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  • Subject area(s): Marketing
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  • Published on: 14th September 2019
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E-sports also referred to as electronic sports or a competitive gaming, can best be described as a competion either online or offline against live opponents in a video game mostly for prizes and prestige. The Electronic sports base its work on developing, publishing, marketing as well as distribution of video games. Electronic sports headquarter lies in Redwood City, California.Currently Electronic sports works under different labels of E- sports titles, a good example is Madden NFL, E-sports labels also work on games such as Need for Speed, Medal of honor as well as latest games like, Dragon Age worked in collaboration with Lucas Arts' E-sports also deals with major gaming studios for example Dice in Sweden. My research paper focusses on the impacts and history of E-sports.

Content

The first gaming competion was held at Stanford University in October 19, 1972 for the game space war.The grand prize attracted many participants as it was a year's subscription for rolling stone, E .Mass, Trover and Bruce Baugmart emerging the winners. In 1980 another gaming competion The Space Invaders was held by Atari, it was the earliest largest video gaming competion that attracted a good number of participants across the United States enhancing competition gaming as a hobby. In the same year Walter Day came up with high score recording organization known as Twin Galaxies, this organization helped in promotion of video games as well as ensuring publicity of records through Guinness Book of World Records, later in 1983 the organization created U.S. National Video Game Team that also promoted competion through Guinness world records, the organization also played a major role of sponsoring the North America video game challenge.

In 1990s the video games started going online this was basically encouraged by the increasing internet connectivity, a good example was the NE trek game of 1988, it was the first internet game to use megaservers to locate open game servers it also had persistent user information and by 1993 it got accreditation by wired Magazines as the first online sports games. A great number of sports tournaments were held in U.S.A for example the 1990 Nintendo world championships. Television shows that featured the E Sports were not left behind showing two children playing Nintendo games both with intentions of winning points.

In 2000 a high rise of global tournaments raised eye brows especially in Korea, initially people thought of sports in Korea to be growing due to the high rate of unemployment that caused people to look for alternatives of keeping themselves busy among other thoughts. The Korean sports Association was founded in 2000 for the major purposes of regulation and promotion of sports in the country. In  2nd decade of 21st century the sports has realized a great increase in terms of viewers and profit maximization even though big tournaments were founded earlier before 21st century a positive increase of tournaments has been realized as of high significant. Popularity and existence of online streaming greatly contributed to the growth of E-sports in this era since they are the commonly used ways of watching tournaments.

Conclusion

The more E- sports video games are played the more potential fans  are targeted, currently a great number of male viewers is approximated as of a higher percentage as compared to female viewers, the ages varying 18 to 34 has been noted to be also of higher percentage of gamers as compared to other ages'- sports is working tirelessly to capture more female gamers and generally a greater number of gamers and viewers, as the games get more advanced the more interesting the games are for spectators. The every year changes in the modes of marketing and advanced technologies helps the sports in meeting their set targets for the games and in future it's of no surprise for sports to generate an excitement beyond imaginations.

Introduction

E-sports also referred to as electronic sports or a competitive gaming, can best be described as a competion either online or offline against live opponents in a video game mostly for prizes and prestige. The Electronic sports base its work on developing, publishing, marketing as well as distribution of video games. Electronic sports headquarter lies in Redwood City, California.Currently Electronic sports works under different labels of E- sports titles, a good example is Madden NFL, E-sports labels also work on games such as Need for Speed, Medal of honor as well as latest games like, Dragon Age worked in collaboration with Lucas Arts' E-sports also deals with major gaming studios for example Dice in Sweden. My research paper focusses on the impacts and history of E-sports.

Content

The first gaming competion was held at Stanford University in October 19, 1972 for the game space war.The grand prize attracted many participants as it was a year's subscription for rolling stone, E .Mass, Trover and Bruce Baugmart emerging the winners. In 1980 another gaming competion The Space Invaders was held by Atari, it was the earliest largest video gaming competion that attracted a good number of participants across the United States enhancing competition gaming as a hobby. In the same year Walter Day came up with high score recording organization known as Twin Galaxies, this organization helped in promotion of video games as well as ensuring publicity of records through Guinness Book of World Records, later in 1983 the organization created U.S. National Video Game Team that also promoted competion through Guinness world records, the organization also played a major role of sponsoring the North America video game challenge.

In 1990s the video games started going online this was basically encouraged by the increasing internet connectivity, a good example was the NE trek game of 1988, it was the first internet game to use megaservers to locate open game servers it also had persistent user information and by 1993 it got accreditation by wired Magazines as the first online sports games. A great number of sports tournaments were held in U.S.A for example the 1990 Nintendo world championships. Television shows that featured the E Sports were not left behind showing two children playing Nintendo games both with intentions of winning points.

In 2000 a high rise of global tournaments raised eye brows especially in Korea, initially people thought of sports in Korea to be growing due to the high rate of unemployment that caused people to look for alternatives of keeping themselves busy among other thoughts. The Korean sports Association was founded in 2000 for the major purposes of regulation and promotion of sports in the country. In  2nd decade of 21st century the sports has realized a great increase in terms of viewers and profit maximization even though big tournaments were founded earlier before 21st century a positive increase of tournaments has been realized as of high significant. Popularity and existence of online streaming greatly contributed to the growth of E-sports in this era since they are the commonly used ways of watching tournaments.

Conclusion

The more E- sports video games are played the more potential fans  are targeted, currently a great number of male viewers is approximated as of a higher percentage as compared to female viewers, the ages varying 18 to 34 has been noted to be also of higher percentage of gamers as compared to other ages'- sports is working tirelessly to capture more female gamers and generally a greater number of gamers and viewers, as the games get more advanced the more interesting the games are for spectators. The every year changes in the modes of marketing and advanced technologies helps the sports in meeting their set targets for the games and in future it's of no surprise for sports to generate an excitement beyond imaginations.

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