BlaneyFriedrich525

מתוך The Phnomenologic Cage
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E-Sports Genesis was created with the goal to begin a brand new “beginning” of what's known today as Competitive E-Sports. Our sincere goal is to create a long-lasting community built around the fundamental beliefs in fairness, good sportsmanship, and professionalism. Competitive gaming should be a very important area of the on the internet industry and we realize the communities and players that support these games and organizations are simply as important, if not more important than the organization itself

Please come along at ESG and allow us to produce the next best destination in competitive E-Sports! Our #1 goal is to place you, the players, first in our journey towards pushing E-Sports toward a brand new generation of gaming. We thanks ahead of time for that support and that i hope we are able to deliver to your expectations. Keep checking back in to the social networking for updates around the progress and launch plans. Thanks!

Concerning the term Esports,

Electronic sports (eSports) comprises the competitive play of game titles. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most typical video game genres associated with electronic sports are real-time strategy (RTS), fighting, first-person shooter (FPS), massively-multiplayer online (MMOG), and racing. Games are played competitively at amateur, semi-professional and professional levels, and some games have organized competition as leagues and tournaments. Events for example Major League Gaming (MLG), Global Starcraft II League (GSL), World Cyber Games (WCG), Dreamhack, and Intel Extreme Masters provide both real-time casting of streamed games, and cash prizes towards the winners.

First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all across the globe with locations in North America and Europe, there are a few dozen professional teams that gather at just as numerous tournaments all around the world each year. With no uniting body in competitive gaming many of these tell you they are the game's "World Championship" tournament. While none of them stand out enough to justify this claim, six tournament finals are generally identified as being the "biggest". The six "Major tournaments" are highlighted below and therefore are led by WCG (World Cyber Games) and the CPL (Cyberathlete Professional League). Teams could be observed playing professionally in leagues for example, CEVO, ESEA League, ESL, and others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

esports

Halo Halo - Tactical Team FPS (Xbox) The Halo series has a large impact on the nation's professional scene in the United States of America. See Major League Gaming for more information. This has also been picked up in Europe, with the European Gaming League hosting their first event at the end of July 2010 in Liverpool attracting 30 of Europe's biggest teams. Australia have also started their own leagues using the Australian Cyber League hosting their Pro Circuit with tournaments in several major cities in Australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there are a dozen professional players signed to a few professional teams and a number of players marketing themselves through other means. By 2008, Quake 4 has fallen from favor in competition for that previous game in the series Quake III Arena. Four "world championships" took place using Quake 4 in the 2006 season. Most notable are the ones of the Electronic Sports World Cup and also the World Series of Video Games because the game were built with a top tier status with these organizations, the sport had the tiniest status of all games played at the World Cyber Games and KODE5. To date just the Electronic Sports World Cup has announced that they will be using Quake 4 again. It is generally expected that the World series of Video Games is going to do the same and it is also seen as an potential candidate for a top status game in the World Cyber Games.

Player contracts and professional electronic sports titles

There are a variety of titles that support a professional gaming scene. Commonly, companies uses e-sports like a marketing outlet for their games, and the prizes awarded are sometimes enough to aid players who compete for a living. In such cases, hundreds, thousands as well as huge amount of money in prize money are ended up each year for competitors during these titles. For some games, sponsorship extends well past the creators of the game being played, and firms for example Intel support competition despite not being active in the game titles titles themselves.

The most popular tournaments are the ones run by the World Cyber Games, the planet e-Sports Games, and also the Electronic Sports World Cup. The prize money of these events is mainly supplied by the big technology corporations who sponsor the events; these businesses also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and sometimes free hardware specific to that company.

Although sponsorships have evolved through the years, and oftentimes only sponsoring one gamer at a time-the first all inclusive team sponsorship was given to Team Abuse in June 2000. Team Abuse was a well-respected Quake II team led by Doug 'Citizen' Suttles and a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of a grass roots event called Lansanity in Portland, OR Team Abuse was offered a complete sponsorship, setting precedence for many gamers to come. The Speakeasy sponsorship included a completely leased gaming studio in Lake Oswego, OR having a Speakeasy.net T1 connection. Additionally Team Abuse was sent to many CPL events, Quake Invitational League events, hosted Lansanity 2, as well as found itself sending Marc 'pureluck' Naujock towards the XSI Invitational in London included in the Top 10 USA players vs the very best 10 European players tournament. Speakeasy paved the way in which for fully immersive corporate marketing sponsorship for professional gaming by making use of merchandising, PR, grass root events, and a serious interest in the gaming community.

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