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Chapter 1 A. Introduction The History of eSport The term eSports has no agreed definition.

Many people say different things with various sources backing contrasting statements. Some just call it a marketing term for professional gaming, competitive gaming with a professional delivery. Most use the term to separate the stereotype of basement gamers from the professional athletes. I say eSports is when competitive play develops a spectatorship awareness. To look back in history we can record competitive video games to the arcade machines in 1980s and indeed to the Space Invaders tournament hosted by Atari which hosted 10,000 viewers. Some venues held the high scores on a board from many arcades. PC Gaming has evolved rapidly over the last twenty years and as it sped through Doom and Quake introducing offline competitive play. Valve stepped up and introduced a game which catered to the competitive aspect of multiplayer: Counter Strike, a team game which dominated the competitive market for years and some may say shaped what eSports would become. In the RTS camp competitive play evolved with a lot more 1v1 focus on games such as Warcraft and the more popular Starcraft. eSports developed in two regions of the world, one part Eastern and the other part Western separated by region and culture, in the early nineties Korea had an explosive boom in fast internet and this gave rise to massive multiplayer experience. Korean TV developed in a way which encouraged TV broadcast and the entire scene around eSports grew early with designs to provide entertainment for spectators, and not just the players. Starcraft hit it off big in Korea and we can largely attribute the success of Starcraft 2 and the eSports movement thanks to the policies of Korea in the early nineties.

In the Western regions, North America and Europe gaming dribbled along and took a very different route of team play. Games focused around FPS and capture the flag time gameplay. Competitions were rarely if ever broadcast on TV and relied solely on the internet. Gaming leagues like the Cyberathlete Professional League whose business concept was modeled after major professional sports leagues in the United States sprang up and fuelled the scene hosting offline tournaments around America. Sports as a term has become its own task master, encouraging and motivating people to achieve what they individually feel eSports is. As competitive play grew, game developers provided more support which grew the playerbase. A good example would be the ladder systems in place for Starcraft. In Starcraft 2 anyone can purchase the game and play it to win. B. Statement of the Problem 1. What are the reasons why eSport is not recognized as an official sport by the community? 2. What are the negative effects of Esport? 3. What are the limitations of eSport? C. Objectives 1. The know the reasons why eSport is not recognized as an official sport by the community 2. To know the negative effects of sSport? 3. What are the limitations of eSport?

D. Significance of the story Technology is changing the way that people live, work and play. In fact, game play is one of the most popular pastimes to engage in online as a great many people consider playing games to be their primary source of online entertainment. Individuals who take interest in the field of virtual communication or games are probably well aware that online games are playing an increasingly major role in society. Interestingly, online games span all boundaries, from social games such as Farmville, to games that are intended for single-player use like Solitaire. Some games like World of Warcraft create entire other-worldly realms in which to engage players visually, mentally, and even emotionally. The availability of online games as both social and solitary hobbies mirrors offline games such as tag and hide and seek or the single-player hopscotch and hula-hoop. Some games, like jump-rope, can be multi-player or single player and most online games allow the option of single or multi-play in order to appeal to a wider variety of people. Although the option to play a game alone and have some me time is hugely popular among many people, multi-player games were required for traditional board games since such games were generally used as a means of socialization as well as entertainment. Games allow people the opportunity to have fun and are therefore highly regarded as being emotionally and educationally beneficial. There are many games on the market (that mix entertainment and education. Additionally, rewardbased learning has also been proven successful in many cases and educational games can provide that award experience. Since being entertained leads to more focus and engagement in lesson content, games can be very beneficial to education, as has been proven by companies like Luminosity.

One way to forget pains and problems is to do something you completely be in, a lot of people this days, use computer games to keep the hardships away, or at least for the mean time not think about it. eSports is just a way of gathering people into one common goal, like the natural sports basketball, volleyball or whatever. Whether it's athletic sports or electronic sports, people share the same passion in the game itself. They learn how to communicate, socialize with people who share the same passion and be part of something bigger in their lives with the fast growing community that eSports can offer. Some people engaged in eSport because they make eSport as a way to establish a mutual trust and friendship among people who have a common passion or interest. While others find eSports as game that enhance the function of the brain when playing because it require fast thinking to be able to play it. The eSport also help the community by helping the teenagers avoid alcohol and drugs or any other activities that will affect their health. E. Scope and Limitations This paper is dedicated to the Gaming Community of Dagupan who are supporting eSport to grow as a passion that will be part of their life.

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