SeanChaput783
E-Sports Genesis was created using the goal to start a new “beginning” of what is known today as Competitive E-Sports. Our sincere goal is to create a long-lasting community built around the fundamental beliefs in fairness, good sportsmanship, and professionalism. Competitive gaming should be a very important part of the on the internet industry and that we realize the communities and players that support these games and organizations are just as vital, or even more important than the organization itself
Please join us at ESG and help us produce the next best destination in competitive E-Sports! Our #1 goal would be to place you, the players, first in our journey towards pushing E-Sports toward a new generation of gaming. We thank you ahead of time for the support and that i hope we can deliver to your expectations. Keep checking back in to the social media for updates on the progress and launch plans. Thanks!
About the term Esports,
Electronic sports (eSports) comprises the competitive play of game titles. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most typical gaming genres related to electronic sports are real-time strategy (RTS), fighting, first-person shooter (FPS), massively-multiplayer online (MMOG), and racing. Games are played competitively at amateur, semi-professional and professional levels, and some games have organized competition as leagues and tournaments. Events such as Major League Gaming (MLG), Global Starcraft II League (GSL), World Cyber Games (WCG), Dreamhack, and Intel Extreme Masters provide both real-time casting of streamed games, and cash prizes to the winners.
First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all around the world with hot spots in The united states and Europe, there are some dozen professional teams that gather just as numerous tournaments all across the globe every year. Without a uniting body in competitive gaming a number of these claim to be the game's "World Championship" tournament. While not one of them stand out enough to justify this claim, six tournament finals are generally recognized as being the "biggest". The six "Major tournaments" are listed below and therefore are led by WCG (World Cyber Games) and the CPL (Cyberathlete Professional League). Teams can be observed playing professionally in leagues such as, CEVO, ESEA League, ESL, and others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source
Halo Halo - Tactical Team FPS (Xbox) The Halo series has a large effect on the nation's professional scene in the usa of America. See Major League Gaming to learn more. It has also been acquired in Europe, with the European Gaming League hosting their first event after July 2010 in Liverpool attracting 30 of Europe's biggest teams. Australia also have started their very own leagues using the Australian Cyber League hosting their Pro Circuit with tournaments in several major cities around australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there are a dozen professional players signed to a few professional teams along with a quantity of players marketing themselves through other means. As of 2008, Quake 4 has fallen from favor in competition for the previous game in the series Quake III Arena. Four "world championships" took place using Quake 4 in the 2006 season. Noticably are the ones from the Electronic Sports World Cup and the World Number of Video Games because the game were built with a top tier status with these organizations, the sport had the smallest status of all games played at the World Cyber Games and KODE5. So far just the Electronic Sports World Cup has announced that they'll be utilising Quake 4 again. It's generally expected the World series of Game titles will do exactly the same and it is also seen as an potential candidate for a top status game in the World Cyber Games.
Player contracts and professional electronic sports titles
There are a number of titles that support a professional gaming scene. Commonly, companies will use e-sports as a marketing outlet for their games, and the prizes awarded are occasionally enough to support players who compete for a living. In such instances, hundreds, thousands and even huge amount of money in prize money are ended up every year for competitors in these titles. For many games, sponsorship extends well beyond the creators of the game being played, and firms such as Intel support competition despite not being active in the video games titles themselves.
The most popular tournaments are the ones run through the World Cyber Games, the World e-Sports Games, and the Electronic Sports World Cup. The prize money for these events is mostly supplied by the large technology corporations who sponsor the events; these companies also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and often free hardware specific to that particular company.
Although sponsorships have evolved over the years, and oftentimes only sponsoring one gamer at a time-the first all-inclusive team sponsorship was given to Team Abuse in June 2000. Team Abuse would be a well-respected Quake II team led by Doug 'Citizen' Suttles and a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of a grass roots event called Lansanity in Portland, OR Team Abuse was offered an entire sponsorship, setting precedence for a lot of gamers in the future. The Speakeasy sponsorship included a completely leased gaming studio in Lake Oswego, OR with a Speakeasy.net T1 connection. Additionally Team Abuse was delivered to many CPL events, Quake Invitational League events, hosted Lansanity 2, as well as found itself sending Marc 'pureluck' Naujock towards the XSI Invitational in London included in the Top 10 USA players vs the Top 10 European players tournament. Speakeasy paved the way in which for fully immersive corporate marketing sponsorship for professional gaming by making use of merchandising, PR, grass root events, along with a serious curiosity about the gaming community.