Posts

Showing posts from March, 2019

Company Profile :Riot Games

Image
Riot Games, Inc. is an American video game developer and esports tournament organizer based in West Los Angeles, California. The company was founded in August 2006 by University of Southern California roommates Brandon Beck and Marc Merrill, as they sought to create a company that continuously improves on an already released game, instead of commencing development on a new one. Riot Games was majority-acquired by Tencent in February 2011 and fully acquired in December 2015. As of May 2018, Riot Games operates 24 offices around the world, in which it employs 2,500 staff members. Riot Games is best known for League of Legends, a multiplayer online battle arena game and the company's flagship product. The game was first released in October 2009, and subsequently became the game with highest active player count by 2013. Since 2011, 2013 and 2015, respectively, Riot Games also operates the League of Legends World Championship, Championship Series and Mid-Season Invitational esport...

Company Profile :Twitch

Image
Twitch is a live streaming video platform owned by Twitch Interactive, a subsidiary of Amazon.Introduced in June 2011 as a spin-off of the general-interest streaming platform, Justin.tv, the site primarily focuses on video game live streaming, including broadcasts of eSports competitions, in addition to music broadcasts, creative content, and more recently, "in real life" streams. Content on the site can be viewed either live or via video on demand. The popularity of Twitch eclipsed that of its general-interest counterpart. In October 2013, the website had 45 million unique viewers,38 and by February 2014, it was considered the fourth largest source of peak Internet traffic in the United States. At the same time, Justin.tv's parent company was re-branded as Twitch Interactive to represent the shift in focus – Justin.tv was shut down in August 2014. That month, the service was acquired by Amazon for US$970 million, which later led to the introduction of synergies w...

Ninja Live Stream

Image
A live stream video by Ninja (Richard Tyler Blevins) showing the gameplay and his reaction to the game streamed live on Twitch. Fans can stream the video live and contribute money in the form of bitcoins and other crypto currency.

Fornite Gameplay

Image
Fornite Gameplay Fortnite is an online video game developed by Epic Games and released in 2017. It is available in three distinct game mode versions that otherwise share the same general gameplay and game engine: Fortnite: Save the World, a cooperative shooter-survival game for up to four players to fight off zombie-like creatures and defend objects with fortifications they can build, Fortnite Battle Royale, a free-to-play battle royale game where up to 100 players fight to be the last person standing, and Fortnite Creative, where players are given complete freedom to create worlds and battle arenas. The first two game modes were released in 2017 as early access titles and Creative was released on December 6, 2018. Save the World is available only for Windows, macOS, PlayStation 4, and Xbox One, while Battle Royale has been released for those platforms in addition for Nintendo Switch, iOS and Android devices. While the first two games have been successful for Epic Games, For...

CS:GO Gameplay

Image
Gameplay video :by Gaurav Kamdar and Yash Jain.

is eSport a sport?

Image
Labeling video games as sports is a controversial point of debate. Careful planning, precise timing, and skillful execution ought to be what classifies an activity as sport, and that physical exertion and outdoor playing areas are not required by all traditional or non-traditional "sports". In a 2014 technology conference, when asked about the recent buyout of popular game streaming service Twitch, ESPN president John Skipper described esports as "not a sport but a competition. In addition, many in the fighting games community maintain a distinction between their competitive gaming competitions and the more commercially connected esports competitions of other genres. Video games are sometimes classified as a mind sport. In the 2015 World Championship hosted by the International Esports Federation, an esports panel was hosted with guests from international sports society to discuss the future recognition of esports as a recognized, legitimate sporting activity worldwi...

Teams and associations

Image
Professional gamers, or "pro gamers", are often associated with gaming teams and/or broader gaming associations. Teams like FaZe Clan, OpTic Gaming, Evil Geniuses, Team SoloMid, Cloud9, Fnatic, Mineski, Counter Logic Gaming, SK Telecom T1, Splyce, Team EnVyUs, and Natus Vincere consist of several professionals. In addition to prize money from tournament wins, players may also be paid a separate team salary. Team sponsorship may cover tournament travel expenses or gaming hardware. Prominent esports sponsors include companies such as Logitech and Razer. Teams feature these sponsors on their website, team jerseys and on their social media, in 2016 the biggest teams have social media followings of over a million. Associations include the Korean e-Sports Association (KeSPA), the International e-Sports Federation (IeSF), the British esports Association, and the World esports Association (WESA). Some traditional sporting athletes have invested in esports, such as Rick Fox'...

Games played

Image
A number of games are popular among professional competitors. The tournaments which emerged in the mid-1990s coincided with the popularity of fighting games and first-person shooters, genres which still maintain a devoted fan base. In the 2000s, real-time strategy games became overwhelmingly popular in South Korean internet cafés, with crucial influence on the development of esports worldwide. Competitions exist for many titles and genres, though the most popular games as of the late 2010s are Counter-Strike: Global Offensive, Call of Duty, League of Legends, Dota 2, Smite, Rocket League, Heroes of the Storm, Hearthstone, Super Smash Bros. Melee, StarCraft II and Overwatch.[100] Hearthstone has also popularized the digital collectible card game (DCCG) genre since its release in 2014.

Olympic recognition

Image
The Olympic Games are also seen as a potential method to legitimize esports. A summit held by the International Olympic Committee (IOC) in October 2017 acknowledged the growing popularity of esports, concluding that "Competitive 'esports' could be considered as a sporting activity, and the players involved prepare and train with an intensity which may be comparable to athletes in traditional sports" but would require any games used for the Olympics fitting "with the rules and regulations of the Olympic movement". Two difficulties remain for presenting esports as an Olympic event according to IOC President Thomas Bach: that they would need to restrict those that present violent gameplay, and that there is currently a lack of a global sanctioning body for esports to coordinate further. On the issue of violence, while Bach acknowledged that many Olympic sports bore out from actual violent combat, "sport is the civilized expression about this. If you...

History

Image
The earliest known video game competition took place on 19 October 1972 at Stanford University for the game Spacewar. Stanford students were invited to an "Intergalactic spacewar olympics" whose grand prize was a year's subscription for Rolling Stone, with Bruce Baumgart winning the five-man-free-for-all tournament and Tovar and Robert E. Maas winning the Team Competition. The Space Invaders Championship held by Atari in 1980 was the earliest large scale video game competition, attracting more than 10,000 participants across the United States, establishing competitive gaming as a mainstream hobby. In the summer of 1980, Walter Day founded a high score record keeping organization called Twin Galaxies. The organization went on to help promote video games and publicize its records through publications such as the Guinness Book of World Records, and in 1983 it created the U.S. National Video Game Team. The team was involved in competitions, such as running the Video Gam...

Global Tournaments

Image
Esports tournaments are almost always physical events in which occur in front of a live audience. The tournament may be part of a larger gathering, such as Evo, or the competition may be the entirety of the event, like the World Cyber Games. Competitions take several formats, but the most common are single or double elimination, sometimes hybridized with group stage. Competitions usually have referees or officials to monitor for cheating.  Although competitions involving video games have long existed, esports underwent a significant transition in the late 1990s. Beginning with the Cyberathlete Professional League in 1997, tournaments became much larger, and corporate sponsorship became more common. Increasing viewership both in person and online brought esports to a wider audience. Major tournaments include the World Cyber Games, the North American Major League Gaming league, the France-based Electronic Sports World Cup, and the World e-Sports Games held in Hang...

A career option?

Image
PewdiPie Ninja Carry Minati Gaming live stream recently has increased greatly. Professional gamers are offered various platforms like youtube and twitch to broadcast their live streams. These live streams attract a huge amount of audience that support the gamers through donations. The gamers also earn through the normal add revenue and through the number of views they get on their streams. This new found type of video blogging has been picked up by a vast majority. The highest subscribed youtuber named pewdiepie also kicked off his career by doing the same. One of the biggest names in the business Ninja earned approximately $10 million in the year 2018. Many Indian people have also started it off in their native languages. CarryMinati is one of the biggest Indian live streamers. This also gives the people a chance to grow their branches further out to make short entertainment videos and showcase it to the audience gathered through streaming. There is no definite answer t...