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
| Era | Milestone |
|---|
| Arcade era | High score competition |
| LAN era | Quake, Counter-Strike |
| StarCraft era | Korean professionalisation |
| Streaming era | Global audiences |
Major titles
| Game | Genre | Peak viewers |
|---|
| League of Legends | MOBA | 70+ million |
| Dota 2 | MOBA | $40M+ prize pools |
| Counter-Strike | FPS | Major championships |
| StarCraft II | RTS | Korean legacy |
Korean influence
| Development | Impact |
|---|
| PC bangs | Gaming culture |
| Pro leagues | Career path |
| TV broadcasts | Mainstream acceptance |
| Training houses | Professional standards |
Infrastructure
| Component | Function |
|---|
| Teams/orgs | Player management |
| Leagues | Structured competition |
| Sponsors | Financial support |
| Streaming | Distribution |
Player culture
| Aspect | Expression |
|---|
| APM | Mechanical skill measurement |
| Meta | Strategic evolution |
| Training regimes | 10+ hour days |
| Retirement age | Mid-20s common |
Economic scale
| Revenue stream | Scale |
|---|
| Sponsorships | Billions |
| Media rights | Major deals |
| Merchandise | Growing market |
| Prize pools | Tens of millions |
See also