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Modern sport is not at all what it was hundreds of years ago, during the Greek Olympics. They create the space in which virtual competitions take place.

Today, tens of thousands of people in our country alone are actively playing, the largest competitions have a solid bonus fund, lasting for several days. But there are many pitfalls on the way to the development of eSports. The main ones are myths about this phenomenon. They make it difficult to attract both players and sponsors. But in the West, the attitude towards esports is completely different. It is worth destroying some of the stereotypes about him.

Cybersport is not a sport. The first question is, what is sport in general? In the narrow sense, this is a competitive activity, which aims to achieve certain results. Thinking more broadly, you 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 competition, clear conditions for victory, equality of conditions.

Cybersport is harmful to health. Even if we assume that such activities are really harmful, then it is worth comparing them with other sports. Boxing may not be taken into account; it would be appropriate to compare it with the favorite game of millions - football. There are many shocking videos of players breaking their legs. Most professional sports do more harm than good to people. Looking at the light aerial gymnasts, do not forget how many fractures and sprains they had to endure, and how this affected their physiological development. Ski jumping and auto racing are also not safe. By themselves, playing sports is useful, but when it comes to professional growth and improving performance, this is always accompanied by increased injuries, overexertion, and psychological breakdowns.

Esports damages eyesight and leads to curvature of the spine. Eyesight and spine deteriorate much more because of sitting for hours at a computer in the office, where sometimes there is no time to even get up. In gaming clubs, there is always a break for rest. Our spine begins to bend in school, where few people keep their back straight. Years of study have a negative effect on health, so you shouldn't go to extremes and blame esports for it. You just need to educate yourself a sense of proportion, giving time to rest your eyes and spine.

Virtual games cultivate violence. This myth is a favorite of the offsuit anti-esports fighters. A verdict is issued in absentia that it is better to ban computer games. A classic example is "Counter-Strike". Recently in Germany there was an incident related to this game. The guy opened fire at the school, wounding more than 30 people and shooting himself. In his note, he said that he was constantly bullied by his peers, he did not find understanding in the family. All this led to the tragedy. The journalists dug up the fact of "Counter-Strike" hobby, creating sensational and topical material on this basis. However, it should be understood that the game provokes violence only in mentally unhealthy people. They, in an amicable way, have a place not at the computer, but in specialized hospitals. People with such deviations always have to wait for a breakdown. And anything can be the reason. Many have been playing shooters for years, but at the same time do not feel the slightest desire to shoot at passers-by. For most of us, violence is alien, but for some reason the deeds of the mentally ill always arouse public interest. But people see the root of evil in something completely different.

There is a lot of violence in computer games. This myth is very easy to debunk. There is no violence in computer games or in e-sports. The term itself provides for certain actions in relation to an animate person, committed against the will of the subject. And a virtual object, which is an array of numbers, cannot fall under this definition. He has no will, no desires, no soul. Accordingly, any actions committed against him in the game cannot be called violent. We're not talking about environmental damage when we destroy virtual plants.

Computer games form psychological addiction. This statement is based on the fact that a person becomes attached to some kind of occupation. But so any addiction to something can be correlated with drug addiction and psychological dependence. There are those who love to read a lot. Do these people need to be treated because of their addiction? Old games are replaced by new ones, someone changes hobbies, and someone leaves them, choosing another generation of virtual pastimes.

Often, teenagers' fascination with computers leads to their expulsion from school or university. If adolescents really spend all their free time at the computer, then these are usually not esports players. In this matter, it is important to highlight several factors; you should not blame the computer alone for everything. It's easiest for people to blame all the problems on him. Maybe the teenager is not doing well in the family, which is why he prefers to spend all his free time at the computer?

Cybersport is a children's activity. Anyone who came up with this myth should come to any championship and look at the age of the participants. More than half of them have come of age after graduating from school. In many major competitions players under 16 are not allowed at all, what kind of children are there? The average age of a participant is 24 years. This is a girl in gymnastics at the age of 20 - an old woman; in e-sports, many are just starting at that age. In sports clubs, you can see an indicative picture - the older the age, the fewer people are involved. A shortage of participants may gradually begin. And in the meantime, they go and go into e-sports.

Esports is devoid of entertainment. You can also find such a statement. Indeed, competitions do not take place in stadiums and do not gather tens of thousands of spectators. It is generally difficult for an outsider to understand what is happening on the screens. But you can try to get a girl to watch an American football match without explaining the rules. After five minutes, she will start complaining of boredom. What is so interesting about mindless running around the field? And if inexperienced experts comment on what is happening, then even fans of this sport will try to turn off the sound. A similar situation is developing in esports, which are quite spectacular, but need professional explanations. The game has many nuances that an untrained viewer cannot understand. It is worth understanding what exactly happens on the screen, why the player takes certain actions, how it becomes much more interesting. Some people even download videos from the competition afterwards, watching them at home. Isn't it a show?

The organizers of tournaments and teams are awash in money. In fact, only developers and players will really make money in esports. There are only 4-5 profitable teams in this world, while there are much more tournaments. Almost all projects are a kind of investment, reaching zero for the year is already a good result.

The managers are in charge of the rotation of the players. Statistics say that the final composition of a team is more often influenced by the players themselves, this happens in 60-70% of cases. The main expense of the organization is the players' salaries. In reality, about 40% of the team's budget is spent on this item. If we talk about the entire organization of the event, then this figure is even less.

The organizers of the league pay for tickets to most tournaments. This usually does not happen, even if it is claimed. The players will be lucky if they are compensated for at least half the cost of the package. Both tickets and accommodation are not the main part of the cost. There is also the order of visas, per diem, which is also a lot. And you have to wait for compensation, they are in no hurry to pay it.

Tournament victories bring good income for organizations. In large organizations, prize money is good if it covers a seventh of the budget. Eight out of ten tournaments are negative.

The main income of the players is the prize money, not the salary. Only a few can boast of winnings at major tournaments. At the same time, the payment of prize money is carried out with a delay of months or even years. What looks solid on paper turns into debt in practice. And the organizations themselves are delaying payments to their players.

Cybersportsmen are losers. Let's imagine that the world of football is virtual. There is a star who rivets goals. But what did he achieve outside this world? Yes, football players are much better known than virtual players. But they are already earning tens of thousands of dollars. Maybe the only problem is that less money is spinning in esports due to the scale of its popularity? But this is completely solvable. It is obvious that an e-sportsman is a much more developed personality than an ordinary athlete. He also has to learn foreign languages, exploring the world while traveling. But most often an esports player has a higher education and a specific specialty, which professional players are usually deprived of. Yes, and doing what they love, such people do not cause damage to their health, as it often happens with boxers, football players and hockey players. Yes, and everything is in order with his personal life. 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 an e-sportsman a loser when he is devoted to his favorite work. This myth was invented by those who do not understand what eSports is, or what professional sports are.

Cybersport doesn't teach people anything. It is often said that there are some "noble" sports. In the same rocking chair you can physically develop, but there can be no benefit from playing on the computer. It is worth taking esports as a profession and asking the question - what can it give other than skills? What can a driver learn from driving, an accountant from working with accounts? Our mental, and even physical development, depends little on the profession itself. And in this regard, any professional sport (and esports, including) looks advantageous. There is a competitive aspect here. We can endlessly improve our skills, such traits as perseverance and willingness to go to the end will form in our character. We seek psychological resilience that will help us in everyday life. You have to understand that in e-sports, as in usual, only the strongest achieve success. They are examples to others, not outcasts. So, if esports does not teach practical skills, it helps personal development.

Esports will never be massive. At the beginning of the last century, English sailors chased the ball in ports. Then the local population looked skeptical at this fun. It seemed that she could never become massive. Today, the World Cup is watched by billions of people around the world. Leading countries compete for the right to accept such competitions, politicians agitate. We can expect that esports will soon become popular, gathering tens of thousands of viewers. Information technology is advancing so rapidly that you won't have to wait a hundred years. Most likely, they will penetrate into the entertainment industry. People who grew up playing computer games will want to watch the Starcraft championship rather than watch the running with the ball. The gaming industry is growing rapidly. If earlier budgets were calculated in hundreds of dollars, today tens of millions are spent on such applications. And the reason is the constantly growing interest of users.

Each online tournament brings together not only players, but also those who are generally interested in esports in itself. There are no prerequisites for the fact that this sport will suddenly become uninteresting. True, there is one serious factor that does not allow evaluating virtual sports by analogy with real ones. The same football is loved because of its accessibility and simplicity. You just have to take the ball, and you can play anywhere. But e-sports will require a computer, and even a powerful one, you will need capital investments for the right to play. But the participants themselves, although they are not 100% sure of the future mass character of their sport, are trying to implement this.

Watch the video: er1taga x d1proo - CybersportOfficial Audioprod. Guala Beatz (August 2022).