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Is Gaming Becoming a Sport in the United States?

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By Rahau MihaiPublished 2 years ago 5 min read
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The prevalence of video game usage in today's culture is perhaps unavoidable. Mobile games like Candy Crush, Game of War, and Clash of Clans generate millions of dollars in daily income, and most people are familiar with at least one of these game titles. This exposure to gaming in daily life seems to be ushering in a new and unprecedented era in gaming, in which gaming might be seen as a sport.

Gaming has been competitive since the first two individuals booted up "Pong" on the Atari 2600. When you think about it, playing soccer and playing video games aren't all that dissimilar. The goal is always to win the game, although the level of competition and the number of participants might vary. I used to play Call of Duty on a very competitive level when I was younger, but I had no clue how huge the competitive gaming business would become. A variety of causes have contributed to the rise of this sector. The gaming industry's financial growth has been phenomenal. The contemporary posture that "geek culture" has adopted in popular media, as exemplified by The Big Bang Theory. The drive by those who actually appreciate gaming culture and wish to see it gain prominence has pushed gaming into the broader public's daily existence.

So, what is it that is leading video games to become a form of entertainment that people would watch from home like football or soccer? You may be surprised by the answers. In July of 2014, teams from all around the globe competed in "Defense of the Ancients," or DOTA, for a prize fund of $10,923,980 USD contributed by the community. Teams of five would compete against one another, eliminating opponents as they advanced to the grand finals and the ultimate reward of first place. While this was the fourth tournament of its kind conducted by the game's producers, it was the first time ESPN 3 broadcasted it. ESPN was so happy with the results of the coverage that they decided to repeat it the following year. It's insane to imagine that in the next several years, we may witness video game coverage on Sports Center. Unlike ESPN, which only shows competitive gaming material during major events, streaming is accessible at all times. The first website that springs to mind is Twitch TV. Streaming services enable content producers to display what is occurring live on their computers to audiences who may participate in the discourse via a chat group feature while watching their favorite steamers/players perform live. The potential for expansion via this route is considerable. Consider how easy it would be to watch a TV program and interact with other fans from all across the globe, all while communicating with content producers.

We know what brings gaming into the sports world, but what keeps it out? Electronic sports (E-Sports) have yet to acquire a household name, at least not in the United States. South Korea may serve as a model for future E-Sports in the United States. Say the word "Star Craft" and a Korean will know what you're talking about nine times out of ten. Star Craft is almost a South Korean national pastime. The game is shown on cable television and even on a few Xbox applications, which is a direct rival to the PC gaming sector that Star Craft belongs to. Players in Korea are regarded like celebrities, signing autographs, taking photographs with fans, and even appearing on talk programs. If I told the ordinary American this, the answer would most likely be something along the lines of "Are you serious?" Is it really that enormous over there?" Yes, E-Sports are already thriving businesses in Korea, and to a lesser extent, China and Japan. So, why hasn't gaming become a major business in the United States, where the majority of these games are produced? Americans have a distinct taste in games than Asian gamers. Americans prefer fast-paced shooters like Call of Duty or Counter-Strike, but Asian gamers prefer strategy games like Star Craft or DOTA. The issue with shooters is that there is less strategy involved. Consider the two styles as different approaches to an American football game. While all genres have a well-defined aim, such as football, strategic games include options to block other players' moves or their decision of how to proceed toward their goal through tech or character choices. When the defense launches a blitz, you attempt to counter it by getting the ball to an open receiver or running the ball in the opposite direction of the blitz. There is no right or wrong method to tackle the defense's plan, and the offensive may still choose how to approach the scenario. The same cannot be true for shooters; there just isn't enough complexity in gameplay to provide viewers with fresh ideas for how to incorporate strategies employed by experts into their own games.

In the United States, professional gaming is on its way to becoming a legitimate sport. With ESPN airtime and the mainstreaming of gaming, we may see a significant number of individuals wearing E-sports team jerseys over the next five to ten years. Because of gaming patterns in the United States, it will most likely need significant modifications in gameplay to keep spectators watching and more people engaged, but it is possible. It will require the efforts of committed gaming enthusiasts to bring gaming into the public spotlight, but based on what we've seen in recent years, it's apparent that gaming will be regarded a sport in the near future.

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Rahau Mihai

Hi! Come to my profile and you will see really useful things or something to relax you !

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