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eSports can be defined as a form of sports where the prime aspects of the sport are enabled by electronic systems; the participation of players and teams as well as the projection of the eSports structure are facilitated by human-computer interfaces. Typically eSports take the form of organized multiplayer video game competitions, chiefly between professional players. The most common video game types associated with eSports are real-time strategy (RTS), fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). Tournaments such as The International, the League of Legends World Championship, the Battle.net World Championship Series, the Evolution Championship Series, and the Intel Extreme Masters, provide both live broadcasts of the competition, and prize money and salaries to competitors on top of lucrative sponsorship deals by third parties.
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Geographically, eSports competitions come from Germany and the United States, but it is South Korea has the best-established eSports organizations and has been officially licensing professional players for over 15 years. Along with South Korea, the majority of competitions take place in Europe, North America and China. In 2013, Canadian League of Legends player Danny "Shiphtur" Le became the first professional gamer to be granted a United States P-1A visa, a category designated for "Internationally Recognized Athletes".
According to Forbes magazine, the sports market in North America was worth $60.5 billion in 2014 and it is expected to reach $73.5 billion by 2019 and Sports media rights are projected to go from $14.6 billion in 2014 to $20.6 billion by 2019. It is safe to say that sports entertainment is great business. The eSports sector will generate revenue of $621m worldwide this year according to a SuperData report and a revenue estimated to reach $1.9 billion by 2018. It was estimated that approximately 71,500,000 people worldwide watched competitive gaming in 2013 and those numbers are rapidly growing. Most of this exponential growth is due to the increasing availability of streaming media platform and advances of telecommunication. Amazon bought Twitch.tv, one of the largest platforms for eSport streaming, in 2014 for just under $1 billion, while media companies are starting to invest in other eSports corporations and just this year, Twitch itself has teamed up with competitive-gaming platform startup FaceIt to form a professional league that is offering teams co-ownership positions.
“Players and teams are the heart of the eSports community and deserve the opportunity to reap the rewards of their hard work and dedication to grow eSports into a mainstream phenomenon,” said Michele Attisani, co-founder of FaceIt.
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