A dazzling evolution of modern discipline … and profitable

story – The Paris-Bercy Accor Arena hosted the TrackMania Cup on Sunday, and Emmanuel Macron welcomed French esports players last week, but the field continues to grow in France.

Less than 800 days after the 2024 Olympics in Paris, the coronation of eSports as a field of Olympics remains a mystery. This practice continues to grow video games and attract many curious people.

At the beginning of 2020, the International Olympic Committee “Encourage the development of virtual sports and deepen our involvement with the video game community.”

Internationalized niche concept

If there has been a lot of specialization in recent years, the concept itself has existed since 1972, when famous Stanford University students had already held a small gaming competition in the university’s computer room. Space war Earn an annual subscription to The Rolling Stones Magazine.

The real boom in the video game industry began in 1978 with the release of myths. Space Invaders Developed by Tato, the first arcade game to showcase the beginnings of esports, including major national competitions, precise rules, detailed tactics, and importance to dexterity.

In the United States, qualifications are organized at the regional level to win tickets for the National Grand Final, as was the case when Atari hosted its first official esports tournament in 1980. Space Invader Tournament Rebecca Heineman (future designer and programmer), who brought together more than 10,000 American players, won the championship.

The rest of the 80’s was characterized by media coverage of video games and their competition by several means, shining a global spotlight on this growing sector. The last decade is first characterized by a desire to increase the influence of practices in the United States.

In 1981, Walter Day founded the Twin Galaxies organization. The organization lists records that are broken in various arcade video games. In 1983, he also set up a national video game team in the United States to travel the United States on a bus and challenge the best players in the country at an arcade terminal, promoting video games on local radio and conferences.

Guinness World Records hosted the Video Game Masters Tournament in 1983 to provide a record page about the world of games in the 1984 edition of the GWR Book.magazine life When time Start writing some articles about these players and these competitions. Therefore, the expansion will accelerate and reach the television in the video game “Starcade”. The principle of video game competition begins to affect all media and channels.

Predominant license at the heart of development

After 10 years of development, the 90’s has reached a period of diversification. The appearance of the Japanese giant Nintendo in the organization of the official convention was the first turning point in history.

In 1990, the Nintendo World Championships were held in 30 American cities and the Grand Finale was held at Universal Studios Hollywood. The contest at the NES console was divided into three age categories and was held in several rounds of regional qualifying before the Grand Finale in December.

NWC is played under three major licenses from Japanese companies and is immediately focused on esports. Super Mario Bros., Rad Racer When Tetris. At the end of the day, the pretty high prize money of the time, about $ 10,000.

Following the success of this first tournament, Nintendo did it again in a larger edition in 1994: Nintendo PowerFest ’94 was organized with their new Super NES console.The game of the program Super Mario Brothers, Super Mario Kart When Ken Griffey Jr. presents ML baseball.

The rules of the competition are more complete with the calculation of specific points. The winner’s prize was $ 300,000, much higher than last time. More than 132 players participated in the Grand Finals in California.

At the end of the 90’s, games were more established than ever in society. With more specialized programs, pubs on this subject are everywhere, competition has opened up in other countries around the world. It is the internationalization of the phenomenon.

Macron and French esports actor in Elysee. JULIAN DE ROSA / AFP

Appearance of official structure

At the dawn of the new millennium, the world of esports is beginning to expand. From this point of view, the first formal structure was born with the aim of not only assembling the practice, but also continuing to develop it to specialize it.

The Cyberathlete Professional League (CPL) was founded in 1997 and held professional tournaments for individuals and teams until it ended in 2008 with the most popular licenses of the time. Warcraft, Counter Strike When Starcraft..

In 2000, a European organization was born under the name of the German Electronic Sports League (ESL). It was born in 1997 under the name of Deutsche Clanliga. It is one of the largest leagues in the world specializing in esports.

With the rise of one-on-one fighting games like Street Fighter Where Super Smash Bros., The Evolution Championship Series (EVO) was created in 2002 and is still responsible for hosting all competitions related to these combat licenses.

Other more or less large organizations continue to participate in professional frameworks such as annual conventions such as the Major League Gaming (MLG) and the eSports World Convention (ESWC). Therefore, its purpose is to use the framework to increase the likelihood of practice.

Clubs, teams, federations for explosions

In the 2000s, other factors strengthened the awareness of this global expert. The emergence of structured teams around the world, powerful professional gaming organizations such as Vitality, G2, Origin, Fnatic, Rogue, GamersOrigin, and even SK led by a staffed front office players, employees, physiotherapists, preparations Of people, offices, sponsors.

In addition, in recent years, sports video games (FIFA andt NBA 2K Especially), the sports team has decided to launch an esports branch such as Paris Saint-Germain, Manchester City, Schalke 04, as well as the NBA and F1 teams.

Today, like FIFA in football, esports has its own federation, which was established in 2008. The International Esports Federation (leSF) defines, recognizes and develops the feasibility of practice as a sport.

Internet as a shift lever

In the 2010s, esports was able to leverage the strengths of the web to become a permanent part of society. VOD platforms such as YouTube and Twitch are the best channels for broadcast competitions and events centered around today’s strong licenses.Explosion Rocket League, of Fortnite Or of smile Opened the door to a larger audience.

The creation of Web TV and specialized sites such as Deexerto, MGG (formerly MilleniumTV), NetGaming, and EclypsiaTV has made it possible to increase game streaming and indirectly democratize and develop esports.

A significant increase in the average number of spectators in front of a professional game tournament will increase loyalty to interest and thus create sponsors and advertisements that will increase rewards in excess of $ millions at a particular tournament.

TrackMania Cup, May 2022 at Bercy. DIANE FALCONER / AFP

Esports has a formal organization, an organized team, a broadcasting platform, sponsors, loyal fans, and above all, in a growing media environment that costs a lot of money.

As with many sports, you need dexterity, patience, accuracy, contemplation, and team coordination, remembering your daily training and rigorous rhythms of life.

For all these reasons, the IOC was able to recognize esports as a real sport. The next step is probably to meet players in the field to participate in future editions of the Olympic Games in Los Angeles in 2028 …