(computer sport) – sports competitions on computer video games (in the early 90s of the last century – Doom, since 1997 – Quake, since 2001 – Counter-Strike, etc.). Thanks to the popularity of the game Quake, in 1997 in the US appeared the first league of cyber sportsmen (Cyberathlete Professional League, CPL), which existed until March 13, 2008.

These days organizations of this kind are present in many countries of the world. In Russia, this is the National Professional Cybersport League (NPCL), established in 2003.

International cybersport competitions are regularly held:
• World Cyber ​​Games (World Computer Games) – the largest cyber-competition ever held since 2000. According to the regulations, qualifying games are held in each country (in Russia such competitions are held since 2001 and are called WCG RU Preliminaries), the winners of which are eligible to participate in WCG final games;
• The Electronic Sports World Cup – annual competitions in computer and video games, held since 2003;
• ASUS Open – an international tournament, held 4 times a year in Russia, since 2003;
• QuakeCon – an annual free LAN party tournament held in Dallas (Texas, USA) in 1996. The organizer is id Software (developer of the game Quake).

There are also semi-professional leagues that organize non-profit tournaments, ladder (ladder, “scale” – competitions used to compile personal and team ratings) and online cups. For example, the Russian dueling league organizes quake II competitions, the international ClanBase system – online tournaments for Counter-Strike, Unreal Tournament 2004, Call of Duty II, Medal of Honor, Battlefield II, WarCraft III, etc.

The first e-sports was recognized as one of the sports in the USA.

No, the official sport of e-sports was recognized for the first time on March 12, 2004 in Russia, in accordance with the order of the head of the State Committee for Sport of Russia Vyacheslav Fetisov. But a few years later, from the All-Russian Register of Sports, e-sports was eliminated, as it did not meet the criteria for inclusion in the above-mentioned register.

The term “e-sports” is used only to refer to competitions on computer games.

This state of affairs takes place only in Russia. This term first appeared at the end of the 20th century in the US for the name of games using the laser tag LaserTron v.10 (from the laser – “laser”, and tag – “label”, originally called laser combat – a game consisting in the defeat of interactive targets (AULs) and enemy players, later began to refer to weapons used in this game). Nowadays, “CyberSport” is officially registered slogan of LaserTron, Inc. – American company of laser tag producers.

The most convenient form of competition in e-sports is competition in the online mode.

Such kind of competitions are convenient only in that they allow e-sportsmen to measure their strength without leaving their own apartment. However, this form of competition has many serious shortcomings. The structure of the global network is heterogeneous, because the information is transmitted at different speeds, which is a considerable inconvenience for some players, significantly reducing their chances of winning. In addition, it is more difficult to track a scam (the so-called “cheating” from the English to cheat, that is, the use of modified equipment or programs to gain an advantage over other progamers). Because serious international competitions prefer to organize through a local network – because in this case, all players are present in the same room, which minimizes the possibility of cheating.And LAN bandwidth is the same for all progamers, and thanks to the personal presence of all participants and spectators-fans, a unique atmosphere of the competition is created.

Cybersport benefits only sellers of game software.

This is not true. It is the gaming industry in general and e-sports in particular that contributes to the improvement of computers, the development of new Internet technologies. (in order to satisfy the increasing demands of progamers, specialized equipment is being created, new programs are being written, etc.). For e-sportsmen, new sports drinks and food additives, clothing and accessories are being developed. In addition, a new direction in medicine has appeared and is being perfected – cybersport medicine, designed to preserve and improve the health of progamers.

E-sports is not a sport.

Wrong opinion. After all, sport (from English sport, short for the original English disport – “game”, “entertainment”) is a specific kind of physical and intellectual activity for the purpose of competition organized according to certain rules, as well as preparation for this activity by training in combination with rest. The goal of sports is not only improving physical health, but also increasing the level of intelligence, as well as obtaining moral and material satisfaction and the desire for self-improvement. And e-sports (as, for example, checkers, chess or sports poker) is just a competition, which takes place in a virtual space and obeys certain rules. In the process of competitions that take place according to a certain scheme (championships with the subsequent playoffs and finals), players demonstrate wit, speed of reaction, intellectual abilities, and also the ability to work in a team for the sake of victory. There is also a prize fund for major international competitions in e-sports. Competitions are held not only in computer clubs, game centers and online, but also in stadiums where fans have the opportunity to follow the actions of players live and watch the progress of the match displayed on a large screen and broadcast in the media. Yes, energy costs and psychological pressures of cyber sportsmen are quite comparable with those of people engaged in any other sport.

Cyber ​​sportsmen are distinguished by painful pallor, unhealthy thinness and physical weakness.

This is not true. In order to show high results in competitions and to withstand regular training, progamers should be in good physical shape, therefore visits to the fitness center and daily jogs for many of them are a compulsory addition to cybersport activities. In addition, athletes try to look good – after all, in competitions they necessarily fall under the lenses of tele- and cameras.

Progamers are able to prove themselves only in virtual sports.

Not necessary. Many players, before joining e-sports (and some in parallel with virtual sports) were engaged in football, diving, chess, etc., and reached great heights, and received no less awards than in e-sports.

The gamer and the cybersport are the same.

In the past, many cybersportsmen really were gamers. However, these concepts have very little in common these days. For example, gamers play computer games simply in order to pass the time or get rid of boredom. At the same time, they spend a lot of money on the Internet and new CDs with the game. Cyber-athletes also earn money, participate in competitions (while often making trips abroad), learn to communicate and work in a team.

Employment by cybersport is just one of the manifestations of gambling, a way of getting rid of reality.

Gambling – a disease of gamers who give every free minute to their favorite hobby – computer games. For e-sports, games are not a hobby – it’s a serious, laborious work, besides making a profit, and not a little.After all, in world competitions prize money sometimes exceeds $ 1,000,000, and wages, for example, of players from South Korea range from $ 20,000 to $ 500,000- $ 600,000. The largest amount was received in 2005 by Jonathan Wendell (Kansas, Missouri, USA) speaking under the nickname Fatal1ty. He won $ 150,000 in the finals of the Painkiller competition. In addition, from the employment of e-sports gamers receive moral satisfaction. Painful enthusiasm for video games among cyber sportsmen is very rare, although they often lack time for studies, work and personal life because of regular training and performances.

The loss for the cybersport, which sometimes results in the expulsion of players from the team, often causes prolonged depression.

No, this state of affairs takes place in the gamers-gamers environment. Cyber-athletes are trying to get themselves together as quickly as possible, so as not to “lose form” and prepare for the next performance better. Moving to another team also has a positive impact on the player, because in order to join an unfamiliar collective and continue the struggle for victory in the competition, he will have to use all his abilities, abilities, skills.

E-sports is useless, as people engaged in it do not produce anything, do not build, they do not bring any benefit to society.

Yes, they do not produce or build. But you can say so about all kinds of sports – football players and basketball players, swimmers and chess players, too, do not produce anything. However, their merits and achievements are undeniable. First, any sport is a spectacle, interesting to a huge number of people. And e-sports in this sense is no exception, as it is extremely popular in many countries of the world. Secondly, the creation of sports associations, whole sports empires – these are new jobs that enable honest earnings for many people. And, finally, e-sports gives the opportunity to show their abilities to young people, even if they have any physical disabilities that hinder the enthusiasm for other sports. Yes, and engage in this sport can be even in times of crisis – it would be enough perseverance and patience.

Cyber-athletes often have eyes.

Eyes of cybersports really get tired, as a result of constant game tension, visual acuity is lost, and sometimes retinal detachment occurs – then laser correction can not be dispensed with. However, it should be noted that cases of visual impairment, requiring immediate intervention, in e-sports are not so frequent. For example, Russian athletes do not complain about eye problems. According to experts, vision worsens in players who have a congenital predisposition to eye ailments, which is exacerbated by the radiation of the monitor.

Much more often, cybersports suffer from tunnel syndrome (severe pain in the wrist) and calluses on the wrist.

Help in this case can only reduce the intensity of gaming activities. And lack of self-discipline in some players leads to chronic lack of sleep and poor nutrition, negatively affecting the state of the nervous system and gastrointestinal tract, and sometimes leading to death from exhaustion. In order to minimize the probability of health problems for cybersports, in some countries (for example, in Korea) they are required to pass a medical examination several times a year, and also participate in various recreational programs, including trips to nature, visits to fitness centers, e.

Doping in e-sports is a common thing.

Nowadays there are so-called “pills for cybersportsmen” (FpsBrain, Blueberry, DHA). However, the manufacturers claim that these substances are just vitaminized energetically active supplements designed to improve the concentration and speed of the reaction of the progamer.Alcoholic and energy drinks cybersportsmen do not use, because, for example, beer, although it helps to overcome the excitement that often occurs before the game starts, further causes a deterioration in the reaction speed and accuracy of actions. Energy drinks, however, lead to overexertion and the appearance of the effect of “shaking hands”, which also negatively affects the effectiveness of the game. Therefore, during the tournaments, cyber-sportsmen prefer chocolate, coca-cola or pepsi-cola, which contain enough caffeine to activate brain activity.

Computers for competitions in e-sports are provided by the organizers.

Not necessary. For example, participants in QuakeCon on the competition come with their computer.

The most powerful progamers in the US – it was there that the professional league on computer sports was created.

The Professional League of Computer Sports (The Cyberathlete Professional League (CPL)) was indeed created by Angel Mounioz in the US on June 26, 1997. It was thanks to this organization that the competitions in e-sports began to be held at the international level. However, despite the aforementioned fact, cyber sportsmen from other countries compete with American progamers quite successfully. For example, at World Cyber ​​Games, held annually since 2000, for 7 years (from 2000 to 2007), athletes from the Republic of Korea earned 38 medals (19 gold, 9 silver, 10 bronze), and progamers from USA – 21 (11 gold, 6 silver, 4 bronze). At the 2003 Electronic Sports World Cup, second in importance after WCG, according to statistics for 5 years (from 2003 to 2008), the best results were demonstrated by athletes from France – 22 medals ( 8 gold, 7 silver, 7 bronze) and Sweden – 15 medals (4 gold, 6 silver, 5 bronze). Athletes from the United States received 10 medals (4 gold, 4 silver, 2 bronze) and took the 4th place.

Only team play is possible in e-sports.

Not necessary. Some types of computer games (for example, Counter-Strike) are created specifically for the team game (in e-sports teams are called clans or “tims” (from the English team – “team”)). Others are suitable for both team competitions and 1-on-1 games.

The result of the game must confirm both teams that participated in the match.

Yes, it is. However, if the game is played in online mode, the result of the match will be confirmed automatically 4 days after the last move, regardless of whether it is confirmed by both teams or not. If the opponent team does not come to the game – as a result, “No-show” is entered – a result that does not require the approval of the opponent.

During the Counter-Strke matches, players can communicate with each other in a voice.

Voice communication is allowed in two cases: 1) if all communicating players in the game are “alive,” 2) if the entire team is “dead.” The “dead” player, 3 seconds after his “death”, is deprived of the right to communicate with the “live” members of his team until the end of the current round. Also, he does not have the right to leave his playing place (get up from the table). Communication with spectators during competitions is strictly prohibited.

If during the game there are any technical problems (disconnection, hanging up the computer, etc.), the participants of the game have the right to pause with the permission of the referee and continue the game after the problem has been fixed.

In order to pause in case of technical problems, the judge’s permission is not required. If the game can not be continued due to a disconnection, the match either starts anew (if the problem occurred before the start of the third round), or an account is recorded, the whole period is replayed, after which the points earned are added up.

If the rules are violated – the captain is obliged to notify the judge about this, pausing at the end of the round.

Yes, it is.If the captain could not pause – he is obliged to report the problem within 1 minute of the end of the game, since after the specified period any claims will not be considered.

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