Given the nature of eSports and the fact that it is often considered an equaliser in terms of physical abilities, should there be separation within eSports at all?
The fact that despite the growth of mobile gaming and PC gaming having generally taken the limelight, a developer has chosen a gaming console shows that the industry might be moving in a new era where the device being used to enjoy the game is less important.
Despite strict measures being taken and the fact that Singapore was able to host a closed-doors event successfully, there are problems that need to be addressed as far as offline events go.
The list of problems with Cyberpunk at launch were actually quite large, many of them were patched over before the majority of players even had a chance to play the game.
Given the fact that Dota 2 have seen a steep decline in recent years, it is very likely that Dragon’s Blood is a unique new approach thought up by Valve Corporation to boost their dwindling numbers. As is the case with every trend, it is imminently possible that several other big organisations within the gaming industry may attempt to replicate this approach if it proves to be a success.
'Replicating an unequal system': Study suggests nearly 90% of esports scholarships go to male players
“It’s tremendously sad and tremendously not surprising.”
Singapore Major, eSports' first offline event of 2021, promises to set the ball rolling in post-COVID world
Things certainly are beginning to look up for the eSports industry as far as the scope of offline events goes, but their viability and efficacy in times of corona are yet to be ascertained.
There are many kinds of copying within the world of gaming. The common scenarios include reworks for a game or modifications, sequels, games inspired by an older game, and in rare cases games that very closely resemble an older game.
There are a variety of reasons that drive eSports players to change the game they play professionally. Here's an attempt to analyse some of those.
Having a federation to manage this behemoth could bring a host of benefits that would include the implementation of regulations for eSports within the country. This would help to remove the confusion that revolves around online gambling that is exploited in a bid to piggyback on the popularity of eSports and online gaming.
Given how for every cheat there are at the least 16 players who are clean and do not support such behaviour it is ultimately possible to reach a stage where cheating can be effectively removed from gaming an esports.
Gamers aged between 16 and 18 will be required to provide a consent letter from their parents to participate in the program.
Founded in 2018 by Sai Srinivas and Shubh Malhotra, the company is the official sponsor of the IPL teams Kolkata Knight Riders and Royal Challengers Bangalore.
The rankings released by ESFI have many issues and as such there is a need to re-evaluate the methodology used for determining them. The fact that well-known eSports teams are missing from the ranking is a cause for concern as it does not bode well for the credibility of the organisation or the industry.
In an ideal world, every eSport should be approached the way individual sports are approached. However, given that eSports in India is still in its infancy, it is unrealistic to expect a comprehensive support.
The Shanghai International New Cultural and Creative E-sports Center is scheduled for completion in 2023 and will cost at least 5.8 billion yuan, Chinese authorities and media said.
Improvements in technology, improvements in regulations, and new ideas for monetisation are some of the key areas that the gaming industry will look forward to in 2021.
Year in Review 2020: Technological shift, soaring popularity highlight productive year for eSports and gamig
The number of people indulging in gaming and related activities has continued to increase. As per a report by Statista.com, India had a total of 300 million online gamers in 2019 and this number increased to 365 million during 2020.
eSports and breakdancing were both included on the programme for the Games in Hangzhou, China, at the Olympic Council of Asia's general assembly in Muscat this week.