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E-SPORTS
INTRODUCTION
•E-Sports means electronic gaming.
•A form of competition using video games.
•Most commonly E-Sports take the form of
organized multi-players video game competition
particularly between professional players.
BACKGROUND OF E-SPORTS
• E-Sports was developed in ERA(1972-1989).
• First championship of E-Sports was held in 1981 in United States
and 10,000 Participants participated in this championship.
• In 2013 it Was estimated that approximately 71.5 million people
world wide watched E-Sports.
• Majorly gaming has reported viewership that is approximately
85% male and 15% female, with majority of viewer between ages
18 & 34.
E-SPORTS WORLD CHAMPIONSHIP 2016
BENEFITS / ADVANTAGES
• Video games have been proven to raise self-esteem and build confidence.
• It gives people an opportunity to do things that they cannot do offline, and to
discover new things about themselves.
• There is a social aspect to gaming as well – research has shown that a third of video
game players make good friends online.
• video games are also considered to be therapeutic as it helps to relieve stress.
• Video games studies have been shown to negatively effect a players health and
mental state, while positive effects can be overlooked.
IT Would Wonder You That 35% of Participants In E-Sports Champions
Are under 18.That is Mass Advantage.
OBJECTIONS / DISADVANTAGES
• Players tend to play more because of the
enjoyment, in result, it will isolate you from
your family and friends for many hours.
• If you got addicted, it will take awful hours
of just playing. You will never realize that
you are wasting your time playing instead
spending it doing more productive things.
CONTINUED…
• Online games don’t need
physical activities and that will
make you unhealthy. Sitting for
hours, playing in front of the
computer will make your body
weak.
• It will expose you to
violent scenarios. There
are games that have
violent themes such as
killing, war, and crimes.
CONCLUSION
The basic mentioning of computer gaming (E-sport) as a form of sports
is insurgent, according to public health and media discussion . As a
matter of fact, the two practices are considered to be oppositional.
Sports are often regarded as a honor, whereas computer gaming is
looked upon as a vice. In this light, the basic aim of this essay is to
discuss and analyze the ‘sporting qualities’ of competitive computer
gaming in relation to the definition of sport. The reasoning will also
prediction the future of competitive computer gaming. How might this
new form of ‘sport’ develop and what impact will it have on future sports
in general, We answer the question by presenting three possible
futuristic scenarios.
FINANCIAL CONCLUSION
QUERY
E-Sports Presentation

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E-Sports Presentation

  • 2. INTRODUCTION •E-Sports means electronic gaming. •A form of competition using video games. •Most commonly E-Sports take the form of organized multi-players video game competition particularly between professional players.
  • 3. BACKGROUND OF E-SPORTS • E-Sports was developed in ERA(1972-1989). • First championship of E-Sports was held in 1981 in United States and 10,000 Participants participated in this championship. • In 2013 it Was estimated that approximately 71.5 million people world wide watched E-Sports. • Majorly gaming has reported viewership that is approximately 85% male and 15% female, with majority of viewer between ages 18 & 34.
  • 5. BENEFITS / ADVANTAGES • Video games have been proven to raise self-esteem and build confidence. • It gives people an opportunity to do things that they cannot do offline, and to discover new things about themselves. • There is a social aspect to gaming as well – research has shown that a third of video game players make good friends online. • video games are also considered to be therapeutic as it helps to relieve stress. • Video games studies have been shown to negatively effect a players health and mental state, while positive effects can be overlooked.
  • 6. IT Would Wonder You That 35% of Participants In E-Sports Champions Are under 18.That is Mass Advantage.
  • 7. OBJECTIONS / DISADVANTAGES • Players tend to play more because of the enjoyment, in result, it will isolate you from your family and friends for many hours. • If you got addicted, it will take awful hours of just playing. You will never realize that you are wasting your time playing instead spending it doing more productive things.
  • 8. CONTINUED… • Online games don’t need physical activities and that will make you unhealthy. Sitting for hours, playing in front of the computer will make your body weak. • It will expose you to violent scenarios. There are games that have violent themes such as killing, war, and crimes.
  • 9. CONCLUSION The basic mentioning of computer gaming (E-sport) as a form of sports is insurgent, according to public health and media discussion . As a matter of fact, the two practices are considered to be oppositional. Sports are often regarded as a honor, whereas computer gaming is looked upon as a vice. In this light, the basic aim of this essay is to discuss and analyze the ‘sporting qualities’ of competitive computer gaming in relation to the definition of sport. The reasoning will also prediction the future of competitive computer gaming. How might this new form of ‘sport’ develop and what impact will it have on future sports in general, We answer the question by presenting three possible futuristic scenarios.
  • 11. QUERY