The Origins of ESport

Competitive, organized video gaming has evolved from a five-man event for a Rolling Stone subscription to tournaments with prizes worth tens of millions of dollars (and as many viewers).

The Verge reports that Dota 2's The International 2019 invited the world's best players to a tournament with a $34.3 million crowdfunded prize pool. CNBC claimed that the "League of Legends" World Championship finals in South Korea drew around 100 million unique viewers less than a year before that competition. In comparison, the Super Bowl the previous year drew slightly more than 98 million viewers.


When Did Esports First Appear?

Stanford University staged the inaugural video game competition in 1972. The "Intergalactic Spacewar Olympics" featured five pupils, with the victor earning a year's subscription to Rolling Stone.


Spacewar was the first commercially accessible arcade game, and others quickly followed in its wake until Space Invaders dominated the market. It's worth mentioning that in the early arcade games, players competed for the greatest potential score; later, head-to-head gaming was introduced. In any case, the tendency of high scores led to the first large-scale game competition in 1980, when over 10,000 people battled to set a high score for Space Invaders.


Walter Day was touring the country at the same time, setting top scores on several arcade games. He founded Twin Cities, an organization that maintains track of those scores and submits them to Guinness World Records, in 1982.


Arcade game tournaments were also presented to popular audiences during this early phase of esports history on TV series such as "Starcade" in 1983-84. Others would come after, including scenes from ABC's "That's Incredible" and the BBC's "First Class."


Esports' rise has been remarkable. In a relatively short period of time, competitive gaming has expanded from tiny and insignificant events to global tournaments with organizations, prizes, viewers, and institutions that resemble more traditional sports.


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