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Electronic sports , 2 tournaments , 3 video games , 3 Electronic sports What is an Electronic Sport? Electronic sports (or esports) is a term for organized video game competitions, especially between professionals. The most common video game genres associated with electronic sports are real-time strategy, fighting, first-person shooter, and multiplayer online battle arena. Tournaments such as the World Cyber Games, the Evolution Championship Series, and the Intel Extreme Masters provide both live broadcasts of the competition, and cash prizes to competitors. Although esports have long been a part of video game culture, competitions have seen a large surge in popularity in recent years. While competitions before around the year 2000 were largely between amateurs, the proliferation of professional competitions and growing viewership now supports a significant number of professional players and teams,[1] and many video game developers now build features into their games designed to facilitate such competition. Historically, esports have appealed to a small niche audience, with little representation in mass media such as television. Because of this, the increasing availability of online video streaming platforms, particularly Twitch, has become central to current esports competitions. In 2012, the most popular titles featured in professional competition were League of Legends, Dota 2, and StarCraft II. During 2013 and early 2014, the Call of Duty series also emerged as a popular title. Overview Geographically, esports competitions have their roots in developed countries. South Korea has the best established esports organizations, officially licensing pro-gamers since the year 2000. Official recognition of esports competitions outside South Korea has come somewhat slower. In 2013, Canadian League of Legends player Danny "Shiphtur" Le became the first pro-gamer to receive a United States P-1A visa, a category designated for "Internationally Recognized Athletes". Along with South Korea, most competitions take place in Europe, North America, Australia and China. Despite its large video game market, esports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws.[8] Demographically, Major League Gaming has reported viewership that is approximately 85% male and 15% female, with 60% of viewers between the ages of 18 and 34. Related this appreciable male majority, female gamers within the industry are subject to significant sexism
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