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Esports’ Worldwide Successes and Acknowledgement

Posted 24th March 2018 By: Derpina

Esports’ Worldwide Successes and Acknowledgement - Tipify

Esports News – The revenue, popularity, and viewership of esports are slowly beating the world of traditional sports. For players, the definition of “sports” is now fluid. There are studies and claims from experts that millennials, especially ages 18 to 25, prefers esports over traditional sports. This is indeed a huge success for the virtual gaming industry, but the journey doesn’t stop there.

The entry of competitive gaming

Before the booming popularity and recognition from different sports’ organizations, professional championships and tournaments for esports games such as League of Legends (LoL), Counter-Strike: Global Offensive (CS:GO), and Defense of the Ancients 2 (Dota 2) came to light after the entry of the 21st century. As anyone can see, esports is not new but the viewerships these games garnered every year is enough for the sponsors and game developers to host major competitions with more than $1 million prize pool.

As years go by, developers created more and more exciting games to attract gamers. Overwatch, a new game by Blizzard Entertainment, is slowly entering the arena with its Overwatch League (OWL) that draws over 100,000 viewers worldwide. However, it’s still new to the industry as we are yet to see if it can match or surpass the popularity of LoL championships which draws over 70 million viewers worldwide. Nevertheless, the four games mentioned are the most vital esports games of the decade, or maybe even the century.

Recent recognitions

Recently, the International Olympic Committee (IOC) recognized the continuous growth of competitive gaming and said, “competitive esports could be considered as a sporting activity, and the players involved prepare and train with an intensity which may be comparable to athletes in traditional sports.” Now, the Paris 2024 Summer Olympics bid team sparked an interest in esports and they wanted to include it in their lineup as a ‘medaling event’.

On other news, television networks and sports team owners also acknowledged the potential of competitive gaming. SyFy, ESPN, TBS, and Telemundo partnered with FACEIT, an independent esports platform, to broadcast esports tournaments in the future.

The founder of Cloud9 esports organization and owner of OWL’s London Spitfire team, Jack Etienne, revealed even further the success of the industry by saying: a“There’s a movement that’s been going on for a long time but is only now being recognized…It took people watching these events where traditional venues that most people associate with sports are being completely filled up by a specific demographic of folks: young millennials all buying these tickets that aren’t generally interested in traditional sports events but love esports.”

Written by Derpina