What are eSports? Definition and examples

The short term for Electronic Sports is eSports (UK/ˈiːˌspɔːts/ US/ˈiːˌspɔːrts/). We can also write it as esports or e-Sports. As in terms like eLearning, eVehicle, and eMail, the first letter ‘e’ stands for electronic. In eSports, competitors are gaming in large arenas or online, i.e., they are playing computer games.

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In an eSports tournament in an arena, gamers compete against one another while fans watch the events on gigantic screens.

TechTerms.com has the following definition of the word:

“eSports (pronounced “e-sports”) is a general term used to describe video game competitions. Much like athletic sporting events, eSports games are often played before live audiences and may be broadcast over the Internet as well.”

The eSports sector today is worth billions of dollars globally each year. Many players today have become multimillionaires. If you want to read about eSports matches, you will first need to become familiar with the vast number of jargon words that exist in this sector.

According to Hannah Dwan in an article in the Telegraph:

“There are prize pools of up to $24 million. Esports are also hard to understand, filled with jargon, and not exactly like the sports you typically associate with competition on a global scale.”

Individual and team-based competitions

In most cases, eSports tournaments are team-based. There are various leagues in which teams compete for positions in matches throughout the year, culminating in one giant, final event and a mega prize.

Some tournaments are global, while others are regional. In region-specific competitions, for example, European teams play only against other European teams, Asian teams against other Asian ones, etc.

Some matches consist of one-on-one, head-to-head matches, i.e., one person plays against another individual.

Investment in eSports

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Over the last few years, eSports has attracted a growing number of major investors due to its fast growth rate. Players, teams, and venues are now earning considerable sums from companies wanting to promote their brands. In 2018, according to Newoo research, brand investment globally totaled approximately $694 million. Newoo predicts that this figure will rise to $1.6 billion by 2021.

In an article published by The Motley Fool, Tej Kohli writes:

“The worldwide ‘esports’ competitive gaming phenomenon has taken the world by storm. As the global audience of esports grows toward one billion, revenues from sponsors and licensing deals are pouring in, and so are ‘big name’ investors.”