Cybersport is a popular social phenomenon and an officially recognized sport of computer video games. Competitions in cybersports take place in virtual space using computer technology in individual or team format.
Simply put, these are professional and amateur computer game competitions. Cybersport is also called computer sport, or e-sport, i.e. electronic sport.
When & How Cybersports Emerged?
In 1958, the first multiplayer video game with a graphical interface, Tennis for two, was released.
American physicist William Higinbotham of Brookhaven National Laboratory made it to entertain lab visitors at an open house.
The game didn’t keep score; players simply threw the “point” – the ball over the net – with the remote control. But the first step towards cyber sports has been taken.
In 1972, the American company Atari released the first Pong slot machine based on this game. Their machines already had a rating – a total scoring system. The player who scored the most points – setting a record – won the game.
In the same year, the Artificial Intelligence Laboratory at Stanford University (USA) hosted a public cybersports tournament for the game Spacewar. Two players used game controllers to control their spaceship, trying to destroy the opponent’s ship. The tournament included single scoring and team modes. The scoring was going on vigorously.
The winner received a year’s subscription to Rolling Stone magazine. Free beer was poured for all participants. Therefore, students and even university professors came running to play. This competition is generally considered to be the beginning of cybersports.
Slot machines were such a success in America that until the mid-1980s, they were placed everywhere from movie theaters to hospitals to funeral homes.
The arcade era came to an end when Atari and other firms released commercial game consoles with two consoles. Now people could play at home, and they immediately began to compete.
The advent of the first local computer networks opened up the possibility of networked gaming.
Gamers quickly realized that by networking two computers together, they could play with each other.
Cybersport Disciplines
Disciplines in cybersports are computer games, but not every game is cybersporting. She must have: –
Simultaneous game mode for several players (multiplayer)
Levels of confrontation between participants (game balance)
Clear understanding of who won
Broadcasting the gameplay on the Internet
The most popular cyber sports disciplines: –
Dota 2, League of Legends (battle arena)
Hearthstone Battlegrounds, Tetris (competitive puzzle game)
FIFA 21 (sports simulator)
Starcraft II, Warcraft (real-time strategy)
Warface, World of Tanks (tactical three-dimensional combat)
Need for Speed, World of Warplanes (technical simulator)
Mortal Kombat (fighting)
Key Skills of a Cyber Athlete
Computer games are contests of reaction speed, marksmanship. They require from the player the ability to plan his actions for several moves ahead and soberly assess the risks.
Basic requirements for cybersports: –
Stress Tolerance
High Reaction Time
Advanced Motor Skills
High Intelligence
The Ability to Make Quick Decisions
A Tenacious Memory
Teamwork Skills (for Team Competitions)
Fluent Orientation in Space
Analytical Thinking
Creativity
Reaction speed is key in cyber sports. Therefore, not only knowledge, but also good physical shape is needed to compete in virtual space.
Cybersports Now
Modern cybersports is big business. It has all its key attributes: its own celebrities, records, and a billion-dollar industry.
The industry is organized quite transparently. Sponsors have tournaments. The main task of the teams is to win the prize money. This money is distributed to all participants or awarded to participants who have performed well in a particular discipline.
The Olympics are seen as a potential way to legitimize cybersports.
Cybersports competitions are held on a regular basis. There are official and unofficial (among schoolchildren and students) tournaments in cyber sports disciplines.
The difference is that official events have sponsors (influential companies and brands), a solid prize pool and history. At an unofficial event, the prize pool may be made up of fees paid by players to participate in the tournament.
The Future of Cybersport
There has been ongoing debate about whether cybersport should be included in the Olympics. While traditionalists argue that esports lack physicality, proponents point out the skill, strategy, and global following that cybersport commands. Several major sporting organizations are beginning to embrace esports, hinting at a possible future inclusion.
The future of cybersport is closely tied to advancements in gaming technology. Improvements in internet speed, gaming hardware, and software will continue to enhance the cybersport experience for both players and fans.
As VR and AR technologies evolve, they may play a more significant role in cybersport. VR could allow for more immersive competition experiences, while AR could enhance the viewing experience by overlaying real-time stats and information during live matches.
Conclusion
Cybersport is more than just competitive gaming; it’s a global phenomenon that has redefined modern entertainment. With millions of fans, massive prize pools, and rapidly growing careers, cybersport is shaping the future of both gaming and sports culture. As technology advances, we can expect cybersport to continue evolving, attracting even more attention and investment worldwide.