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An annual tournament of the massively popular game, which is held across different regions each year in a rotating manner eSports (also known as electronic sports, esports, e-sports, competitive ( video) gaming, professional ( video) gaming, or pro gaming) are a form of competition using. Most commonly, eSports take the form of organized, competitions, particularly between players. The most common associated with eSports are (RTS), (FPS),, and (MOBA). Tournaments such as the,, the and the provide live broadcasts of the competition, and prize money to competitors. Although organized online and offline competitions have long been a part of, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events saw a large surge in popularity. Many game developers now actively design toward a professional eSport subculture. The genre of and fighters have also been popular in amateur [ ] tournaments, although the fighting game community has often distanced themselves from the eSports label.
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In the mid-2010s, the most successful titles featured in professional competition were the (MOBA) games and, and the game. Other games with significant earnings include,,,, and.
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By 2019, it is estimated that 427 million people worldwide will be watching eSports. The increasing availability of online platforms, particularly Panda.tv, and, has become central to the growth and promotion of eSports competitions. Demographically, has reported viewership that is approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. Despite this, several female personalities within eSports are hopeful about the increasing presence of female gamers.
South Korea has several established eSports organizations, which have licensed pro gamers since the year 2000. Recognition of eSports competitions outside South Korea has come somewhat slower. Along with South Korea, most competitions take place in Europe, North America and China.
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Despite its large video game market, eSports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws which prohibit paid professional gaming tournaments. The global eSports market generated US$325 million of revenue in 2015 and was expected to make $493 million in 2016; the global eSports audience in 2015 was 226 million people. According to a Newzoo report in April 2017, 42% of the gaming market belongs to the mobile industry, and mobile is projected to claim more than 50% the market by 2020. The eSports industry is expanding beyond PC and console, as developer created, the first mobile multiplayer online battle arena game, and companies like bring eSports tournaments to.
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Attendees of the 1981 Championships attempt to set the highest score The earliest known video game competition took place on 19 October 1972 at for the game. Stanford students were invited to an 'Intergalactic spacewar olympics' whose grand prize was a year's subscription for, with Bruce Baumgart winning the five-man-free-for-all tournament and Tovar and Robert E. Maas winning the Team Competition.