Over the Internet:
The easiest way to play an electronic sports match is over the Internet. General online play is
subject to the lessened ability to detect cheating and the more unpredictable network latency not
being the ideal environment for high level competition; however, due to its convenience, even
players who are used to LAN games use Internet games for fun and practice. Usually teams, or
clans as they are called; will need to contact each other prior to matches.
Internet Relay Chat is very popular for doing this due to the ability for each clan, league, or other
gaming related organisation to set up its own chat channel on the network, making them easy to find.
IRC has become so popular among gamers that the largest IRC network is Quakenet, a network
originally created for players of the first-person shooter Quake and now used by players of many different games. The matches are then carried out on the server according to the rules of the leagues the teams are familiar with. Popular online leagues include Cyberathlete Amateur League, CyberEvolution, Major League
Gaming, ClanBase, and the Electronic Sports League. The largest online gaming network on the PC is Battle.net, used to play Warcraft and StarCraft (two of the three oldest and biggest competitive games with Counter-Strike) online. Having over 12,000,000 active users with an average of 200,000 online at any given moment with peaks up to 400,000[citation needed]. This service provided by Blizzard Entertainment is especially important for Warcraft III for which it features integrated ladders and advanced anti-cheating. The best of the one-one ladders compete
in seasons stretching over a period of months, after which the top finishers gather at offline events to compete for a seasonal championship and tens of thousands of dollars in prize money. The largest online gaming network on consoles is Xbox Live, with over 7 million subscribers.
Over a local area network
Playing over a LAN has a number of advantages: the network conditions are much better suited to
playing computer games than on the Internet, and when the competitors are in the same building it
is a lot harder to cheat without someone knowing (at professional events administrators will
normally be present to ensure fair play). It is also a much more social atmosphere. Due to the
advantages of LAN many gamers organize LAN parties or visit LAN centres and major tournaments
are always conducted over LANs.
Electronic sports history
3.1 Arcade era
Video games have been played competitively since their inception. Twin Galaxies is known for keeping track of high scores on Many "classic" arcade games, and they created the U.S. National Video Game Team in 1983. The team ran a number of competitions, including the 1987 Video Game Masters Tournament for Guinness World Records. Nintendo held their World Championships in 1990, touring across the United States, with the finals in Universal City Studios, California. There were 90 finalists, and the champions were Jeff Hanson (11 & under), Thor Aackerlund (12–17), and Paul White (18 & over). The Nintendo championships are notable for the gold cartridges distributed to all of the finalists, which now fetch high prices on eBay. Blockbuster Video ran their own World Game Championships in the early 1990s, co-hosted by GamePro magazine. Citizens from the United States, Canada, the United Kingdom, Australia, and Chile were eligible to compete. Games from the 1994 championships included NBA Jam and
Virtua Racing. The first ever televised eSports event has been noted as the Australian gameshow A*mazing, which would show two children competing in various Nintendo games in order to win points.
3.2 Internet era
Formal events have grown dramatically since the first tournament in 1997. At the "Red Annihilation" tournament in May of that year, Quake co-creator John Carmack promised his own red Ferrari 328 GTS convertible to the winner, Dennis Fong aka "Thresh". In June of that year Angel Munoz launched his league for computer gamers, known as the Cyberathlete Professional League or CPL. Since then, the attendance and size of the venues for these events has grown and thousands of spectators typically connect over the internet to watch the final matches. In 2005 the CPL moved to a World Tour format. 2005 CPL World Tour focused on
the one-on-one deathmatch game Painkiller and had a total prize purse of $1,000,000. The
winner of the CPL Grand Finals event, Johnathan "Fatal1ty" Wendel, went home with the grand
prize of $150,000, while Sander "Vo0" Kaasjager took home the MVP trophy for having the
most tournament wins. In the year 2000, the first World Cyber Games event was held in Seoul, Korea. There were competitions for Quake III, Starcraft, FIFA 2000, and Age of Empires II. The competition initially had 174 competitors from 17 different countries with a total prize purse of $20,000. In 2006, the prize purse had risen to $462,000, and the event had grown to 9 different competitions and 700 qualified participants from 70 different countries. In 2003, the first Electronic Sports World Cup event was held, with a total of 358 participants from 37 countries, and a prize purse of € 150.000. By 2006, the event had grown to 547 qualified participants from 53 countries and a prize purse of $400,000. The event also featured the first competition with a game specifically made for it; Trackmania Nations. The year also saw the launch of Major League Gaming, console gaming competition.In 2006, Major League Gaming was the first televised console gaming league in the United States, with their Halo 2 Pro Series being broadcast by USA Network. 2006 saw the first season of the World Series of Video Games event, a spin off of the CPL World Tour format. The WSVG held world championships for Counter-Strike, Warcraft III, and Quake 4. The WSVG also held American championships for Halo 2, Ghost Recon: Advanced Warfighter, & Project Gotham Racing 3.
3.3 Player contracts & Professional electronic sports titles
There are a number of titles that have a professional gaming scene. The top players can make a
living playing the games on the marketing value they gain as a result. Hundreds, thousands and
even millions of dollars in prize money are turned out each year for competitors in these titles.
The most popular tournaments are those run by the Cyberathlete Professional League, the World
Cyber Games, the World e-Sports Games, the Electronic Sports World Cup, The Championship
Gaming Series and the Major League Gaming. The prize money for these events is mostly
provided by the large technology corporations who sponsor the events; these companies also
tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and
sometimes free hardware specific to that company.
3.4 Counter-Strike
Counter-Strike – Tactical Team FPS (5vs5, PC)
Played all around the world with hot spots in the North America and Europe,there are a few dozen
professional teams that gather at just as many tournaments all around the world every year.
Without a uniting body in competitive gaming many of these claim to be the game's "World -
Championship" tournament. While none of them stand out enough to justify this claim, six
tournament finals are generally identified as being the "biggest". The six "Major tournaments"
are listed below and are led by WCG (World Cyber Games) and the CPL(Cyberathlete
Professional League). Counter-Strike is seen as the competitive game with the biggest user
base with a rough estimate of players online at any given moment ranging between 120,000
and 140,000. Examples of professional teams are: SK Gaming, wNv Teamwork, Fnatic,
MeetYourMakers and Complexity. Teams can be observed playing professionally in the CGS,
Championship Gaming Series, the first Professional league to offer every player a payroll of
$75,000 each year.
3.5 FIFA
FIFA Football – Sports (PC)
FIFA Football is a part of the World Cyber Games since its beginning in 2000 and also at every
regional WCG Tourney like the SEC or the Pan-American WCG. In 2003 a FIFA tournament was
also held at the CPL Europe and is therefore the only sports game that has ever been part of a
Cyberathlete Professional League competition.
World League eSport Bundesliga Kick-Off Event (picture)
Germany has the biggest FIFA Football community with two professional leagues (Electronic -
Sports League EPS and the World League eSport Bundesliga which is aired on the national TV--
broadcaster Deutsches Sportfernsehen). Besides Germany, South Korea is a strong FIFA
Football nation with 3 World Cyber Games titles. There are also leagues in South Korea like the
Ongamenet FifaLeague that are televised. In 2006 prizes with a value of over a quarter million
US-Dollar were handed out to professional FIFA gamers.
3.6 Halo 3
Halo 3 – Tactical Team FPS (Xbox)
Halo 3 has a national professional scene in the United States of America. See Major League
Gaming for more information.
3.7 Quake 4
Quake 4 – DeathMatch FPS (1vs1, PC)
Played professionally in western society, there are a dozen professional players signed to a
few professional teams and a number of players marketing themselves through other means. As of
2008, Quake 4 has fallen out of favor in competition for the previous game in the
series Quake 3. Four "world championships" took place using Quake 4 in the 2006 season.
Most notable are those of the Electronic Sports World Cup and the World Series of Video Games
as the game had a top tier status with these organizations, the game had the smallest status of
all games played at the World Cyber Games and KODE5.
So far only the Electronic Sports World Cup has announced that they will be using Quake 4 again.
It is generally expected that the World series of Video Games will do the same and its also seen
as a potential candidate for a top status game at the World Cyber Games.
Quake 4 is seen as the smallest of all professional games, with online users measured at any
given moment seeing very fluctuating results and is generally estimated in a three number range.
An undisclosed amount of those users are not players but bots, and the total user base should
fall between 1/200th to 1/1000th of other professional gaming scenes. The most well known
Quake 4 player is Johnathan "Fatal1ty" Wendel, runner-up of the World Series of Video Games
finals, who is ranked 6th in the Quake 4 world rankings.
3.8 Super Smash Bros. Melee
Super Smash Bros. Melee – Versus Fighting (1vs1, 2vs2, GameCube)
Super Smash Bros. Melee has a national professional scene in the United States of America. It was
sponsored by Major League Gaming from 2004 to 2006. It is currently sponsored by Evolution
Championship Series.
3.9 StarCraft
StarCraft: Brood War – Real-Time Strategy (1vs1, 2vs2, PC)
This game has found a home in South Korea, where many play it professionally as a spectator
sport. It is the most popular professionally played PC game due to its immense popularity in
South Korea, for these league attract tens of thousands of fans and are viewed on TV nationwide
in millions . StarCraft is the very first game to have been accepted into the World Cyber Games
tournament and has a tournament at their events since inception. It also enjoys significant
competitive popularity in the west as well. See also: StarCraft professional competition
3.10 Street Fighter Series
Street Fighter – Versus Fighting (1vs1, Arcade, PS2)
Street Fighter III: 3rd Strike, Marvel vs Capcom 2, Capcom vs SNK2, Super Street Fighter II Turbo
are amongst those games in the series played at a professional level. Popular tournaments have
taken place at Evolution Championship Series in the USA, and Tougeki – Super Battle Opera in
Japan. Many smaller communities are sprouting up across the world in order to expand and
develop the professionalism of the game and to form a more integrated fighting games community.
3.11 TrackMania Nations
TrackMania Nations Forever – Racing (1vs1vs1vs1, PC)
TrackMania Nations ESWC released in January 2006, and was the first game to be conceived for a
competition (Electronic Sports World Cup). The game permits players to create their own tracks.
Except ESWC, the Electronic Sports League, Electronic Tournaments and the FuturTech Gaming
League organize competitions on this game. In April 2008, a new version of the game, called
TrackMania Nations Forever, released and added new features to the original game. The ESWC
committee decided to use this new version for ESWC 2008. This game is downloadable free of
charge and counts around 8,000 players at least on any moment. On esports, the game is most
popular in Europe, especially in France, where the game was created.
3.12 Warcraft III
Warcraft III: The Frozen Throne – Real-Time Strategy (1vs1, PC)
Played professionally all around the world with hot spots in South Korea, China , France and
Germany, there are a few dozen "professional" teams. The game lacks a uniting body and has no
definable world championship. Some of the biggest Warcraft III tournaments include the six
"Major tournaments" listed below as well as events organised by Blizzard Entertainment, tele-
vised Korean leagues, several tournaments held in China. Warcraft III is seen as the
competitive game with the second biggest playerbase, with the number players online at Battle.
net ranging between 70,000 and 100,000 at any given moment. It must also be noted that the
Chinese scene, which has over three million players, uses their own clients. for online compet-
ition due to a poor connection to the outside world. In Korea, Warcraft III has significantly
less popularity than Starcraft, which is the most popular.
Wiki articles about Warcraft III competitions include a historical overview of "world
championships" as well as a ranking based on them and a number of player biographies such as:
Zdravko "Insomnia" Georgiev, Xiaofeng "Sky" Li, Dae Hui "FoV" Cho, Jang "Moon" Jae Ho,
Fredrik "MaDFroG" Johansson and Manuel "Grubby" Schenkhuizen.
Other competitions
In September 2006 FUN Technologies held the first WorldWide Web Games for a $1 million prize.
The competition had 71 contestants and featured the casual games Bejeweled 2, Solitaire, and
Zuma. The champion was 21-year-old Kavitha Yalavarthi of Odessa, Texas.
Media coverage
The main medium for electronic sports coverage is the Internet. Electronic sports websites
generally focus on professional tournaments and the top level amateur games, leaving the other
games to be covered by the leagues themselves or smaller game-specific community websites if at
all. Mainstream coverage in North America and Europe has increased, and more mainstream news
websites are starting to regularly provide some coverage of the major events with occasional
television coverage. |