You can now enter the arena with your Pro Gamers and play their league matches with them. This allows for more control for you as manager and more varied gameplay. There are several different maps to learn and perfect. If this is not your cup of tea, you may choose the quick resolve button.
The main goal is of course to become the best Pro Gaming team there is. You start in division five and (hopefully) move up as your team improves. You can follow the other teams as well and see how they move up and down in the divisions with in the League and trace their gamers as they are being put up for sale or try their luck as free agents.
Unlike more physical sports, it makes sense that eSports teams, leagues, and competitions should be co-ed. All-female leagues do help current female pros to make a name for themselves in a less saturated tournament environment, and will help encourage more girl gamers to take themselves seriously as competitors, which is important to our community right now. Ultimately though, a player of either gender will be taken seriously only after competition in the highest levels of tournament gameplay, where players of all genders, cultures, and play styles are in attendance. If we are looking to focus on the skill of the players first, there is no reason for the most-respected leagues to be anything but co-ed.
Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events.
By the late 2010s, it was estimated that the total audience of esports would grow to 454 million viewers, with revenue increasing to more than US$1 billion, with China accounting for 35% of the global esports revenue in 2020. The increasing availability of online streaming media platforms, particularly YouTube and Twitch, have become central to the growth and promotion of esports competitions. Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally. The popularity and recognition of esports first took place in Asia, seeing significant growth in China and South Korea, with the latter having licensed professional players since 2000. Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments. Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
China was another one of the first countries to recognize esports as a real sport in 2003, despite concerns at the time that video games were addictive. Through this, the government encouraged esports, stating that by participating in esports, players were also \"training the body for China\". Furthermore, by early 2019, China recognized esports players as an official profession within the Ministry of Human Resources and Social Security's Occupation Skill Testing Authority recommendations, as well as professional gaming operators, those that distribute and manage esports games. By July 2019, more than 100,000 people had registered themselves as professional gamers under this, with the Ministry stating that they anticipate over 2 million such people in this profession in five years.
In 2013, Canadian League of Legends player Danny \"Shiphtur\" Le became the first pro gamer to receive an American P-1A visa, a category designated for \"Internationally Recognized Athletes\". In 2014, Turkey's Ministry of Youth and Sports started issuing esports licenses to players certified as professionals. In 2016, the French government started working on a project to regulate and recognize esports. The Games and Amusements Board of the Philippines started issuing athletic licenses to Filipino esports players who are vouched for by a professional esports team in July 2017.
Additionally, competitions are also often conducted over a local area network or LAN. The smaller network usually has very little lag and higher quality. Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors. This helps prevent many forms of cheating, such as unauthorized hardware or software modding. The physical presence of competitors helps create a more social atmosphere at LAN events. Many gamers organize LAN parties or visit Internet cafés, and most major tournaments are conducted over LANs.
Professional gamers are often associated with esports teams or broader gaming and entertainment organizations. Teams such as FaZe Clan, Cloud9, Fnatic, T1, G2 Esports, and Natus Vincere have become successful within esports and now sponsor esports players around the world. These teams often cover multiple esports games within tournaments and leagues, with various team makeups for each game. They may also represent single players for one-on-one esports games like fighting games within Evolution Championship Series, or Hearthstone tournaments. In addition to prize money from tournament wins, players in these teams and associations 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).
Competitive Esports tournaments in the most popular games pay hundreds to thousands of dollars to players for winning tournaments. Dota 2's 2021 tournament The International had a prize pool over $40 million and is projected to keep growing. Counter-Strike: Global Offensive had a 2021 prize pool of around $22 million. However, financial security in the industry is largely limited to players in top performing teams. One study found that only 1 in 5 professional gamers have careers that last longer than two years. Team rosters are extremely volatile, sometimes changing players or rosters within a season.
Esports athletes are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good sportsmanship. For example, it is common practice and considered good etiquette to send a message saying \"gg\" (for \"good game\") to your opponent(s) when defeated. Many games rely on the fact competitors have limited information about the game state. In a prominent example of good conduct, during a 2012 IEM StarCraft II game, the players Feast and DeMusliM both voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to \"Feast\" during the game. Players in some leagues have been reprimanded for failure to comply with expectations of good behavior. In 2012 professional League of Legends player Christian \"IWillDominate\" Riviera was banned from competing for a period of one year following a history of verbal abuse. In 2013 StarCraft II progamer Greg \"Idra\" Fields was fired from Evil Geniuses for insulting his fans on the Team Liquid internet forums. League of Legends players Mithy and Nukeduck received similar penalties in 2014 after behaving in a \"toxic\" manner during matches.
The unregulated use of such drugs poses severe risks to competitors' health, including addiction, overdose, serotonin syndrome and, in the case of stimulants, weight loss. Accordingly, Adderall and other such stimulants are banned and their use penalized by many professional sporting bodies and leagues, including Major League Baseball and the National Football League. Although International e-Sports Federation (IeSF) is a signatory of the World Anti-Doping Agency, the governing body has not outlawed any PEDs in its sanctioned competitions. Action has been taken on the individual league level, however, as at least one major league, the Electronic Sports League, has made use of any drugs during matches punishable by expulsion from competition. Although not all players use drugs, the use of over-the-counter energy drinks is common. These energy drinks are often marketed specifically toward gamers, and have also faced media and regulatory scrutiny due to their health risks.
In 2018, the Associated Press' AP Stylebook officially began spelling the word as \"esports\", dropping support for both the capital \"S\" and the dash between \"e\" and \"sports\" styles, similar to how \"e-mail\" transformed with common usage to \"email\". Richard Tyler Blevins, better known as \"Ninja\", became the first professional gamer to appear in a cover story for a major sports magazine when he appeared in the September 2018 issue of ESPN The Magazine.
Spring! Cherry blossoms! New life!With the arrival of April 1, many of you may be entering a new school, moving on to a new grade, joining a new company, or getting a promotion.And April 1st is April Fool's Day.Various companies, especially in the entertainment industry, are announcing new information (lies), making it a day when we need to be skeptical of information.Then GamingD Inc. made a surprise announcement!The company announced that \" SHAKA,\" a streamer active on the game distribution site Twitch, will become the general manager of DETONATOR, a professional gaming team with popular pro-gamers and streamers! 59ce067264