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Evan Braun
3/27/21
Video games were invented in the late 1950s but there was not any official competing until years later when more people had become interested in gaming and more innovation into the video games
In 1958 Tennis for Two was invented and this 2D version of tennis was the first video game created at the time. A few years later in 1962 the video game Space war was created and later it would become the first game to be competed in.
October 1972
Novomember of 1972
Pong was released in 1972 and it grew in popularity very fast and introduced thousands of people to the incoming growing business of video games
“History of Esports: From PC to Mobile Tournaments - Capsl: Mobile Esports Tournament Platform - Esports Tournament Mobile Platform.” Capsl, 6 Aug. 2019,
“Pong.” Encyclopædia Britannica, Encyclopædia Britannica, Inc., www.britannica.com/topic/Pong.
Videos games were something
just for fun until in the 1980s the idea of competing against other people and theirs scores became a popular activity
In 1980 a popular game on the Atari called Spaceinvaders had a competitive event sponsored by Atari that attracted more than 10,000 people around the United States to compete. This event established competitive gaming as more common hobby at the time.
The beginning efforts in 1982 of televising competitive video gaming where people would come on a tv show and attempt to break current game records that were set on the video games.
In 1990 Nintendo held a nation wide completion going to 30 different american cites where people would compete playing on special Nintendo cartridges that had multiple games on them. The winners of the different age groups won trophies and $250 dollars.
Cifaldi, Frank. “The Story of the First Nintendo World Championships.” IGN, IGN, 14 July 2016,
Gilyadov, Alex. “1980s Gaming Game Show Starcade Is Coming Back.” IGN, IGN, 10 Jan. 2017,
In the late in 1990s and the early 2000s there was the creation of two large Esport organizations that would become very impactful and important to the growth of Esports and setting the stage for future innovation
The CPL was profession video game tournament organization created on June 27, 1997 in Dallas, Texas. The CPL hosted tournaments for anyone that registered that were above the age of 17. The CPL has distributed more than three million dollars in prize money to competitors. The CPL included video game titles from both consoles and computers, including Counter Strike, Quake, StarCraft, and more.
MLG is an Esports organization that was created in 2002. The organization began with having competitive tournaments for the popular Halo franchise and was able to broadcast tournament in popular media outlets like on ESPN's website.
MLG brought a larger audience to the gaming community by increasing the access to viewing competitions and reached a wide amount of gamers by having many different popular titles competed on in tournaments including the poplar Call of Duty series, Halo, Tom Clancy's Rainbow Six and more.
Nintendo hosts tournament that took place over a month where over 400 hundred thousand player competed in different Nintendo video games on the Wii console
Ungar, Dave. “MLG: Why the Golden Age of E-Sports Has Finally Arrived.” Bleacher Report, Bleacher Report, 3 Oct. 2017,
Lifeboat. “The CPL & SK Gaming - 20 Years of ESports Evgeni Chardakov.” SK Gaming
In 2011 Twitch was introduced as medium for gamers to stream their game play live for anyone to watch that had access to the internet
Twitch officially launched in 2011 as a streaming service for gamers to broadcast their gaming to others gamers as viewers.
Twitch quickly became the biggest online way to view Esports and competitive gaming and in the next few years after launch the company raised millions of dollars for investors to further grow the platform in size and functions.
In few short years Twitch's vaule had grown greatly with it ability to reach out larger audinces displaying Esports and online gaming. Amazon purchased Twitch
in 2014 for just under a billon dollars at 970 million. Amazon's acquisition of Twitch has greatly impacted the cometive gaming idustry by growing the platform immensely with the finetuning and inovation the platform has been able to adabt.
Ninja is a streamer that started off playing in Esport competitions and in 2017 he began to increase in popularity very quickly of extreme skill in the popular video game Fortnite. Tyler Blevins (Ninja) became so popular that broke view count records when live streaming with the pop star Drake and Travis Scott. Ninja's impact that he made through Twitch greatly impacted the Esports community bringing huge audiences to Fortnite's multi-million dollar competitions.
Bellan, Rebecca. “Is 2020 The Year Of Twitch?” Forbes, Forbes Magazine, 23 Mar. 2020,
.“Ninja [Richard Tyler Blevins ] Biography, Net Worth.” Celeb Hungry, 21 May 2020,
Esports have not always been mainstream topic to cause conservations and have impact in a society that follows norms of focusing on traditional sports, But in recent times esports have made large jumps into becoming an ordinary staple for the entertainment industry
In 2013 some colleges in the United States began to award college students with athletic scholarships to the students who are consider varsity esport athlete at these schools.
Often times esport events can occur over seas and teams and players can have difficulties getting into other countries. But in 2013 the United States government came to a decision to recognize esport player as pro athletes. This was extremely important for the esport industry because it made drastically simpler for US tournaments to host foreign players.
The Staples Center is a very popular arena found in downtown Los Angels that is the home of the two NBA teams (Lakers and Clippers) and hosts many different events. In 2014 League of Legends held a world championship at the arena and sold out all 15000 available seats in the arena and had even more online viewers for this event
Tassi, Paul. “The U.S. Now Recognizes ESports Players As Professional Athletes.” Forbes, Forbes Magazine, 15 July 2013.
Spurlin/VENN, Brittany, and Nexstar Media Wire. “Gaming Scholarships?: 10 Universities, Including One in Ohio, Offer Them.” Fox 8 Cleveland WJW, Fox 8 Cleveland WJW, 15 May 2021,
Esports have become a billion dollar industry and experts only expect it to grow. Esports is growing so rapidly because of the popular games that are being released as well as older games continuing to explode in popularity.
In 2015 a company opened a dedicated esport arena that was specifically designed for esport events and viewing. The location is found within Santa Ana California. This arena has hosted both amateur and pro events
Fortnite is an extremely popular video game that was released in 2017 and has great impact on the Esports Industry. Fortnite blew past numbers out of the water with crazy high prize pools awarding over 100 million dollars in prize money in 2018. The release of Fortnite is an example of how the release of one video game can greatly shift the esport and gaming industry.
Esports and competitive gaming has been around for little bit time but the truth is that it has really just begun and it taking off with lots of speed. There many popular video games that are attracting more and more people every day. Esports may not be everyone's favorite thing but they are going to very big part of the future.
Muhammad, Zia. “The Surprisingly Long History of ESports.” Digital Information World, 17 Mar. 2020.
“The Rise of Esports.” Preceden.