KordulaBlanc227

出典: くみこみックス

E-Sports Genesis was created using the goal to begin a brand new “beginning” of what's known today as Competitive E-Sports. Our sincere goal would be to produce a long-lasting community built around the fundamental ideals of fairness, good sportsmanship, and professionalism. Competitive gaming ought to be a very important area of the on the internet industry and that we realize the communities and players that support these games and organizations are just as important, if not more important compared to organization itself

Please come along at ESG and allow us to produce the next best destination in competitive E-Sports! Our #1 goal would be to put you, the players, first within our journey towards pushing E-Sports forward to a brand new generation of gaming. We thank you in advance for the support and that i hope we are able to deliver to your expectations. Keep checking back in to our social networking for updates on the progress and launch plans. Thanks!

Concerning the term Esports,

Electronic sports (eSports) comprises the competitive play of game titles. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most common gaming genres related to electronic sports are real-time strategy (RTS), fighting, first-person shooter (FPS), massively-multiplayer online (MMOG), and racing. Games are played competitively at amateur, semi-professional and professional levels, plus some games have organized competition as leagues and tournaments. Events for example Major League Gaming (MLG), Global Starcraft II League (GSL), World Cyber Games (WCG), Dreamhack, and Intel Extreme Masters provide both real-time casting of streamed games, and cash prizes towards the winners.

First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all around the world with locations in North America and Europe, there are a few dozen professional teams that gather just as many tournaments all across the globe every year. With no uniting body in competitive gaming a number of these tell you they are the game's "World Championship" tournament. While none of them stand out enough to warrant this claim, six tournament finals are usually recognized as being the "biggest". The six "Major tournaments" are highlighted below and therefore are led by WCG (World Cyber Games) and the CPL (Cyberathlete Professional League). Teams can be observed playing professionally in leagues for example, CEVO, ESEA League, ESL, yet others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

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Halo Halo - Tactical Team FPS (Xbox) The Halo series has a large impact on the national professional scene in the United States of America. See Major League Gaming for more information. It has been picked up in Europe, using the European Gaming League hosting their first event after July 2010 in Liverpool attracting 30 of Europe's biggest teams. Australia also have started their own leagues with the Australian Cyber League hosting their Pro Circuit with tournaments in several major cities in Australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there's a dozen professional players signed to a few professional teams along with a number of players marketing themselves through other means. By 2008, Quake 4 has fallen out of favor competing for the previous game in the series Quake III Arena. Four "world championships" happened using Quake 4 in the 2006 season. Most notable are the ones of the Electronic Sports World Cup and also the World Series of Video Games as the game had a top tier status with one of these organizations, the game had the tiniest status of games played at the World Cyber Games and KODE5. To date only the Electronic Sports World Cup has announced that they will be utilising Quake 4 again. It's generally expected that the World series of Video Games is going to do exactly the same which is also seen as an potential candidate for any top status game at the World Cyber Games.

Player contracts and professional electronic sports titles

There are a number of titles that support a professional gaming scene. Commonly, companies uses e-sports as a marketing outlet for their games, and the prizes awarded are occasionally enough to aid players who compete as a living. In such instances, hundreds, thousands as well as millions of dollars in prize money are turned out each year for competitors in these titles. For some games, sponsorship extends well beyond the creators of the game being played, and firms such as Intel support competition despite not being involved in the video games titles themselves.

The most popular tournaments are those run through the World Cyber Games, the planet e-Sports Games, and also the Electronic Sports World Cup. The prize money for these events is mostly supplied by the big technology corporations who sponsor the events; these companies also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and sometimes free hardware specific to that particular company.

Although sponsorships have evolved through the years, and oftentimes only sponsoring one gamer at a time-the first all inclusive team sponsorship was given to Team Abuse in June 2000. Team Abuse would be a well-respected Quake II team led by Doug 'Citizen' Suttles and a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of a grass roots event called Lansanity in Portland, OR Team Abuse was offered an entire sponsorship, setting precedence for a lot of gamers in the future. The Speakeasy sponsorship included a fully leased gaming studio in Lake Oswego, OR with a Speakeasy.net T1 connection. Additionally Team Abuse was sent to many CPL events, Quake Invitational League events, hosted Lansanity 2, as well as found itself sending Marc 'pureluck' Naujock to the XSI Invitational working in london as part of the Top 10 USA players vs the Top 10 European players tournament. Speakeasy paved the way in which for fully immersive corporate marketing sponsorship for professional gaming by applying merchandising, PR, grass root events, along with a serious curiosity about the gaming community.

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