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Electronic Sports Competition

LAN of the future

Under the roof of ISPO Digitize we want to plan a LAN event together with you.

Everybody is invited who wants to change something in the eSports and Gaming sector. Be part of the development team of a new eSports event in the German speaking area!

Participate here

What is eSports?

eSports (also known as electronic sports, e-sports or eSports) is a form of competitive sports in the video games sector. eSports are often conducted in the form of organized multiplayer video games competitions, especially between professional players, individually or as a team.

Although organised online and offline competitions have long been part of the video game culture, they were largely between amateurs until the end of the 2000s, when the participation of professional players and spectators in these events experienced a huge popularity boost through live streaming.

Until 2010, eSports was an important factor in the video game industry, with many game developers actively working towards a professional eSports culture.

eSports Tournaments

The most common video game genres associated with e-sports are multiplayer online combat arena (MOBA), first-person shooter (FPS), battles, digital trading card games, battle royalty games, and real-time strategy (RTS). Popular e-sport franchises include League of Legends, Dota, Counter-Strike, Overwatch, Super Smash Bros. and StarCraft and many more.

Tournaments such as the League of Legends World Championship, Dota 2's The International, the Combat Game Evolution Championship Series (EVO) and the Intel Extreme Masters offer live coverage of the competition and prize money for the competition. 

Many competitions use a variety of promotions and relegations with sponsored teams, such as the League of Legends World Championship, but more recently, competitions have emerged that are similar in structure to American professional sports, with employed players and regular season and playoff series, such as the Overwatch League.

The legitimacy of eSports as a sports competition remains questionable; however, alongside traditional sport, eSports have been presented at multinational events, and the International Olympic Committee is considering including them in future Olympic events.

eSports Reach

In 2019, it was estimated that the total audience of eSports would grow to 454 million viewers and that sales would exceed 1 billion US dollars. The increasing availability of online streaming media platforms, especially YouTube and Twitch, has become a key factor in the growth and promotion of eSports competitions.

Statistically, Major League Gaming has a viewership of approximately 85% male and 15% female, with the majority of viewers between 18 and 34 years of age. Nevertheless, several female personalities in the eSports field are hoping for the increasing establishment of female players. 

There are many established eSports organizations in South Korea that have been licensing pro-gamers since 2000. The recognition of sports competitions outside South Korea, with events in Europe, North America and China, has slowed somewhat. Despite the large video game market, Japanese sport is relatively underdeveloped, mainly due to its comprehensive anti-gaming laws that prohibit paid professional gaming tournaments.