Dated: 2017-06-23 15:23:00

     
 
 
 

Emerging eSports Space in India

Emerging eSports Space in India :Atmegame Blog
The online gaming that primarily is a PC driven activity and with increasing number of smart phones is migrating towards the Android based platforms has its professional gaming platform known to be as eSports. It is also known to be as competitive gaming or the pro gaming. As far as future of eSports in India is concerned it depends and varies on the variety of factors.

The future of eSport gaming depends upon how far gamers are commercially benefitted playing the eSports competitions. It is being used as a marketing tool to the niche audience with much higher retention rate and numbers. The future of eSports in India depends upon a variety of factors like:-

*  eSports can act as place of central acceptance, where, there is already a huge following of players. It could work as a central place where gamers could discuss thing with each others. Connecting gamers of India can be achieved through the central medium like eSport alone.
*  The next massive idea for the eSports proliferation in the game depends around the massive funding and sponsorship in India. The venture capitalist in this era would be the firm believer of the gaming talent in India, especially, that youth of India have purchasing power to buy the online games on the daily basis.
*  The people in control of eGaming should be honest without much intention to cheat Indian player. It should be an activity of gamers for the gamers. The gamers should be the kids that must be intently be devoted to develop their IQ.
*  And the eSport should be supported and promoted with the right spirit of gaming, a competition without any discrimination on the financial or physical attributes. To nurture it to be the purest form of competition in the online gaming arena.


In the eSports System, there happen to be the entire activityare being operated through the human-computer interfaces. It is an organized online gaming among professional players fighting for impressive award money.

The most popular online game categories with eSports are real-time strategy, fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). The most popular eSports games tournaments are The International, the League of Legends World Championship, the Evolution Championship Series and the Intel Extreme Masters that are broad casted live and pay handsome prize money to the competitors.

Since the year 2000 onwards a massive surge has been witnessed among professional gamers towards eSports. Many, developers are deliberately making and designing games for promoting the eSport subculture. Another category of gaming popularity is fighting and arcade games that, are too immensely popular at the eSports tournaments. During the last decade, the popular games under eSports were the professional competition as the multiplayer online battle arena (MOBA) games Dota 2 and League of Legends, and the first person shooter game Counter-Strike: Global Offensive.The significant earnings include Smite, StarCraft II, Call of Duty, Heroes of the Storm, Hearthstone and Overwatch.

SCOPE of eSports

The popularity of eSports game is constantly on rise on the account of its promotion and inducing other popular gaming technologies being inculcated into it. According to an estimated figure around 90 million people globally has worldwide watched eSports in year 2016. The increased increasing availability of online streaming media platforms, especially, Twitch.tv has caused to immense popularity of the game and especially the eSports competition.

As far as gaming viewership has been concerned there round about 85% male and 15% female viewer watch these games lying between the age group of 18 and 34.

Despite this, several female personalities within eSports are hopeful about the increasing presence of female gamers.

The most popular one in the field eSport companies, internationally, is South Korea that even licensed pro gamers. Other than South Korea the competitions majorly happensEurope, North America and China. The global eSport market generated revenue in the quantum of 500 million dollar in year 2017 with around 250 million audiences.

HistoryOverview of eSports

The earliest eSports competition estimated to be occurred round in the year 1972 at the Stanford University for the game Spacewar. Stanford students participated in an Intergalactic spacewar Olympics for a prize being awarded as one year s subscription for Rolling Stone. The Space Invaders Championship held by Atari in 1980 is considered as first ever biggest large scale video thatattracted more than 10,000 participants across the United States. From then on eSports emerged as a major mainstream competition.

It was during eighties video games begin appearing into the popular websites and magazines including Life and Time. Televised eSports eventStarcade almost for 133 episodes was telecasted on the television as an American Show. Large eSports tournaments in the nineties include the 1990 Nintendo World Championships that happened across the United Statesand end in finals at the Universal Studios Hollywood in California. The most popular games of the eighties were the Cyberathlete Professional League (CPL), QuakeCon and the Professional Gamers League. PC games enjoyed at the CPL involved the Counter-Strike series, Quake series and the Warcraft.

It is the 2010;eSport has grown tremendously registering an increase in viewership as well as prize money. Though, the large tournament even had occurred before, however, number rose massively from 10 tournaments in 2000 to around 260 in 2010. During this period many mega events occurred including the World Cyber Games, the Intel Extreme Masters, and Major League Gaming. The September 2006 FUN Technologies Worldwide Webgames Championship has a mega prize of one million dollar contested between 71 players. eSport as a true sport yet to has long way to go, however, the French government has begin working on a proposal to recognize and regulate eSports.