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E-Sports Genesis was made using the goal to start a brand new “beginning” of what is known today as Competitive E-Sports. Our sincere goal is to produce a long-lasting community built around the fundamental ideals of fairness, good sportsmanship, and professionalism. Competitive gaming should be a very important part of the online gaming industry and we realize the communities and players that support these games and organizations are just as vital, or even more important compared to organization itself

Please come along at ESG and allow us to produce the next best destination in competitive E-Sports! Our #1 goal would be to put you, players, first within our journey towards pushing E-Sports toward a brand new generation of gaming. We thanks in advance for the support and I hope we are able to deliver to your expectations. Keep checking in to our social media for updates around the progress and launch plans. Thanks!

Concerning the term Esports,

Electronic sports (eSports) comprises the competitive play of video games. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most common gaming genres related to electronic sports are real-time strategy (RTS), fighting, first-person shooter (FPS), massively-multiplayer online (MMOG), and racing. Games are played competitively at amateur, semi-professional and professional levels, plus some games have organized competition as leagues and tournaments. Events for example Major League Gaming (MLG), Global Starcraft II League (GSL), World Cyber Games (WCG), Dreamhack, and Intel Extreme Masters provide both real-time casting of streamed games, and cash prizes towards the winners.

First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all around the world with hot spots in North America and Europe, there are a few dozen professional teams that gather just as numerous tournaments all across the globe every year. Without a uniting body in competitive gaming a number of these tell you they are the game's "World Championship" tournament. While none of them stick out enough to warrant this claim, six tournament finals are generally identified as being the "biggest". The six "Major tournaments" are highlighted below and are led by WCG (World Cyber Games) and also the CPL (Cyberathlete Professional League). Teams could be observed playing professionally in leagues such as, CEVO, ESEA League, ESL, yet others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

Gaming League

Halo Halo - Tactical Team FPS (Xbox) The Halo series includes a large effect on the national professional scene in the usa of America. See Major League Gaming to learn more. It has also been acquired in Europe, with the European Gaming League hosting their first event after July 2010 in Liverpool attracting 30 of Europe's biggest teams. Australia have also started their own leagues with the Australian Cyber League hosting their Pro Circuit with tournaments in several major cities in Australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there are a dozen professional players signed to a couple professional teams along with a quantity of players marketing themselves through other means. As of 2008, Quake 4 has fallen out of favor in competition for the previous game within the series Quake III Arena. Four "world championships" happened using Quake 4 in the 2006 season. Noticably are the ones of the Electronic Sports World Cup and also the World Number of Video Games as the game had a top tier status with these organizations, the sport had the smallest status of all games played at the World Cyber Games and KODE5. So far just the Electronic Sports World Cup has announced that they'll be using Quake 4 again. It's generally expected that the World number of Video Games is going to do exactly the same which is also seen as a potential candidate for a top status game at the World Cyber Games.

Player contracts and professional electronic sports titles

There are a variety of titles that support an expert gaming scene. Commonly, companies will use e-sports as a marketing outlet for his or her games, and the prizes awarded are sometimes enough to aid players who compete as a living. In such instances, hundreds, thousands as well as millions of dollars in prize money are ended up each year for competitors during these titles. For many games, sponsorship extends well beyond the creators from the game being played, and firms for example Intel support competition despite not being active in the video games titles themselves.

The most popular tournaments are the ones run by the World Cyber Games, the planet e-Sports Games, and the Electronic Sports World Cup. The prize money for these events is mainly supplied by the big technology corporations who sponsor the events; these businesses also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and often free hardware specific to that particular company.

Although sponsorships have evolved through the years, and oftentimes only sponsoring one gamer in a time-the first all-inclusive team sponsorship was handed to Team Abuse in June 2000. Team Abuse was a well-respected Quake II team led by Doug 'Citizen' Suttles along with a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of the grass roots event called Lansanity in Portland, OR Team Abuse was offered a complete sponsorship, setting precedence for many gamers in the future. The Speakeasy sponsorship included a completely leased gaming studio in Lake Oswego, OR having a Speakeasy.net T1 connection. Additionally Team Abuse was delivered to many CPL events, Quake Invitational League events, hosted Lansanity 2, as well as found itself sending Marc 'pureluck' Naujock to the XSI Invitational working in london included in the Top ten USA players vs the very best 10 European players tournament. Speakeasy paved the way in which for fully immersive corporate marketing sponsorship for professional gaming by applying merchandising, PR, grass root events, along with a serious curiosity about the gaming community.

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