Cybersport (computer sports) - sports competitions in computer video games (in the early 90s of the last century - Doom, since 1997 - Quake, since 2001 - Counter-Strike, etc.). Thanks to the popularity of the game Quake, the first Cyberathlete Professional League (CPL) appeared in the United States in 1997, which lasted until March 13, 2008.
Today, organizations of this kind are present in many countries of the world. In Russia, it is the National Professional Cybersport League (NPCL), created in 2003.
International esports competitions are held regularly:
• World Cyber Games (world computer games) - held since 2000, the world's largest cyber games competition. According to the regulations, qualifying games are held in each country (in Russia, such competitions have been held since 2001 and are called WCG RU Preliminaries), the winners of which are entitled to participate in the final WCG games;
• The Electronic Sports World Cup (world esports cup) - an annual competition in computer and video games, held since 2003;
• ASUS Open is an international tournament that has been held 4 times a year in Russia since 2003;
• QuakeCon - an annual free LAN party tournament held in Dallas (Texas, USA) since 1996. Organizer - id Software (Quake game developer).
There are also semi-professional leagues that organize non-commercial tournaments, ladders (from the English ladder - "ladder, scale" - competitions used to compose personal and team ratings) and online cups. For example, the Russian Dueling League organizes Quake II competitions, the international ClanBase system organizes Counter-Strike online tournaments, Unreal Tournament 2004, Call of Duty II, Medal of Honor, Battlefield II, WarCraft III, etc.
The first esports to be recognized as one of the sports in the United States. No, cybersport was recognized as an official sport for the first time on March 12, 2004 in Russia, in accordance with the order of the head of the State Committee for Sports of Russia Vyacheslav Fetisov. But a few years later, esports was excluded from the All-Russian Register of Sports, as it did not meet the criteria necessary for inclusion in the mentioned register.
The term "eSports" is used only to refer to computer game competitions. This state of affairs takes place only in Russia. This term first appeared at the end of the 20th century in the United States to name games using the laser tag of the LaserTron v.10 system (from the English laser - "laser", and tag - "tag"; originally it was called laser battle - a game that consisted in the defeat of interactive targets (AUL) and enemy players, later they began to call the weapons used in this game). Nowadays "CyberSport" is the officially registered slogan of LaserTron, Inc - an American laser tag manufacturer.
The most convenient form of competition in e-sports is online competition. Such competitions are convenient only because they allow e-sportsmen to measure their strengths without leaving their own apartment. However, this form of competition has many serious disadvantages. The structure of the global network is heterogeneous, because information is transmitted at different speeds, which is a significant inconvenience for some players, significantly reducing their chances of winning. In addition, it is more difficult to track down cheating in an online match (the so-called "cheat" (from the English to cheat), that is, the use of modified equipment or programs to gain an advantage over other progamers). Therefore, they prefer to organize serious international competitions through a local network - in this case, all players are present in the same room, which minimizes the possibility of cheating. And the LAN bandwidth is the same for all progamers, and thanks to the personal presence of all participants and spectators, fans create a unique atmosphere of the competition.
ESports is beneficial only to game software sellers. This is not true. It is the gaming industry in general and esports in particular that contributes to the improvement of computers, the development of new Internet technologies. (in order to satisfy the increasing demands of progamers, specialized equipment is created, new programs are written, etc.). New sports drinks and nutritional supplements, clothing and accessories are being developed for e-sportsmen. In addition, a new direction in medicine has appeared and is being improved - cybersport medicine, designed to preserve and improve the health of pro gamers.
Esports is not a sport. Misconception. After all, sport (from the English sport, an abbreviation from the original English disport - "game", "entertainment") is a specific type of physical and intellectual activity for the purpose of competition, organized according to certain rules, as well as preparation for this activity through training in combination with rest. The goal of sports competitions is not only to improve physical health, but also to increase the level of intelligence, as well as to obtain moral and material satisfaction and the desire for self-improvement. And e-sports (like, for example, checkers, chess or sports poker) is, first of all, a competition that takes place in the virtual space and obeys certain rules. In the course of the competition, which takes place according to a certain scheme (championships followed by playoffs and finals), players demonstrate ingenuity, reaction speed, intellectual abilities, as well as the ability to work in a team to win. There is also a prize fund for major international esports competitions. Competitions are held not only in computer clubs, gaming centers and online, but also in stadiums, where fans have the opportunity to follow the players' actions live and watch the progress of the match displayed on the big screen and broadcast in the media. And the energy consumption and psychological stress of cybersportsmen are quite comparable to those of people involved in any other sport.
Cybersportsmen are characterized by painful pallor, unhealthy thinness and physical weakness. In order to show high results in competitions and maintain regular training, progamers need to be in good physical shape, because visits to the fitness center and daily runs for many of them are a must-have in addition to eSports. In addition, athletes try to look good - after all, at competitions, they necessarily fall under the lenses of television and cameras.
Progamers are only able to prove themselves in virtual sports. Not necessary. Many players before joining e-sports (and some - in parallel with virtual sports) played football, diving, chess, etc., and reached great heights, and received no less awards than in e-sports.
A gamer and an esportsman are one and the same. In the past, many esports players were indeed gamers. However, these concepts have very little in common these days. For example, gamers play computer games just to pass the time or get rid of boredom. At the same time, they spend a lot of money on the Internet and new discs with the game. Cybersportsmen, on the other hand, earn money, take part in competitions (while often traveling abroad), learn to communicate and work in a team.
Cybersport is just one of the manifestations of gambling addiction, a way to detach from reality. Gambling addiction is a disease of gamers who devote every free minute to their favorite hobby - computer games. For a cybersports player, games are not a hobby - it is serious, painstaking work, which is also profitable, and considerable. Indeed, in world competitions, the prize fund sometimes exceeds $ 1,000,000, and the salary, for example, of players from South Korea ranges from $ 20,000 to $ 500,000-600,000. The largest amount was received in 2005 by Jonathan Wendell (Kansas, Missouri, USA) acting under the nickname Fatal1ty. He won $ 150,000 in the final of the Painkiller competition. In addition, progamers receive moral satisfaction from engaging in e-sports. A painful passion for video games among esports players is very rare, although they often do not have enough time for study, work and personal life due to regular training and performances.
A loss to an esports player, as a result of which players are sometimes excluded from the team, often leads to prolonged depression. No, this state of affairs takes place among gamers-gamblers. Cybersportsmen, on the other hand, try to pull themselves together as quickly as possible so as not to "lose shape" and prepare better for the next performance. The transition to another team also most often has a positive effect on the player - after all, in order to join an unfamiliar team and continue the struggle for victory in competitions, he will have to use all his capabilities, abilities, skills and abilities.
Cybersport is a useless occupation, since the people involved in it do not produce anything, do not build, they do not bring any benefit to society. Yes, they do not produce and do not build. But this can be said about all sports - football players and basketball players, swimmers and chess players also do nothing. However, their merits and achievements are undeniable. Firstly, any sport is a spectacle that is interesting to a huge number of people. And esports in this sense is no exception, as it is extremely popular in many countries of the world. Secondly, the creation of sports associations, entire sports empires - this is new jobs that give many people the opportunity to earn honest money. And finally, eSports gives young people the opportunity to show their abilities, even if they have any physical disabilities that prevent them from being interested in other sports. Yes, and it is possible to practice this sport even in a crisis - perseverance and patience would be enough.
Eyes often suffer in esports players. The eyes of cybersportsmen really get tired, as a result of constant playing stress, visual acuity is lost, and sometimes retinal detachment occurs - then you cannot do without laser correction. However, it should be noted that cases of visual impairment requiring surgical intervention are not so common in e-sports. For example, Russian athletes do not complain about vision problems. According to experts, vision deteriorates in players who have an innate predisposition to eye ailments, which is aggravated by the radiation of the monitor.
More often than not, esports players suffer from tunnel syndrome (severe pain in the wrist) and calluses on the wrist. In this case, only a decrease in the intensity of game activity can help. And the lack of self-discipline in some players leads to chronic lack of sleep and poor nutrition, which negatively affects the state of the nervous system and the gastrointestinal tract, and sometimes leads to death from exhaustion. In order to minimize the likelihood of cybersportsmen having health problems, in some countries (for example, in Korea) they are required to undergo a medical examination several times a year, as well as participate in various recreation programs, including field trips, visits to fitness centers, etc. etc.
Doping in eSports is common. Nowadays there are so-called "cybersports pills" (FpsBrain, Blueberry, DHA). However, manufacturers claim that these substances are just fortified energy-active dietary supplements designed to improve the concentration and reaction rate of the progamer. Cybersportsmen do not use alcohol and energy drinks, because, for example, beer, although it helps to overcome the excitement that often arises before the start of the game, further causes a deterioration in the reaction speed and accuracy of actions. Energy drinks, on the other hand, lead to overstrain and the appearance of the "shaking hands" effect, which also negatively affects the performance of the game. That is why esports players during tournaments give preference to chocolate, Coca-Cola or Pepsi-Cola, which contain enough caffeine to activate brain activity.
Computers for eSports competitions are provided by the organizers. For example, QuakeCon participants come to the competition with their computer.
The most powerful pro-gamers in the USA - after all, it was there that the professional e-sports league was created. The Cyberathlete Professional League (CPL) was actually created by Angel Munoz in the United States on June 26, 1997. It was thanks to this organization that esports competitions began to be held at the international level. However, despite the aforementioned fact, cybersportsmen from other countries of the world compete quite successfully with American pro-gamers. For example, at the World Cyber Games, held annually since 2000, for 7 years (from 2000 to 2007), athletes from the Republic of Korea have earned 38 medals (19 gold, 9 silver, 10 bronze), and progamers from USA - 21 (11 gold, 6 silver, 4 bronze) According to statistics for 5 years (from 2003 to 2008), athletes from France showed the best results at the competitions held since 2003 called The Electronic Sports World Cup, the second most important after the WCG ( 8 gold, 7 silver, 7 bronze) and Sweden - 15 medals (4 gold, 6 silver, 5 bronze). Athletes from the USA received 10 medals (4 gold, 4 silver, 2 bronze) and took 4th place.
In esports, only team play is possible. Some types of computer games (for example, Counter-Strike) are created specifically for team play (in e-sports, teams are called clans or "teams" (from the English team - "team")). Others are suitable for both team competition and 1v1 play.
The result of the game must be confirmed by both teams participating in the competition. Yes it is. However, if the game is played online, the result of the match will be confirmed automatically 4 days after the last move, regardless of whether it was confirmed by both teams or not. If the opposing team did not show up for the game, the result is "No show" - a result that does not require the approval of the opponent.
During Counter-Strke matches, players can communicate with each other by voice. Voice communication is allowed in two cases: 1) if all communicating players in the game are "alive", 2) if the whole team is "dead". The "deceased" player, 3 seconds after his "death", is deprived of the right to communicate with the "live" members of his team until the end of the current round. He also does not have the right to leave his playing place (to get up from the table). Communication with spectators during the competition is strictly prohibited.
If during the game there are any technical problems (disconnection of the connection, "freezing" of the computer, etc.), the participants of the game have the right, with the referee's permission, to pause and continue the game after the problem is eliminated. In order to pause in case of technical problems, the judge's permission is not required. If, due to the disconnection of the connection, the game cannot be continued, the competition either restarts (if the problem occurred before the start of the third round), or the score is recorded, the entire period is replayed, after which the points earned are added up.
If the rules are violated, the captain is obliged to notify the referee, putting a pause at the end of the round. If the captain was unable to pause, he is obliged to report the problem within 1 minute after the end of the game, since after the expiration of the specified period, any claims will not be considered.