Esports
Competitive video gaming with professional players and global audiences.
Esports, short for electronic sports, is a form of competition using video games, often taking the form of organized, multiplayer video game competitions between professional players, individually or as teams. By the late 2000s and early 2010s, the advent of online streaming platforms like YouTube and Twitch enabled a surge in professional participation and spectatorship, making esports a major part of the video game industry by the 2010s. Many game developers began designing their titles specifically for competitive play and funding tournaments. The phenomenon first gained significant traction in East Asia, particularly in China and South Korea, which began licensing professional players as early as 2000; Japan, however, saw less growth due to strict anti-gambling laws that prohibit prize pools for professional gaming. Europe and the Americas also developed strong regional and international events. Common game genres in esports include multiplayer online battle arenas, first-person shooters, fighting games, card games, battle royales, and real-time strategy titles. Major franchises include *League of Legends*, *Dota*, *Counter-Strike*, *Valorant*, *Overwatch*, *Street Fighter*, *Super Smash Bros.*, and *StarCraft*. Notable tournaments are the *League of Legends* World Championship, *Dota 2*’s The International, the Evolution Championship Series for fighting games, and the Intel Extreme Masters. Other competitions, like the Overwatch League, use league play with sponsored teams. While the legitimacy of esports as a true sport remains debated, it has been included alongside traditional sports in some Asian multinational events, and the International Olympic Committee has discussed future inclusion, with the Olympic Esports Games planned for 2027. In the early 2010s, viewership was roughly 85% male and 15% female, mostly aged 18 to 34. By the late 2010s, projections estimated a total audience of 454 million viewers by 2020, with revenue exceeding one billion dollars, China contributing 35% of global revenue.
- field
- Electronic sports (competitive video gaming)
- known_for
- Organized multiplayer video game competitions, professional gaming leagues, and major tournaments such as the League of Legends World Championship and Dota 2's International
- earliest_known_competition
- 1972, Stanford University, Spacewar!
- first_licensed_professional_players
- 2000, South Korea
- peak_viewership_demographics_early_2010s
- 85% male, 15% female, ages 18–34
Lore & Background
Esports, short for electronic sports, is a form of competition using video games, typically involving organized, multiplayer matches between professional players or teams. The most common game genres in esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale, and real-time strategy (RTS) games. Notable franchises include *League of Legends*, *Dota*, *Counter-Strike*, *Valorant*, *Overwatch*, *Street Fighter*, *Super Smash Bros.*, and *StarCraft*. Major tournaments include the *League of Legends* World Championship, *Dota 2*'s The International, the Evolution Championship Series (EVO) for fighting games, and the Intel Extreme Masters. Esports first gained popularity in East Asia, particularly in China and South Korea—which licensed professional players as early as 2000—though Japan’s anti-gambling laws restrict prize pools. The phenomenon expanded globally through online streaming platforms like YouTube and Twitch in the late 2000s and early 2010s, fueling a surge in professional participation and viewership. By the 2010s, esports had become a major sector of the video game industry, with developers designing games and funding tournaments. Viewership in the early 2010s was about 85% male and 15% female, mostly aged 18–34. By the late 2010s, projections estimated a total audience of 454 million viewers by 2020, with global revenue exceeding $1 billion, China accounting for 35% of that revenue. The legitimacy of esports as a true sport remains debated, though it has been featured alongside traditional sports in some Asian multinational events, and the International Olympic Committee has discussed its inclusion in future Olympic events, with the Olympic Esports Games planned for 2027.
Reader's Guide
Its legitimacy as a true sporting competition remains in question, yet it has been featured alongside traditional sports in multinational events in Asia. The early 2010s viewership was predominantly male (85%) and young (ages 18–34). The industry's growth was propelled by online streaming platforms like YouTube and Twitch, which enabled professional gamers to reach massive audiences. Esports has influenced game design, with developers creating titles specifically for competitive play and funding tournaments. However, regional disparities persist, such as Japan's anti-gambling laws limiting prize pools. The legacy of esports includes the establishment of professional player licensing in South Korea in 2000, the persistence of high-score culture from the arcade era, and the creation of enduring franchises and tournaments that continue to draw millions of viewers worldwide.
Did You Know?
- The earliest known video game competition was held on October 19, 1972, at Stanford University for the game Spacewar!
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