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English Project - ESports

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Lohith Reddy
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0% found this document useful (0 votes)
655 views11 pages

English Project - ESports

Uploaded by

Lohith Reddy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TITLE – ESSAY WRITING

A project work submitted to CBSE board, Bangalore in partial fulfilment


of the requirements for the award of XII STANDARD

By

Student’s name: NISHITA REDDY YADUGURI

SCS Number: 159493

Under the supervision of

Mr. IMMANUEL M.A., B.Ed., M.Phil.,


&
Mrs. NIKHITHA M.A.,B.Ed

Department of English
Sri Chaitanya PU & CBSE College, Marathahalli
Bangalore, Karnataka
CERTIFICATE

This is to certify that Nishita Reddy Yaduguri of class XII C120


Programme of Sri Chaitanya CBSE & PU College, Marathahalli. Student
has successfully completed her English Project during the academic year
2023-2024 under the supervision of Mr. Immanuel and Mrs. Nikhitha. She
has taken proper guidance and shown utmost sincerity in the completion of
this project titled as, “e-Sports”.

____________________ __________________

English Teacher Principal

Date:

Place:
DECLARATION

I, Nishita Reddy Yaduguri hereby declare that the project work


entitled “eSports” submitted to the CBSE board, Bangalore in partial
fulfilment of the requirements for the award of the XII standard English
project is a record of the original work done by me under the supervision
and guidance of Mr. Immanuel and Mrs. Nikhitha, Department of English,
Sri Chaitanya CBSE & PU College, Marathahalli and that it has not formed
the basis for the award of any Degree/Diploma or similar title to any
candidate of any School/College.

Student’s Signature _______________________


ACKNOWLEDGEMENT

I would like to express my appreciation to all those who provided me


the possibility to complete this project. This project would not have been
possible without the support of these people.

Very special thanks to my Principal Mr. Srinivasa Rao sir for the support
and positive vibes they fill among our college.

My sincere thanks to our mentors Mr. Immanuel, English Lecturer and Mrs.
Nikhitha, English Lecturer for their guidance, valuable suggestions and
patience.
LIST OF CONTENT
Serial NO TITLE Page NO

01 A Digital Revolution 02

02 Origins and Early History 02

03 Rising Popularity and Cultural Impact 02

04 The Transformation of eSports in South Korea 03

05 The Professional and Academic of eSports 04

06 Conclusion 04

07 Bibliography 05
Name of the Essay

eSports

Title: eSports: New Era of sports

1 Page
A Digital Revolution
Traditional sports have a long and illustrious history that dates back centuries, if
not millennia. Soccer, basketball, and tennis are examples of games that have
evolved over time, with formalized rules and governing bodies. They have deep
cultural roots and a rich heritage, with traditions and rituals that extend beyond
the playing field.

In a time marked by technological advancements and innovation, the realm of


sports has extended far beyond its conventional playgrounds and stadiums.
eSports, a modern development, finds its origins in the early days of video gaming
towards the end of the 20th century. This form of competitive gaming, which
started in arcades and home gaming setups, has progressively shifted to online
arenas. Distinct from traditional sports that boast a history spanning centuries,
eSports has swiftly grown and adapted within the realm of digital technology.
These esports involve playing video games in a highly structured and competitive
setting, encompassing a variety of genres from team-based online battle arenas
and single-player first-person shooters to survival battle royals and digital
adaptations of physical sports.

Origins and Early History


The story of eSports began in the brightly lit arcades, where players fought as
characters made of simple pixels on screens with joysticks and buttons. The late
1970s and early 1980s were when competitive gaming first appeared, with
famous games like Pong and Space Invaders attracting people who wanted to
show off their gaming skills. But it wasn't until the 1990s that eSports, as we
know it now, started to develop. During this time, games that let players compete
directly against each other became popular, drawing the interest of both those
playing and those watching.

Rising Popularity and Cultural Impact


Several factors have contributed to the rise of eSports, among which
technological progress has been crucial. The availability of high-speed internet
globally has enabled gamers to compete against others from different parts of the
world, fostering a vibrant international gaming community. In the world of
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eSports, mental sharpness and hand-eye coordination are essential. Players
enhance their reflexes, strategic thinking, and accuracy through rigorous practice.
The virtual aspect of eSports also makes it more inclusive, as it doesn't require
the physical fitness needed in traditional sports.

Recently, eSports has become increasingly popular, especially among younger


people. Although it doesn't share the long history of traditional sports, it has
created its own distinct niche in modern culture. eSports events attract huge
numbers of online viewers, with fans creating online communities to share their
love for gaming. Streaming services like YouTube have been key in this growth,
allowing gamers to stream their play live, turning many into celebrities. Fans can
watch their favourite gamers, pick up new strategies, and interact with them
directly through live chat and comments.

The Transformation of eSports in South Korea


The transformation of eSports began in South Korea during the early 2000s. In
response to a severe financial crisis, the South Korean government focused on
enhancing its internet and telecommunications infrastructure. This led to the
emergence of a new type of social venue: cyber cafés, known locally as PC bangs.
These cyber cafés, ranging from restaurants to bars, doubled as gaming hubs.
They quickly became as commonplace as neighbourhood basketball courts,
serving as gathering spots where gamers would meet to showcase their skills,
share their passion for video gaming, and bond with each other. These cyber cafés
soon started to host formal gaming competitions, playing a significant role in the
growth of eSports culture.

Recognizing the immense potential of these gaming hubs, the South Korean
government took an active role and established the Korean eSport Association
(KeSPA). This organization became the world's first government-affiliated body
focused on regulating video games and eSports. Concurrently, the government's
telecommunication development program led to the rise of numerous affordable
television stations. Among these, Naver was launched with a specific focus on
extensively covering eSports. This combination of popular social spaces that
encouraged competition and a freely accessible live streaming service catering to
highly skilled players played a crucial role in integrating eSports into the
mainstream of Korean society.

3|Page
The Professional and Academic of eSports
eSports has transformed into a significant cultural phenomenon, elevating players
and teams to celebrity status. Famous gamers such as Faker (Lee Sang-hyeok)
and Ninja (Tyler Blevins) have amassed millions of followers on social media
and frequently appear in mainstream media. This rise of eSports has also sparked
a unique kind of fan culture, with enthusiasts showing support for their preferred
teams and players through merchandise and online communities. This growing
popularity of video game genres is linked to the young adult demographic, which
is increasingly influencing and shaping new cultural trends. A key aspect of this
shift is the changing relationship of young adults with sports; traditional sports
viewership is on the decline, whereas interest in eSports is rapidly increasing.
This surge in popularity is so pronounced that nearly every major video game
currently on the market features some form of semi-professional or professional
competitive scene.

A noteworthy development in the realm of eSports is its recognition in the


academic world. Many universities and colleges have started offering eSports
scholarships, providing students with the opportunity to follow their passion for
gaming while simultaneously pursuing a degree. Furthermore, eSports has
established itself as a legitimate career choice. Players and coaches are now able
to earn a living based on their gaming expertise and knowledge, marking a
significant shift in the professional landscape of competitive gaming.

Conclusion
To put it simply, eSports started small, with people playing games together in
places like arcades and at home. Now, it's become a huge deal all over the world,
with lots of fans, making a lot of money, and really changing how society views
gaming and sports. Looking ahead, it's clear that eSports will keep growing, with
more people investing in it, more people watching it, and a wider variety of games
being played. This is just the beginning of a big change in how we see games,
sports, and entertainment. It's likely that soon, eSports will be just as common
and well-known as traditional sports like football or basketball.

4|Page
Bibliography
https://collegegazette.com/best-colleges-for-gamers-esports-scholarships/

https://hir.harvard.edu/esports-part-1-what-are-esports/

https://gamequitters.com/what-is-esports/

https://www.toptal.com/finance/market-research-analysts/esports

https://www.cnn.com/2018/08/27/us/esports-what-is-video-game-professional-league-madden-
trnd/index.html

https://en.wikipedia.org/wiki/Esports

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THANK
YOU

6|Page

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