Most of the main game projects used to be first-person shooters, but now they are MOBA games and real-time strategy games·League of Legends·Dota2·Counter-Strike: Global Offensive·Half-Life Counter-Strike·Rainbow Six: Siege·Finally Glory·Starcraft 2·Running Online·Starcraft Series

2025/04/2814:47:36 hotcomm 1434

E-Sports (English: eSports) refers to sports events that use electronic games to compete. As games continue to grow in influence on the economy and society, e-sports has officially become a kind of sports competition. Electronic competition is the activity of reaching the competition level in electronic game competitions. Electronic competition exercises are performed using electronic equipment (computers, game hosts, street machines, mobile phones) as sports equipment, but in operation, they emphasize the intelligence and reaction between people against sports.

Most of the main game projects used to be first-person shooters, but now they are MOBA games and real-time strategy games·League of Legends·Dota2·Counter-Strike: Global Offensive·Half-Life Counter-Strike·Rainbow Six: Siege·Finally Glory·Starcraft 2·Running Online·Starcraft Series - DayDayNews

Dutch market analysis company Newzoo estimates that the global electricity market value will reach US$250 million in 2015, and the 2017 global electricity market report pointed out that global electricity market revenue is expected to reach US$696 million, a 41% increase over last year. Including $155 million in advertising investment, $266 million in competitions and sponsorships, $95 million in media redirection, $63 million in consumer spending, and the remaining $116 million in gaming manufacturers will invest in the total investment in electronic competition. The economic benefits generated by the electric industry are developing rapidly, such as the Dota 2 International Invitational Awards, which are as high as US$15 million. More than 380 million people watch TV shows around the world online.

Electronic competition can be divided into two categories:

· Relatively negative battle categories (FPS category, real-time strategy category, sports category, card battle category), such as: CSGO, League of Legends, Royal Family, Dota 2, Star Sea Battle 2, Magic, Live Football, NBA 2K series, Fighting Special Attack, Rainbow Six: Siege, Stone War, Infinite Survival, etc.

· Leisure categories of scores (speed, music, puzzles), such as: ultimate flying cars, rhythm street machines, Russian blocks, etc.

1972's "Space War" series set the earliest record for e-sports competitions, which is also the first year of e-sports.

2017 Asian Indoor and Martial Arts Games use e-sports as a performance event.

2018 Asian Games added an e-sports demonstration project, which is divided into three groups and individual projects:

· Group projects: League of Legends, Live Football 2018, Legendary Confrontation

· Individual projects: StarCraft II: Wings of Freedom, Hearthstone, Royal War

2022 Asian Games will use e-sports as the official event.

E-sports in various places

Korea

After the financial crisis, the South Korean government began to support e-sports projects. Because South Korea has government support, the e-sports industry has obtained the same social recognition as other traditional industries, and at the same time it has the most complete and huge professional e-sports system. South Korea has a wide range of enthusiasts on the StarCraft series of real-time strategy projects. South Korea is currently considered the country with the strongest e-sports. E-sports game indicators such as the StarCraft series and League of Legends have won many championships, and the shooting game Overwatch also won the World Series 1 championship in November 2016.

European and American

European and American e-sports projects are very diverse, and various events are also quite rich, with strong competitiveness and market. Many manufacturers will spend a lot of money to hold various competitions.

Japanese

Video games are mostly for casual purposes in Japan, and competitive games are not mainstream. Only arcade game competitions are common, and fighting games are also popular in Japan.

Mainland China

In mainland China, e-sports was listed as the 99th official sports event by General Administration of Sports of China as early as 2003. The "China E-sports Games" (CEG) was unveiled in the first quarter of 2004. The competition events established are divided into three types: national standard, leisure and battle categories. On September 6, 2016, the Ministry of Education issued the "Catalogue of Higher Vocational Education (Quality) Majors in General Higher Education Institutions" 2016. E-sports entered the professional list with "e-sports sports and management", which belongs to the sports category under the major category of education and sports. E-sports has officially entered China's higher education.

Tencent Games once hosted the World E-sports Competition (WCG) and held the LPL League of Legends Professional League. The Asian Olympic Council (OCA) announced on April 17, 2017 that e-sports will become an official competition event at the 2022 Hangzhou Asian Games.

Taiwan

· November 16, 2016: The Ministry of Education tends to recognize e-sports as "skills" and can set up special teams.

· The Ministry of Culture announced the 2017 cultural awards and alternative service selection regulations for the e-sports expertise category.

· November 7, 2017: The Legislative Yuan passed the amendment to some provisions of the Sports Industry Development Regulations on the Third Reading, and e-sports, sports brokerage and other industries were officially included in the sports industry. There are also relevant measures regarding tax payment or tax reduction.

· 2018: The 2018 National College and College Games of the Republic of China lists League of Legends and Hearthstone as competition events.

Other countries

In addition to Europe, America and East Asia, South America, Southeast Asia and Oceania are also quite rich in e-sports. The most popular country is Brazil. It has held many e-sports exhibitions and has attracted many large European and American manufacturers to invest and sponsorship. Among them, the shooting game's project strength is outstanding than other types of games. It has Counter-Strike Champion Team MiBR and Counter-Strike: Global Offensive Champion Team SK Gaming. Southeast Asia is popular with Dota2 and CrossFire, and it has the Dota2 strong team Fnatic.

Main game projects

in the past were mostly first-person shooters, but now they are mostly MOBA games and real-time strategy games

· League of Legends

· Dota2

· Counter-Strike: Global Offensive

· Half-Life Counter-Strike

· Rainbow Six: Siege

· Final Glory

· StarCraft 2

· Run online

· StarCraft series

· God's Calamity

· Heroes of the Storm

· Hearthstone

· Hearthstone

· Warcraft III series

· World of Tanks

· Halo series

· Super God Hero

· Call of Duty: Advanced Warfare

· DOTA (a derivative project of Warcraft 3 map)

· World of Warcraft PVP (Arena)

· Counter-Strike: Origin

· Halo 3

· Call of Duty: Black Ops III

· Legendary duel

· Call of Duty: Ghost

· Call of Duty: Black Ops II

· Call of Duty: Black Ops II

· Call of Duty: Black Ops III

· Legendary duel

· Call of Duty: Ghost

· Call of Duty: Black Ops II

· Call of Duty: FIFA series

· Live football series

· NBA series

· Need for Speed ​​series

· Three Kingdoms battle

· Age of Empires series

· AVA

· Running Kart

· Special Forces 2

· Overwatch

· Crossfire

· Royal War

· Ogilvy

· PlayerUnknown's Battlegrounds

Most of the main game projects used to be first-person shooters, but now they are MOBA games and real-time strategy games·League of Legends·Dota2·Counter-Strike: Global Offensive·Half-Life Counter-Strike·Rainbow Six: Siege·Finally Glory·Starcraft 2·Running Online·Starcraft Series - DayDayNews

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