Just imagine, with ten seconds left on the clock, one final push can determine whether you take the title as a champion or whether you be branded as another loser. With the popularity of video games rising, the world was introduced to eSports, a global phenomenon which took the entertainment world by storm. Major controversy regarding whether or not eSports is considered an official sport has erupted through global communities. Many debates that it shouldn’t be since players are playing video games, others state it should be because it requires what many other sports require. Although eSports requires little to no physical labor, players require extremely well coordinated teamwork, months of practice, and need to be in top physical …show more content…
Chinese universities that have conducted MRI scans on professional gamers who have won world championships have found that these gamers have increased brain activity and an increase in body reflex, this reveals how these pros are able to make split second decisions that can determine the outcome of a team play.(BEC CREW) Teams in eSports are expected to be able to adapt and strategize in different situations to keep up the pressure against the enemy team. Research shows that teams who are able to adapt and configure new team plays have a higher percentage of winning compared to those who choose to stick to plans premade before the match.
Teams in eSports usually train for days with one another in order to create a strategy that best exemplifies all of the members abilities. When asked how long they train for a championship, Team Liquid member Diego “Quas” Ruiz reveals that each member practice for a minimum of fifty hours a week and play the game for a far longer period of time. Ruiz states that “Being pro is too time-restrictive, to stay competitive with other pros, you can’t stop playing.” (Business Insider) In order to create a plan to counter another team’s play style, teams rewatch previous championship matches in order to create a strategy for countering the top competitive teams. When asked how long it takes to develop a play, Ruiz says it can take at least a few months of reviewing previous championships and playing before they
Professional Athletes are our present day gladiators. They play for themselves or for a team and thrill us with their superb skills, stamina, and agility. They can become heroes to countless of impressionable minds, role models to those who aspire to be like them. At times they play despite pain and injury and seem to overcome insurmountable odds. It is no wonder that they are paid sums of money for their work is impressive, but also fleeting. They have to play within an age range, within their prime, at their peak. And as they age, we see them struggling in their respective games and as much as we would like to cheer them on to win, we also know that the end game is near. It is not surprise that at times they want to extend their respective careers through enhancements, some of which have been banned and when they get caught, they are chastised and sanctioned for it, sometimes even banned for life.
When it comes to subject that the public is concerned about, contact sports and the consequences that come from playing such sports is definitely high on the list. The one fact that one will notice by reading the following is the reasons why contact sports should be banned and the credible sources that have confirmed the harsh outcomes of playing such sports. Through the injuries, problems that come from concussions, and the fact that athletes are pushed beyond their limitations, one will see that playing contact sports is not at all what it is cracked up to be. The injuries tell it all and through the blood-soaked writing that has been typed below one will see that playing contact sports should be banned for good from public schools.
Let’s look more in depth at the visual aspect of decision making. Visual information is critical for any team. The visual (spatial) learning system is when a person (i.e. athlete) prefers learning through images, colors, pictures and maps to gather information. Cueing and priming are key features in the sport realm that are integral in visual attention (Decision Making in Sports, 2004). When an athlete is confident of their opponent’s next move, their
Across the country, college sports generate over $11 billion dollars in annual revenues. With 50 institutions reporting a revenue of $50 million or higher, with at least 5 of those institutions surpassing $100 million in annual revenues (Edelman). Without a doubt Universities all over are no longer simply an educational institution. College sports in America, have become the face of their academic institutions that they represent. As result college sports have grown to be larger than a genuine competition between Universities, it has become a trademark. Becoming an organization extremely large and powerful, creating an atmosphere parallel of that of Cartels and monopolies, in regards of the exploitation athletes. As the players celebrate a tittle win, or a win in general, who is truly the winner in that situation?
Specifically, they engaged in various “invasion” sports, where the goal is to move into the opponent’s territory to score (e.g. soccer, basketball, and hockey). The amount of deliberate practice was an important determinant for the emergence of expertise for the AFL athletes (Berry et al., 2008). In a more expansive study, Memmert et al. (2010) confirm the same results with respect to a wide range of team sports: basketball, handball, field hockey, and soccer. They state that there is a need of specific training over a long period of time, the “10-year rule,” for the attainment of expertise.
Sport’s are an aspect of life that affect societies across the globe. Athletics affect everyone's life, whether that be playing the sport, watching games, or hearing about a sporting event. There is a big difference between playing an individual sport and players relying on their own athletic abilities versus a team sport when members of the team rely on their teammates to complete each individual's specific responsibility to reach the team's goal. Team sports bring people together in countless ways, and they teach many life skills for the athletes that participate in them. Some of these skills include communication, teamwork, discipline, work ethic, dedication, leadership, and numerous more that will help them in their personal and work
Ultimate Frisbee is the fastest growing sport in the United States with a 20.8% increase in participation from 2008 to 2009. Given the rapid growth in recent years, Ultimate is in a essential evolutionary stage as rules, policy, and procedure are quickly being developed and hardened into the broad character of the sport. Little academic research has informed the current organization of the sport, which has come into existence through player-based democratic processes. Ultimate is a phenomenon in the sporting world. As a democratized sport, the success or failure of Ultimate in the future relies on the players themselves. Self-officiating in the sport has been a point of contention since its inception in 1968, and continues to be a charged debate today. In contrast to traditional third-party officiating systems (working in soccer, American football, basketball, hockey, etc.), self-officiating places the burden of in-play management on the active participants themselves, not an external authority.
With the growth of eSports on the rise, there is no question it impacts the youth community today. Just like any other sport, fans from all around the world come together to converse and interact on this internet based sport. Seeing how my community revolved around this popular game, League of Legends, made me realize how much of an impact the game has progressed. Bringing fans together, fueled by thrill and competition, as well as a chance at victory.
Imagine an enormous arena completely filled with screaming, ecstatic fans cheering for their corresponding teams that have come to compete that day. Behind the scenes, the athletes are nervous, they are about to compete in the biggest, most important event of their lives. However, they are professionals, so they have trained a majority of their lives for this moment, constantly practicing their craft, going over film, and working alongside their teammates in order to achieve their ultimate goal, winning the championship. This description at first look may seem to be describing a championship sporting event such as the NBA Finals, the World Series, Stanley Cup Finals or even the World Cup Final. However, none of these events are what is being depicted. What is actually being illustrated is the finals for numerous Esports competitions such as the League of Legends World Championship or the StarCraft World Championship Series. Ever since the first invention of video games, there has always been a stigma that came with being a gamer. Gamers have always been labeled as geeky, nerdy, immature, and even fat and lazy. Some of the public’s perception of Esports as well as their desire to not have it labeled as a real sport in Esports’ brief history exemplifies the stigma and negative connotation of the word “gamer.” However, in the increasingly innovative and technological modern world, the idea that Esports should not socially or legally be considered to be a real sport has become
Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS. In fact, the introduction of new technological entertainment has served as a gateway for the
Audiences enjoy watching the players practice and so for online games, such as the popular games known as League of Legends, gamers stream themselves training. These gamers spend majority of their time practicing different strategies and coming up with ways to enhance their performance against other players around the world. On average, E sports athletics practice between 14 to 16 hours a day. In comparison to the 'regular' physical sports, this surely displays hard work to attain success. For a sport such as basketball or swimming, it is nearly impossible for players to practice for 15 hours without giving themselves a break. This shows that E sports require true dedication from the players in order to achieve progress. The audience of an E sport gets to experience the thrill of the game through commentators. Just like regular sports these commentators deliver to the audience the team's specific strategies and explain the reasoning behind each move that the players are making against one another. Also, E sports entertains the audience through the use of interactive online social media. While the game continues, the online audience has the chance to comment and discuss the competing teams' strategy. This engages the viewers and develops a deeper connection to the game and its players. E sports entertain a vast audience since it is streamed
A 5 point Likert scale was used to enable the researcher to measure the significance, frequency and size of each item. For measuring players attitude, subjects involved had to rate the significance of each question on the following scale: (1) not at all important, (2) not too important, (3) undecided, (4) somewhat important, (5) very important, ( Hendricks et al, 2011). To assess occurrence of training and training behaviour the following was used, (1) never, (2) rarely, (3) sometimes, (4) frequently, (5) always.
Along with many other sports, much skill is necessary to compete. Gragan Starrm a writer for the Christian Science Monitor explains how people in gaming consider video games require equal amounts of strategy, teamwork, training, and reflexiveness as real sports (Starr). Major sports like soccer and football require tremendous amount of skill, and gaming is no exception. Alejandro Viramontes, a reporter, strongly relates chess to video games, and how similar they are, “...you have to practice and you have to understand the rules of each game-and how each game works” (Can Video Gaming Be Considered an Actual Sport? ). As a result, each sport and video game require training, as there are steep learning curves for each sport and game. Along with individual skill, teamwork is especially needed for both video games and sports. As Aileen Cerrudo describes it perfectly, athletes are alike gamers including the level of teamwork (Should “eSports” Be Considered As a Sport?). Most video games require teamwork to help win; they can’t win by just one person. This is exactly like most of the sports world wide are like, for example hockey and
Sports have always been regarded as feats of brute strength and physical ability. This has been believed since the first Olympics in Rome, where only the biggest and best competed. The truth, however, is far from this. Modern sports now require high mental capability, in order to sufficiently assess the situation and make a decision. Many people believe that all sports should require physical exertion; a growing debate assesses this, with the opposing side believing that online gaming should also be considered a sport. Online multiplayer gaming should be considered a sport, for a number of positive reasons; one of the most prominent among these is the similarity of mental work between games and sports.
The latest major Dota 2 tournament was met with a huge reception and the largest prize pool in e-sports history to date. For the developers Valve, the tournament was a huge success and another stepping stone in e-sports rapid rise towards mainstream popularity and acceptance. However Valve also made another and no less profound statement of intent with the tournament that marks them as a distinctive force in the e-sports and wider gaming industry and that is one of emphasising the generative power of play. This statement of intent became clear after a controversial incident occurred with the Ukrainian team Natus Vincere who employed a strategy that many considered to be a ‘bug’, ‘glitch’ or ‘exploit’, or at least, certainly to an outsiders view. The strategy in question was the now infamous ‘fountain hook’ Pudge / Chen combination that utilises a unique ability of the two champions (Pudges ‘Meat Hook’ and Chens ‘Test of Faith’) to create an effectively unstoppable move that pulls an enemy hero into the certain death of the base fountain if executed correctly. The ‘if’ word is key here. This was an extremely hard combination to successfully employ that not only relies on a perfection of team unity in combining moves, but also on a huge level of individual skill on the part of Natus Vincere’s ‘Dendi’ in landing the initial Meat Hook from Pudge. However for the average spectator, many of whom were from a League of Legends background (1), it looked like an (albeit fun) exploit