Esports: Next Generation Of Athlete Culture

2399 words - 10 pages

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 new generation of athlete culture; video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities.
The birth of Esports can contribute most of its discovery to its original roots from the 19th century era (Bellis). To understand the next generation of athlete culture, Esports, it is necessary for individuals to understand the beginnings of the newly bred activity. During the 19th century era video games were often overlooked due to its funky nature, however, the introduction of new technology that allowed individuals to manipulate and control objects was appealing to some (Bellis). One of the very first video games to have been developed was a simple graphical computer application used to resemble virtual Tic-Tac-Toe (Bellis). Although the game was simple in nature and basic in control, it was one of the first few innovative designs that would eventually lead to establishment of other well known video games (Bellis). In 1958, William Higinbotham’s creation of the video game “Tennis for Two” shocked communities worldwide and would claim the title of the ‘first’ video game ever (Bellis). It’s intensive yet entertaining style of play had set a framework for other video games. One game, however, found critical appeal amongst many audiences and would serve as a catalyst for the expansion of video games. In 1962, Steve Russel’s “Spacewar” exploded in popularity and recognition (Bellis). As quoted from Mary Bellis in the article Computer and Video Game History, “Spacewar, a Sci-Fi oriented video game, involves two different players to control and battle one another with warring spaceships capable of firing laser photons while also forcing the players to outskill and outmaneuver one another in order to win”. The ability and option to play against another human player was revolutionizing as players could now best against each other in a display of true skill. In addition, the popularity for Spacewar only expanded in the coming years. Another quote from Mary Bellis easily expresses the popularity of the video...

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