\u2014 a site with a lot of information regarding cybersport, written by Volodymyr Huda. Both sides have their position, but how to understand where the truth is? To do this, you need to objectively consider the phenomenon of the popularity of esports and understand why they are willing to pay for it.<\/span><\/p>\nAttracts the same as in conventional sports<\/b><\/h2>\n Esports is a sport in the usual sense of the word. Because it fits all definitions of sport, in particular:<\/span><\/p>\n\nComparison of the physical and intellectual abilities of a player or team with those of opponents. No one argues about intelligence; discussions are being held regarding the physical capabilities of cyber sportsmen. But the speed of decision-making and the severity of the reaction are precisely a person’s physical abilities, and in esports, these characteristics play a decisive role.<\/span><\/li>\nSports require regular and persistent training. With this, e-sportsmen are also all right \u2014 the best train up to 10 hours a day to improve their skills and before important competitions \u2014 to maintain them high. Not to mention, many players keep in good general physical shape because it helps them feel better in moments of special focus.<\/span><\/li>\nCybersport has an entertainment component \u2014 offline competitions, huge halls, and online tournaments \u2014 a multi-million audience. Interest in sports rests on determining the best by counting objective results according to the rules approved by all participants. This is enough in esports; there are entire platforms for tracking data, for example, in one of the most popular games Counter-Strike: Global Offensive.<\/span><\/li>\nAs in any kind of human activity, the measure of popularity in sports is its popularity. Esports is very popular and attractive for investors who are ready to develop the material, raise prize funds and support individual players and entire teams. Plus, just like any other sport, there are amateurs, semi-professionals, and top pros, depending on talent and time spent perfecting.<\/span><\/li>\nFormally, cybersport is a sport, as it is recognized at the state level in many leading countries, including the US. There are international and regional federations and teams representing themselves and states. The popularity of esports has made the International Olympic Committee consider including it in the program.<\/span><\/li>\n<\/ol>\nSince esports is a sport in full measure, it also occupies a part of this niche in the big entertainment industry. Players earn on contracts, streaming platforms \u2014 on broadcasts, sponsors \u2014 on specialized merchandise. These are not T-shirts, rackets, and gloves but computer mice, keyboards, and monitors.<\/span><\/p>\nHigher interest \u2014 more conversion options<\/b><\/h1>\n The short path of development and the rigidity of the thinking of the older generation somewhat hinder the development of esports. But it is already clear that the opponents of professional computer games will be defeated. Esports has created its own commercial bubble, and its radius is growing. Below are the benefits that you can’t argue against.<\/span><\/p>\nCollaboration with software and hardware manufacturers<\/b><\/h2>\n Since the leading equipment of an e-sportsman is a computer, all its components are a professional necessity for a player. The question is in the level: the better you play, the better support you need. And the more it costs.<\/span><\/p>\nSoftware and hardware manufacturers use esports like car factories using Formula 1. Only there, under extreme conditions, the operation of the engine, gearbox, and tires is checked, and here \u2014 the signal response speed, the capabilities of working and video memory, and the monitor’s color reproduction.<\/span><\/p>\nBut without skillful human influence, the car will not go, and the rivals will not shoot each other themselves. Add the number of mobile game users and developers, get a large audience and significant working capital.<\/span><\/p>\nInterest of bookmakers<\/b><\/h2>\n Since we are convinced that computer games are a sport, you can\u2019t escape bookmakers. You play, they win on margin, this is also a kind of competition. True, those who bet also enjoy, sometimes supported by a significant cash prize.<\/span><\/p>\nSo far, the esports market is only being mastered by bookmakers, but the trends are positive. The only problem is the higher costs for analysts. In esports, you can bet on an event in the traditional line (team win, draw, total, handicap, score). But different games involve various additional options you can bet on, and calculating such odds requires unique specialists.<\/span><\/p>\n <\/p>\n
Benefits for state and local budgets<\/b><\/h2>\n The development of esports can help fill the budgets of various levels. Organizing and holding offline tournaments, forming interest clubs (coaches and young players), and developing infrastructure \u2014 can attract investment and positively influence the image of a country or city to attract tourists in other industries.<\/span><\/p>\nThe work of IT companies is often associated with the development of gaming software, and revenues from this business area have recently been growing worldwide.<\/span><\/p>\nJournalists and analysts note the constant growth of interest in esports, which is also reflected in the economic stability of all participants in developing this activity.<\/span><\/p>\nProspects for the development of the esports market<\/b><\/h1>\n No reproaches against esports<\/a> that it is not a sport no longer work. Physical skills are also needed, as in football; a penchant for analytical thinking, as in chess; and some brutality, like in boxing, taekwondo, or wrestling. This is what “nerds” can adequately oppose to the real world.<\/span><\/p>\nExperts agree on the following trends, tracked since 2019:<\/strong><\/p>\n\nsignificant growth in the total audience of esports \u2014 one and a half times<\/span><\/li>\nslight growth in the audience of consumers of gaming video content<\/span><\/li>\na slight drop in those who changed the type of esports activity<\/span><\/li>\n<\/ul>\n <\/p>\n
The information on the cost of esports brands also speaks about the high order of prices:<\/strong><\/p>\n\nTSM \u2013 Value: $540 million<\/span><\/li>\n100 Thieves \u2013 Value: $460 million<\/span><\/li>\nTeam Liquid \u2013 Value: $440 million<\/span><\/li>\nFaZe Clan \u2013 Value: $400 million<\/span><\/li>\n<\/ul>\nAnd what, after that, computer games are not serious? Are you serious?<\/span><\/p>\n <\/p>\n","protected":false},"excerpt":{"rendered":"
The place of esports in the market and in life “Sitting all day at the computer playing games,” says mothers and grandmothers. “Cool tournaments and wonderful participants” \u2014 children and grandchildren answer them, showing highlights of their favorite games and entire tables of results and statistics on specialized sites like www.profilerr.net \u2014 a site with […]<\/p>\n","protected":false},"author":1,"featured_media":14463,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[950],"tags":[2329,3136],"class_list":["post-14455","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets","tag-gp","tag-the-place-of-esports-in-the-market-and-in-life"],"yoast_head":"\n
The place of esports in the market and in life - Star Language Blog<\/title>\n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n \n\t \n\t \n\t \n