What is the actual meaning of eSport?

In the beginning there was Spacewar, the first ever video game created by the Massachusetts Institute of Technology in 1962. Its primary aim was simple: to test new displays. In order to do so, students of the MIT used a more entertaining method than traditional laboratory testing. They created a game requiring players to fly small space ships attracted by a luminous black hole in the centre of the display and intent on their destruction.

In 1972 Stanford University organised the first ever Spacewar tournament for its students, in view of its popularity among computer engineers and historic rivalry with the university of Massachusetts. Number of participants: 24. The prize: an annual Rolling Stone subscription. These modest numbers herald the actual birth of eSport.

Approximately half a century later, the International Olympic Committee has officially recognised competitive eSports as a sporting activity. Let us leave technological, sociological and generational aspects of the video game phenomenon to one side and focus on the numbers alone. Today eSports generate 696 million dollars worldwide (+41.3% per year), and according to Newzoo, by 2021 this figure will exceed a billion and a half.

This doesn’t mean that the mouse is going to replace javelins any time soon, however epic change will soon be upon us. Indeed before the upcoming Winter Olympic Games, in South Korea, February 2018, gaming will open the official calendar thanks to Intel Extreme Masters PyeongChang.  eSport tournaments will support main events, with  Starcraft II and Steep – Road to the Olympics competitions. The first title by Blizzard, is by far the genre’s greatest classic, whereas Steep – Road to the Olympics is an innovative and increasingly popular winter sports total simulator.

These numbers show how the perception of electronic sports is changing, even among non-tech sector brands. Faced with the challenge of rousing the interest of younger age groups, increasing numbers of sponsors and traditional media have turned to video games,  a top hobby among under 25 year olds all over the world.

All this proves how eSports are becoming champions in terms of attention and proceeds.