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Metallurgy is a domain of materials science and engineering that studies the physical and chemical behavior of metallic elements, their inter-metallic compounds, and their mixtures, which are known as alloys. Metallurgy encompasses both the science and the technology of metals; that is, the way in which science is applied to the production of metals, and the engineering of metal components used in products for both consumers and manufacturers. Metallurgy is distinct from the craft of metalworking. Metalworking relies on metallurgy in a similar manner to how medicine relies on medical science for technical advancement. A specialist practitioner of metallurgy is known as a metallurgist.
The science of metallurgy is further subdivided into two broad categories: chemical metallurgy and physical metallurgy. Chemical metallurgy is chiefly concerned with the reduction and oxidation of metals, and the chemical performance of metals. Subjects of study in chemical metallurgy include mineral processing, the extraction of metals, thermodynamics, electrochemistry, and chemical degradation (corrosion). In contrast, physical metallurgy focuses on the mechanical properties of metals, the physical properties of metals, and the physical performance of metals. Topics studied in physical metallurgy include crystallography, material characterization, mechanical metallurgy, phase transformations, and failure mechanisms.
Historically, metallurgy has predominately focused on the production of metals. Metal production begins with the processing of ores to extract the metal, and includes the mixture of metals to make alloys. Metal alloys are often a blend of at least two different metallic elements. However, non-metallic elements are often added to alloys in order to achieve properties suitable for an application. The study of metal production is subdivided into ferrous metallurgy (also known as black metallurgy) and non-ferrous metallurgy (also known as colored metallurgy). Ferrous metallurgy involves processes and alloys based on iron, while non-ferrous metallurgy involves processes and alloys based on other metals. The production of ferrous metals accounts for 95% of world metal production.
Modern metallurgists work in both emerging and traditional areas as part of an interdisciplinary team alongside material scientists, and other engineers. Some traditional areas include mineral processing, metal production, heat treatment, failure analysis, and the joining of metals (including welding, brazing, and soldering). Emerging areas for metallurgists include nanotechnology, superconductors, composites, biomedical materials, electronic materials (semiconductors) and surface engineering. Many applications, practices, and devices associated or involved in metallurgy were established in ancient China, such as the innovation of the blast furnace, cast iron, hydraulic-powered trip hammers, and double acting piston bellows.
The earliest recorded metal employed by humans appears to be gold, which can be found free or "native". Small amounts of natural gold have been found in Spanish caves dating to the late Paleolithic period, 40,000 BC. Silver, copper, tin and meteoric iron can also be found in native form, allowing a limited amount of metalworking in early cultures. Certain metals, notably tin, lead, and at a higher temperature, copper, can be recovered from their ores by simply heating the rocks in a fire or blast furnace, a process known as smelting. The first evidence of this extractive metallurgy, dating from the 5th and 6th millennia BC, has been found at archaeological sites in Majdanpek, Jarmovac near Priboj and Pločnik, in present-day Serbia. To date, the earliest evidence of copper smelting is found at the Belovode site near Plocnik. This site produced a copper axe from 5,500 BC, belonging to the Vinča culture.
The earliest use of lead is documented from the late neolithic settlements of Yarim Tepe and Arpachiyah in Iraq. The artifacts suggest that lead smelting predated copper smelting.
Copper smelting is also documented at this site at about the same time period (soon after 6,000 BC), although the use of lead seems to precede copper smelting. Early metallurgy is also documented at the nearby site of Tell Maghzaliyah, which seems to be dated even earlier, and completely lacks that pottery. The Balkans were the site of major Neolithic cultures, including Butmir, Vinča, Varna, Karanovo, and Hamangia.
The Varna Necropolis, Bulgaria, is a burial site in the western industrial zone of Varna (approximately 4 km from the city centre), internationally considered one of the key archaeological sites in world prehistory. The oldest gold treasure in the world, dating from 4,600 BC to 4,200 BC, was discovered at the site. The gold piece dating from 4,500 BC, recently founded in Durankulak, near Varna is another important example. Other signs of early metals are found from the third millennium BC in places like Palmela (Portugal), Los Millares (Spain), and Stonehenge (United Kingdom). However, the ultimate beginnings cannot be clearly ascertained and new discoveries are both continuous and ongoing.
Mining areas of the ancient Middle East. Boxes colors: arsenic is in brown, copper in red, tin in grey, iron in reddish brown, gold in yellow, silver in white and lead in black. Yellow area stands for arsenic bronze, while grey area stands for tin bronze.
In the Near East, about 3,500 BC, it was discovered that by combining copper and tin, a superior metal could be made, an alloy called bronze. This represented a major technological shift known as the Bronze Age.
The extraction of iron from its ore into a workable metal is much more difficult than for copper or tin. The process appears to have been invented by the Hittites in about 1200 BC, beginning the Iron Age. The secret of extracting and working iron was a key factor in the success of the Philistines.
Historical developments in ferrous metallurgy can be found in a wide variety of past cultures and civilizations. This includes the ancient and medieval kingdoms and empires of the Middle East and Near East, ancient Iran, ancient Egypt, ancient Nubia, and Anatolia (Turkey), Ancient Nok, Carthage, the Greeks and Romans of ancient Europe, medieval Europe, ancient and medieval China, ancient and medieval India, ancient and medieval Japan, amongst others. Many applications, practices, and devices associated or involved in metallurgy were established in ancient China, such as the innovation of the blast furnace, cast iron, hydraulic-powered trip hammers, and double acting piston bellows.
A 16th century book by Georg Agricola called De re metallica describes the highly developed and complex processes of mining metal ores, metal extraction and metallurgy of the time. Agricola has been described as the "father of metallurgy".
Extractive metallurgy is the practice of removing valuable metals from an ore and refining the extracted raw metals into a purer form. In order to convert a metal oxide or sulphide to a purer metal, the ore must be reduced physically, chemically, or electrolytically. Extractive metallurgists are interested in three primary streams: feed, concentrate (metal oxide/sulphide) and tailings (waste).
After mining, large pieces of the ore feed are broken through crushing or grinding in order to obtain particles small enough, where each particle is either mostly valuable or mostly waste. Concentrating the particles of value in a form supporting separation enables the desired metal to be removed from waste products.
Mining may not be necessary, if the ore body and physical environment are conducive to leaching. Leaching dissolves minerals in an ore body and results in an enriched solution. The solution is collected and processed to extract valuable metals. Ore bodies often contain more than one valuable metal.
Tailings of a previous process may be used as a feed in another process to extract a secondary product from the original ore. Additionally, a concentrate may contain more than one valuable metal. That concentrate would then be processed to separate the valuable metals into individual constituents.
Common engineering metals include aluminium, chromium, copper, iron, magnesium, nickel, titanium, zinc, and silicon. These metals are most often used as alloys with the noted exception of silicon.
Much effort has been placed on understanding the iron - carbon alloy system, which includes steels and cast irons. Plain carbon steels (those that contain essentially only carbon as an alloying element) are used in low-cost, high-strength applications, where neither weight nor corrosion are a major concern. Cast irons, including ductile iron, are also part of the iron-carbon system. Iron-Manganese-Chromium alloys (Hadfield-type steels) are also used in non-magnetic applications such as directional drilling.
Stainless steel, particularly Austenitic stainless steels, galvanized steel, nickel alloys, titanium alloys, or occasionally copper alloys are used, where resistance to corrosion is important.
Aluminium alloys and magnesium alloys are commonly used, when a lightweight strong part is required such as in automotive and aerospace applications.
Copper-nickel alloys (such as Monel) are used in highly corrosive environments and for non-magnetic applications.
Nickel-based superalloys like Inconel are used in high-temperature applications such as gas turbines, turbochargers, pressure vessels, and heat exchangers.
For extremely high temperatures, single crystal alloys are used to minimize creep. In modern electronics, high purity single crystal silicon is essential for metal-oxide-silicon transistors (MOS) and integrated circuits.
In production engineering, metallurgy is concerned with the production of metallic components for use in consumer or engineering products. This involves production of alloys, shaping, heat treatment and surface treatment of product.
Determining the hardness of the metal using the Rockwell, Vickers, and Brinell hardness scales is a commonly used practice that helps better understand the metal's elasticity and plasticity for different applications and production processes.[20]
The task of the metallurgist is to achieve balance between material properties, such as cost, weight, strength, toughness, hardness, corrosion, fatigue resistance and performance in temperature extremes. To achieve this goal, the operating environment must be carefully considered.
In a saltwater environment, most ferrous metals and some non-ferrous alloys corrode quickly. Metals exposed to cold or cryogenic conditions may undergo a ductile to brittle transition and lose their toughness, becoming more brittle and prone to cracking. Metals under continual cyclic loading can suffer from metal fatigue. Metals under constant stress at elevated temperatures can creep.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020.[4][5] The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions.[3] Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.[6][7][8] The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.[9][10] Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros. and StarCraft, among many others. Tournaments such as the League of Legends World Championship, Dota 2's International, the fighting game-specific Evolution Championship Series (EVO) and Intel Extreme Masters are among the most popular in esports. Many other competitions use a series of league play with sponsored teams, such as the Overwatch League. Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized 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.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
Esports, short for electronic sports, is a form of competition using video games.[1] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.