What does eSports mean?

Definitions for eSports
es·ports

This dictionary definitions page includes all the possible meanings, example usage and translations of the word eSports.


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Wikipedia

  1. Esports

    Esports (also known as electronic sports, eSports, e-sports, or competitive/professional [video] gaming) are a form of competition using video games. Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture. The most common video game genres associated with esports are real-time strategy (RTS), first-person shooter (FPS), fighting and multiplayer online battle arena (MOBA). Popular games for esports include League of Legends, Dota 2, Counter-Strike: Global Offensive, Call of Duty, Hearthstone, Overwatch, Tom Clancy's Rainbow Six Siege, PlayerUnknown's Battlegrounds, Fortnite Battle Royale, and StarCraft II. Tournaments such as the League of Legends World Championship, Dota 2's The International, the fighting games-specific Evolution Championship Series, and the Intel Extreme Masters provide live broadcasts of the competition and prize money to competitors. Many competitions use a series of promotion and relegation play with sponsored teams, such as the League of Legends World Championship, but more recently, competitions structured similar to American professional sports, with salaried players and regular season and play-off series, have emerged, such as the Overwatch League. The legitimacy of esports as a sports competition remains in question; however, esports have been featured alongside traditional sports in multinational events, and the International Olympic Committee has explored incorporating them into future Olympic events. By 2019, it is estimated that 427 million people worldwide will be watching esports. The increasing availability of online streaming media platforms, particularly Panda.tv, YouTube and Twitch.tv, has become central to the growth and promotion of esports competitions. Demographically, Major League Gaming has reported viewership that is approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. Despite this, several female personalities within esports are hopeful about the increasing presence of female gamers. South Korea has several established esports organizations, which have licensed pro gamers since the year 2000. Recognition of esports competitions outside of South Korea has come somewhat slower. Along with South Korea, most competitions take place in Europe, North America and China. Despite its large video game market, esports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws which prohibit paid professional gaming tournaments.The global esports market generated US$325 million of revenue in 2015 and was expected to make $493 million in 2016; the global esports audience in 2015 was 226 million people. According to a Newzoo report in April 2017, 42% of the gaming market belongs to the mobile industry, and mobile is projected to claim more than 50% the market by 2020. The esports industry is expanding beyond PC and console, as developer Super Evil Megacorp created Vainglory, the first mobile multiplayer online battle arena game, and companies like Skillz bring esports tournaments to mobile games.

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Numerology

  1. Chaldean Numerology

    The numerical value of eSports in Chaldean Numerology is: 5

  2. Pythagorean Numerology

    The numerical value of eSports in Pythagorean Numerology is: 4

Examples of eSports in a Sentence

  1. John Lasker:

    As universities continue to grow their esports programs at the varsity, non-varsity and club levels, we're proud to be providing a platform for national exposure and recognition of some of the most talented players in the collegiate space.

  2. Brian Prokes:

    The current pipeline for esports is : Kid is interested in a video game, kid starts playing video game, kid gets good at video game, kid gets paid, it's a hobby that they're passionate about and we want to encourage that and give them a pathway to a career in the future, whether that's as a professional video game player or in a STEM career that helps to develop future games.

  3. Nielsen Sport Nigel Geach:

    Lando seems to have struck a chord with the esports stuff and I think the resurgence of McLaren as well has helped, there's a lot of interest and he seems to have done it more than most of the drivers. I think people will follow on from that as well.

  4. World Endurance Championship:

    New ground has been broken in the world of esports in terms of its size, presentation and visibility across the world.

  5. Renault Sport:

    From an IT perspective this is our learning season. But into 2020 we want our engineers to treat each esports event as a real race event, it shows the seriousness that Renault Sport is taking with esports... with real world benefits, not just for esports but our actual F1 program.

Popularity rank by frequency of use

eSports#10000#95780#100000

Translations for eSports

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"eSports." Definitions.net. STANDS4 LLC, 2024. Web. 28 Apr. 2024. <https://www.definitions.net/definition/eSports>.

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