which put e-sports on a par with the usual sports, and after 5 years – excluded it from this list, due to the change of Rossport’s top officials.

2002, many people remember how the golden era of Russian eSports, because the teams on Quake 3 and Counter Strike took the first place and won gold in the World Cyber ​​Games championship. Over the past 12 years, Russian players have earned 5 gold, 6 silver and 8 bronze sets of awards in the WCG championships.

If we look at the space of the CIS countries, then the Ukrainian team Natus Vincere (Na’Vi), playing Counter Strike, World of Tanks and DotA2 and one of the three strongest teams in the world, is considered to be the strongest in Russia, Gambit Gaming, Empire and RoX.Kis.

To date, the status of the official sports e-sports has received only in South Korea and the United States, and 2013 was marked by the fact that gamer Danny Lee from Canada became the first e-sports player to receive a visa in the P-1A category (for world-famous athletes).

In South Korea, the people’s love for cyberspot is so great that the popular popularity of cybersportsmen is equal to the popularity of well-known movie actors.

This sport became popular in South Korea after a prolonged economic crisis that occurred in the late 1990s. At that moment, computer clubs became the best way to spend time for the majority of the younger generation – an hour in virtual reality cost less than a dollar, then television channels were added to the abundant number of computer clubs, which instead of costly television programs or movies were broadcast live on prime time Starcraft matches. Large teams had their own investors and gradually cybersport became an integral part of the life of every resident of South Korea.

Now the teams of this country are the strongest and often occupy not one, but several prize positions at a tournament.

More than 15 years have passed since the emergence of eSports, even at such a small time interval it is already possible to trace how the preferences of users in the choice of the concept of games have changed.

At first, in the mid-90s of the last century, all sorts of fighting games and shooters were especially popular, the 2000s brought love of real-time strategies with them, 10 years later, by 2010, the games of the MOBA genre, which combine and elements of strategy, and elements of role-playing games. The main principle of the game is to destroy the “enemy headquarters”. The main goal can be achieved with the help of various techniques and characters.

The first tournaments, which were held in the 90s, were held in clubs, spontaneously and haphazardly. Participants invested a certain amount of money, and then one winner took away his winnings.

Now the number of cyber tournaments has grown by an order of magnitude – from 10 to 260. Some are held by game developers, and some are sponsored by such renowned hardware manufacturers like Samsung Electronics, Intel and Microsoft. In addition, there are tournaments and casual games, in which the prize fund reaches up to $ 1 million.

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