Abstract

E-sports is short for electronic sports. E-sports players play against each other in single or multiplayer mode on PC or console and compete in virtual competitions. Competitions are held in the disciplines of sports simulation, real-time strategy games and first-person shooters. The most popular games are FIFA, League of Legends (LoL), Defense of the Ancients (Dota 2) and Counter-Strike: Global Offensive (CS:GO). Numerous large companies have long recognized the economic potential of e-sports. For example, PC component manufacturers such as Intel, Samsung and Acer are generating more revenue thanks to e-sports. In addition, team sponsorships following the model used in traditional sports are popular in e-sports. A prominent example is the South Korean team SK Telecom, which is maintained by a local telecommunications company and has dominated on the world stage for years. Revenues in e-sports also come from voice-overs, premium content, and ticket sales. In general, many aspects of e-sports and classic sports are similar, regardless of the fact that e-sports is still not an officially registered sport in most countries, including Serbia. The recognition of eSports as a type of sport could lead to its greater social acceptance. In addition, such recognition would lead to certain legal advantages as well as financing possibilities.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.