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Game Edition! VOL. FEBURARY Evolution of e- -It is Coming! -It is Growing! -It is Tomorrow! Editor: The Most handsome George Lu

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Game Edition!VOL. FEBURARY 2016

Evolution of e-Sport-It is Coming!-It is Growing!-It is Tomorrow!

Editor: The Most handsome George Lu

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Gaming Edition

VOL. FEBURARY 2016

ESPORT IS ROLLING LIKE A #2016lEAGUEOFLEGEND WORLD CHAMPIONSHIP#PROGAMERS#SEXY COSPLAYER#FAKER#GAMING GADGETS

Editor: George Lu

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THERE'S A FORMULA for stories like this one: Open with a stadium full of screaming fans. Zoom in on the contestants, sweating from the intensity of the competition. Then comes the incredulous reveal: This isn't basketball or boxing or even billiards. It's eSports-and the "athletes" are headset-wearing, energy-drink-guzzling gamers. More than 20 years after the first video game tournaments, top eSports tourneys now draw audiences that rival the biggest traditional sporting events; popular midweek live streams routinely attract more than 100,000 online viewers. Coke and Nissan have joined Logitech and Red Bull as tournament sponsors. Gaming is what every traditional sports league is desperate to become: young, global, digital and increasingly diverse. So can it ever be a sport? Does it matter? eSports are here. They're real. They're growing.

E-Sports is massive ... and growing!

How Big is the gaming thing?

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Examples of eSports:

Around 205 million people watched or played eSports in 2014, according to market research firm Newzoo -- meaning that if the eSports nation were actually a nation, it would be the fifth largest in the world. (They're coming for you next, Indonesia!) And while eSports have long been biggest in Asia, especially gaming-mad Korea, North America and Europe now claim 28 million eSports fans and the number is growing by 21 percent a year.

practically any sporting

The League of Legends Championship sold out Staples Center in 2013, then sold out the 40,000-seat World Cup Stadium in Seoul a year later while drawing an online audience of 27 million -- more than the TV viewership for the final round of the Masters.

Opinion: The author of this article, Howard Bryant, ESPN Senior Writer, suggests that growth of eSports is inevitable. I agreed with his opinions. The growth of eSports might not be a bad thing. It is not just gaming anymore; eSports have evolved a lot in the past few years. It becomes a huge part of teenager’s culture.

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League of Legends (abbreviated LoL or just League) is a multiplayer online battle arena, real-time strategy video game developed and published by Riot Games for Microsoft Windows and Mac OS X. It is a free-to-play game supported by microtransactions and inspired by the mod Defense of the Ancients for Warcraft III: The Frozen Throne.

Counter-Strike (also known has Half-Life: Counter-Strike) is a first-person shooter video game developed by Valve Corporation. It was initially developed and released as a Half-Life modification by Minh "Gooseman" Le and Jess "Cliffe" Cliffe in 1999, before Le and Cliffe were hired and the game's intellectual property acquired. Counter-Strike was first released by Valve on the Microsoft Windows platform in 2000. 

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