E-sports (also known as e-sports, e-sports, or e-sports) is a form of competition that uses electronic games.E-sports usually takes the form of organized multiplayer video game competitions, especially among professional players, whether they are individuals or teams.Although organized competitions have long been part of the video game culture, these competitions were mainly played among amateurs until the late 2000s, when the participation of professional gamers and the number of people watching these events through live broadcasts surged. By the 2010s, e-sports became an important factor in the video game industry, and many game developers actively designed and provided funds for tournaments and other events.
The most common types of video games related to e-sports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, solitaire, battle royale, and real-time strategy (RTS) games.Popular e-sports franchises include League of Legends, Dota, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros, and StarCraft.Championships such as the League of Legends World Championship, Dota 2 International Championship, Fighting Game-specific Evolution Championship Series (EVO), and Intel Extreme Masters are the most popular events in e-sports.Many other games use a series of leagues that sponsor teams, such as the Overwatch League.Although the legitimacy of e-sports as a real sporting event is still in doubt, in some transnational events in Asia, they keep pace with traditional sports.
By the late 2010s, it is estimated that the total audience of e-sports will increase to 454 million viewers, and revenue will increase to more than 1 billion U.S. dollars. The increasing popularity of online streaming platforms (especially YouTube and Twitch) has become the core of e-sports. Development and promotion of e-sports competitions. Although the audience consists of approximately 85% of men and 15% of women, and most of the audience is between 18 and 34 years old, female gamers are also engaged in professional games.The popularity and recognition of e-sports first occurred in Asia, with significant growth in China and South Korea. The latter began to obtain professional player licenses in 2000. Although the video game industry is huge, Japan’s e-sports is relatively underdeveloped.This is mainly due to its extensive anti-gambling laws prohibiting paid professional gaming tournaments.  Outside of Asia, e-sports are also very popular in Europe and the Americas, and regional and international events are held in these regions.