Modern sport is not at all the same as it was hundreds of years ago, at the time of the Greek Olympics. If then the participants relied on their own strengths and improvised means, then today high technologies come to the rescue. And it’s not just about creating unique costumes and game shells, but also about the direct participation of computers. There was such a phenomenon as eSports. E-sports involves gaming competitions involving computers. They create the space in which virtual competitions take place.
Today tens of thousands of people are actively playing in our country, the largest competitions have a solid premium fund, lasting several days. But there are a lot of pitfalls on the way of e-sports development, which hinder it. The main are the myths about this phenomenon. They interfere with attracting both players and sponsors. But in the West, the attitude towards e-sports is quite different. It is worth to destroy some of the stereotypes about him.
Sports is not sport.
First you have to ask yourself what is sport in general? In the narrow sense it is a competitive activity, which aims to achieve certain results. Thinking more broadly, one can see not only competitions, but also special training, as well as norms of behavior, the relationship between the participants. And eSports fully complies with these standards. There is also competitiveness, clear conditions for victory, equality of conditions.
E-sports harms health.
If you assume that such activities are really harmful, then it is worth comparing them with other sports. Boxing can not be taken into account, it will be appropriate to compare with the favorite game of millions – football. There are many shocking videos, how players break their legs. Most kinds of professional sports bring people more harm than good. Looking at lightweight gymnasts, do not forget how many fractures and stretchings they had to endure, and how this affected their physiological development. Jumping from the springboards and auto racing is also not safe. Sporting by themselves is useful, but when it comes to professional growth and improvement of indicators, it is always accompanied by increased traumatism, overstrain, psychological disruptions.
Cybersport harms the eyesight and leads to a curvature of the spine.
Vision and spine are much worse because of sitting for hours at the computer in the office, where sometimes there is no time to even stand up. In the same clubs there is always a pause for rest. Our spine begins to bend in the school, where few people keep their backs straight. Years of study have a negative impact on health, do not go into extremes and blame e-sports. You just need to bring up the sense of proportion by giving time to rest your eyes and spine.
Virtual games cultivate violence.
This myth is a favorite among the disparate fighters against eSports. In absentia, a verdict is issued that computer games should be prohibited. A classic example is “Counter-Strike”. Recently in Germany there was an incident related to this game. The guy opened fire at school, injuring more than 30 people and shooting himself. In his note, he said that peers were constantly abusing him, he did not find understanding in the family. All this led to the tragedy. Journalists also dug out the fact of hobby “Counter-Strike”, creating on this basis sensational and relevant material. However, it is worthwhile to understand that the game provokes only unhealthy people in the psyche of violence. They, in an amicable way, do not have a place at the computer, but in specialized clinics. People with such deviations always have to wait for a breakdown. And the reason can be anything. Many years they play shooters, but they do not even have the slightest desire to shoot at passers-by. For most of us, violence is alien, but for some reason the deeds of mentally unhealthy people always cause public interest. But people see the root of evil in a completely different way.
There is a lot of violence in computer games.
This myth is very simple to debunk.Neither in computer games, nor in e-sports there is no violence. The term itself provides for certain actions in relation to the animate person, committed against the will of the subject. A virtual object, which is an array of numbers, can not fall under this definition. He has no will, no desires, no soul. Accordingly, any actions committed against him in the game, can not be called violent. We’re not talking about the damage to the environment when we destroy virtual plants.
Computer games form psychological dependence.
This statement is based on the fact that a person is attached to some occupation. But this can be any addiction to something to correlate with drug addiction and psychological dependence. There are those who love to read a lot. These people need to be treated because of their addiction? Old games are replaced with new ones, someone changes hobbies, and someone leaves them, choosing another generation of virtual pastimes.
Often hobby of computers by teenagers leads to their deduction from school or HIGH SCHOOL.
If teenagers really spend all their free time at the computer, then this is usually not a cybersport. In this issue it is important to identify several factors, blame only one computer in everything is not worth it. People are the easiest to write off all the problems. Maybe the teenager is not all right in the family, because of what he prefers to spend all his free time at the computer?
E-sports is a child’s lesson.
The one who came up with this myth, it is worth to come to any championship and look at the age of the participants. More than half of them have reached adulthood, having finished school. For many major competitions, players under 16 years of age generally do not admit, what are the children here? The average age of the participant is 24 years. This is in gymnastics girl at the age of 20 – the old woman, in e-sports, many just begin at that age. In sports sections, you can see an illustrative picture – the more age, the less people are engaged. Gradually, there may be a shortage of participants. And in e-sports, meanwhile, go and go.
E-sports are deprived of entertainment.
You can also find such a statement. Indeed, the competitions do not take place at stadiums and do not collect tens of thousands of spectators. It is hard for an outsider to understand what is happening on the screens. But you can try to put the girl to watch a match in American football, without explaining the rules. In five minutes she will start complaining about boredom. What is interesting in meaningless running around the field? And if commenting on the experience of inexperienced experts, even fans of this sport will try to turn off the sound. A similar situation develops in e-sports, which is quite spectacular, but needs professional explanations. The game has many nuances in which the unprepared viewer can not figure it out. It is necessary to understand what exactly is happening on the screen, why the player takes some actions, how it becomes much more interesting. Some people even download the video from the competition afterwards, viewing them at home. Than not a show?
Organizers of tournaments and teams swim in money.
In fact, only developers and players will actually earn in e-sports. Profitable teams in this world only 4-5 pieces, tournaments are much more. Almost all projects are a kind of investment, getting to zero by the end of the year is already a good result.
Managers are engaged in the rotation of players.
Statistics say that the final composition of the team is more often influenced by the players themselves, it occurs in 60-70% of cases. The main item of the organization’s expenses is the players’ salaries. In reality, this article takes about 40% of the team’s budget. If we talk about the whole organization of the event, this figure is even smaller.
The organizers of the league pay for tickets to most tournaments.
This does not usually happen, even if it is claimed. Players will be lucky if they are compensated at least half the cost of the tour. And tickets, and accommodation, this is not the bulk of the costs.There is still an order for visas, per diem, which is also quite a lot. Yes, and compensation has to wait, it does not rush to pay.
Victories in tournaments bring good profits to organizations.
In large organizations, the prize money is good if they cover the seventh part of the budget. Eight out of ten tournaments are held in the negative.
The main income of players is the prize money, not the salary.
Wins in major tournaments can boast of a few. In this case, the payment of prize money is carried out with a delay of months or even years. What looks solid on paper, in practice turns into a debt. And the organizations themselves are delaying payments to their players.
Cyber-sportsmen are solid losers.
Let’s imagine that the world of football is virtual. There is a star that rivets goals. But what did he achieve outside this world? Yes, football players are much more famous than virtual players. But they already earn tens of thousands of dollars. Maybe the only problem is that in cybersport, less money is spinning because of the scale of popularity? But it is quite possible. Obviously, cyber sport is much more developed than a regular sportsman. He also has to learn foreign languages, learning the world when traveling. But most often cyber sportsmen have higher education and a specific specialty, which professional players are usually deprived of. Yes, and engaged in the favorite cause of harm to their health, such people do not cause, as often happens with boxers, players and hockey players. Yes, and with his personal life here everything is in order. Any professional engaged in his field, is forced to be connected with real life only at the expense of relatives and material benefits. But how can you then call a cyber sport a loser when he is committed to a favorite business. This myth was invented by those who do not understand anything about eSports, or what is professional sport in general.
E-sports does not teach people anything.
It is often said that there are certain “noble” sports. In the same rocking chair you can physically develop, but from the game on the computer, there can be no use. It’s worth taking e-sports as a profession and wondering – what can it do except for skills? What does the driver teach the driver, accountant work with the accounts? Our mental, and physical development, little depends on the profession itself. And in this regard, any professional sport (and e-sports, among others) look good. There is a competitive moment. We can endlessly improve our skills, in our character such traits as perseverance and readiness to go to the end will form. We seek psychological stability, which will help us in everyday life. It must be understood that in e-sports, as in the ordinary, only the strongest succeed. They are an example for others, not an outcast. So if e-sports does not teach practical skills, it helps personal development.
Cybersport will never be massive.
In the beginning of the last century in ports, English sailors drove the ball. Then the local population looked skeptical at this fun. It seemed that she could never become mass. Today, the World Cups are watched by billions of people around the world. Leading countries compete for the right to host such competitions, politicians agitate. It is expected that soon and cybersport will become popular, gathering tens of thousands of spectators. Information technology is coming so fast that it will not be necessary to expect a hundred years. Most likely, they will penetrate into the entertainment industry. People who grew up on computer games, will want to see the Starcraft championship rather than watch the ball running around. The game industry is growing rapidly. If earlier budgets were estimated in hundreds of dollars, today tens of millions are spent on such applications. And the reason is the ever growing interest of users.
Each network tournament unites not only players, but also those who are interested in e-sports in itself.
There are no prerequisites to the fact that this sport will suddenly become uninteresting. True, there is one serious factor that does not allow you to evaluate virtual sports by analogy with the real one. The same football is loved because of its accessibility and simplicity. You just need to take the ball, but you can play anywhere. But e-sports will require a computer, and even a powerful one, you will need investments for the right to play. But the participants themselves, although they are not 100% sure of the future mass character of their sport, try to realize this.