The word “cybersport” collectively refers to the competition of computer games that take place in single-player or team mode. But not every game can become a “sports discipline”. First, it must have a multiplayer mode. Secondly, the rules must be structured so that participants are on an equal footing.
These requirements are met by several conditions:
- the strategic basis of the game;
- observance of balance and removal of elements of chance;
- creation of conditions in which the abilities of cyber sportsmen come to the fore;
- visual accessibility of in-game tools – viewers and players must always understand what is happening in the game.
A system for selecting co-players based on certain characteristics also matters. This is what distinguishes cybersport tournaments from ordinary gatherings with friends. On our site, mega-news.in, where you can see reviews of bookmakers in India, bettors can quickly find a gambling club with a wide cybersports lineup.
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What genres of games do cybersports thrive in?
There are quite a few games represented in cybersports. They are classified by genre, just as they are in regular competitions. Examples of strategies include:
- StarCraft 2;
- Age of Empires 4;
- Warcraft 3.
Fighting games occupy a separate layer of cyber sport because their specificity requires a quick reaction and honed skills game. Examples of fighting games are:
- Street Fighter 5;
- Mortal Kombat 11;
- Tekken 7.
They continue to evolve thanks to the backbone of the “old guard” cyber athletes. It is quite difficult for newcomers in leagues to break into the niche and take a stable place in it.
In the niche of card games, however, there is virtually no competition between players. This is due to rather complicated rules for the “uninitiated” and a rather high entry threshold for newcomers. Not everyone can understand the intricacies of deckbuilding and tournaments. However, for those who have long since figured out the rules, Magic: The Gathering or Hearthstone is a particular delight.
But King’s Battles has no such difficulties. A survival simulator, where you want a minimum set of equipment to destroy opponents to remain the sole winner in the end attracts both the older generation of players and green newcomers. Popular in this segment are:
- Apex Legends;
- PUBG;
- Free Fire.
A separate mention should be made of team-based shooters. Due to their popularity in different parts of the world, they create fierce competition, which is interesting to both beginners and hardened gamers. At the same time, some games are tacitly considered “national. For example, Call of Duty has collected the most fans in the U.S., while Counter-Strike: Global Offensive equally unites gamers all over the world.
And the biggest prizes are currently being played in the MOBA genre. Here two games are in the lead. The first is Dota 2, whose World Championship in 2021 brought in $40 million in prize money. The second is League of Legends, which regularly organizes major tournaments, and the universe has recently been the subject of an animated series.
Will cyber-sports tournaments replace soccer in the yard?
When discussing the future of cybersports, there are several important points to consider. When mentioning the cybersports disciplines, a whole palette of different games – with different rules and conditions of tournaments – is taken into account. Among them, there are little-known games for a small circle of connoisseurs, as well as those that are on everyone’s ears, even those who are far from the gaming.
For example, most people of the younger generation know Dota 2. But they can by no means be compared to soccer, volleyball, basketball, or swimming. The question of whether or not eSports is a sport is more of a philosophical question. But it’s still a long way to go before it replaces the team games we’ve grown accustomed to since childhood.
In addition, any computer game belongs to those who released it. The studio creator can, at any time, stop supporting a product that has ceased to pay off or whose maintenance has become technically difficult. And such steps are normal in the game industry. Especially in a financially unstable market. For example, even the creators of the most popular League of Legends have reluctantly admitted to journalists, that tournaments don’t give the studio a significant profit, although it seems, the game unites millions of gamers all over the world.
You can’t say that about classic team sports games. The classic sports industry is much more stable and popular than computer games. Tennis and volleyball have no owner. On top of that, in classic sports, you can’t even think about changing the rules just before the competition. You can’t reduce the water polo pool just before a match begins. Changes in rules are coordinated for a long time with the participation of sports federations of different countries.
Why do game makers and gamers need cyber sports?
For team games studios, eSports is another way to keep your target audience – the gamers – around your product. Thanks to tournaments, they acquire new items in the game, be it gear, passes, or new skills. Thus, the studios’ profits grow.
We should talk about two approaches to cybersports disciplines: free and closed. In the free approach, the game publisher does not organize tournaments, it lets the management of its products and can only occasionally intervene in particularly large competitions. Any commercial companies have the right to organize and conduct tournaments, collect and manage the prize fund at their discretion, and players – to form teams that do not contradict the rules of the competition.
The second approach is a closed one. It represents so-called franchise leagues. The game creators and publishers determine the tournament policy, competition rules, and the rules of conduct for gamers at tournaments. However, in this case, the cyber-sports clubs get a part of the income from tournaments, as well as help in finding sponsors.
The gamers themselves say that eSports is an opportunity to engage in a cool activity that they like and turn it into a profession. Famous players of popular games have the same fame as millionaire bloggers, actors, or Olympic winners. Therefore, they have the opportunity to sign advertising contracts with famous brands. And if a cybersports club has several star gamers, it is offered cooperation by major advertisers. Thus, holding tournaments allows everyone to get income: gamers, clubs, game creators, and investors.
Which countries have equated cyber athletes with classic athletes?
This question is difficult to answer unequivocally. Equating cyber athletes to athletes makes it easier for clubs to organize tournaments, and players get some benefits from the state, which will allow them to devote more time to their favorite sport. So far, recognition has been achieved in Russia, the United States, Thailand, Georgia, and several other countries.
The full-fledged industry of eSports is developed only in South Korea. These cyber athletes are considered to be worthy of imitation because they train in the same way as classical athletes – for several hours every day. At the same time, there is a legal framework that regulates the rules of the organization and the conduct of competitions. The police suppress cheating (the use of special programs to gain an advantage in the game) and match-fixing – they are fought just as with doping in classic sports. In other countries, they turn a blind eye to such violations.
In some countries, full-fledged federations are created. They organize tournaments for high school, college, and university students to give young players a chance to reach the international level in the future. Tournaments in India become a platform for both those who play as amateurs and those who want to become professional gamers in the future.
Federations hold annual competitions among schoolchildren and students. Such championships act as a platform for amateurs and those who are at the semi-professional level to gain experience and make their way into the big leagues.