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Esports

Competitive gaming

Esports transformed gaming from hobby to spectator sport, beginning with StarCraft's Korean phenomenon and growing into a billion-dollar industry with professional leagues worldwide.

pcplaystation-4xbox-one competitionprofessionalstreaming 1997–present

Overview

Play becomes profession. Esports emerged when competitive gaming outgrew living rooms—StarCraft’s Korean dominance proved games could fill stadiums. Fighting game tournaments, Quake LANs, and Counter-Strike leagues built infrastructure. Streaming platforms created global audiences. Prize pools reached tens of millions. What began as kids competing became athletes training, teams strategising, and millions watching.

Fast facts

  • Origins: Fighting games, StarCraft (late 1990s).
  • Breakthrough: Korean StarCraft leagues.
  • Modern era: League of Legends, Dota 2.
  • Revenue: Billions annually.

Historical development

EraMilestone
Arcade eraHigh score competition
LAN eraQuake, Counter-Strike
StarCraft eraKorean professionalisation
Streaming eraGlobal audiences

Major titles

GameGenrePeak viewers
League of LegendsMOBA70+ million
Dota 2MOBA$40M+ prize pools
Counter-StrikeFPSMajor championships
StarCraft IIRTSKorean legacy

Korean influence

DevelopmentImpact
PC bangsGaming culture
Pro leaguesCareer path
TV broadcastsMainstream acceptance
Training housesProfessional standards

Infrastructure

ComponentFunction
Teams/orgsPlayer management
LeaguesStructured competition
SponsorsFinancial support
StreamingDistribution

Player culture

AspectExpression
APMMechanical skill measurement
MetaStrategic evolution
Training regimes10+ hour days
Retirement ageMid-20s common

Economic scale

Revenue streamScale
SponsorshipsBillions
Media rightsMajor deals
MerchandiseGrowing market
Prize poolsTens of millions

See also