User:Dbzruler72/sandbox

Electronic sports (abbreviated eSports) is the competitive play of video games{cn=definition} which aims to {use, maintain, or improve mental ability} and provide entertainment to viewers.{cn} Synonymous terms include professional gaming, competitive gaming, and cybersports.{cn=source}  Though many video games exist that may be played casually, few are played at a professional level.{cn}  Professional players generally rely on metagaming to exercise decision making either as individuals or in teams.{cn}  Participation typically requires the use of a computer or video game console with peripherals such as a monitor, mouse, keyboard, or game controller.

Though eSports does not currently have a concerted(?) definition, it is generally recognized as activities that are based in mental ? and, in some cases, physical dexterity, though major sport competitions such as the Olympic Games and other organizations such as the Council of Europe do not currently recognize eSports.{cn} It is yet to be decided whether eSports will be classified as a mind sport by organizations such as the Association of IOC Recognised International Sports Federations and SportAccord.{cn}

Video games employ widely diverse rules that are programmed into the game and, unlike sports, typically do not require human oversight or regulation.{cn} The rules serve to ensure fair competition without necessitating regulation from referees or decisions by adjudicators such as judges.{cn}

Electronic sports events are a source of entertainment for non-participants, with major competitions drawing large crowds to venues and reaching wider audiences through streaming and, more uncommonly, television broadcasting. Professional competitions are typically held at major multi-game competitions and LAN festivals such as DreamHack, Electronic Sports World Cup, Intel Extreme Masters, and World Cyber Games or at tournaments dedicated to a particular game or genre such as Evolution Championship Series, Global Starcraft II League, The International, and QuakeCon. Aspiring professional gamers may also take part in amateur competitions such as the Cyberathlete Amateur League.

Etymology
The abbreviation "eSports" is a portmanteau of electronic and sports, where electronic refers to the mediums of activity on computers and consoles. The first sighting of the term occurred in 1999, when the Online Gamers Association was launched alongside the failed attempt of the UK Professional Computer Gaming Championship to convince the English Sports Council to recognize competitive competitive gaming as a sport. The term "sports game" continues further back to {year} when Wired Magazine described the first team Internet game.

Definition
The precise definition of what separates electronic sports from sport or casual play is hotly debated{cn} and does not have a universally agreed definition.{cn} Some describe it simply as competitive play{cn}{cn}{cn} whereas it has also been characterized as "when competitive play develops a spectatorship awareness." Some question whether electronic sports is indeed qualified as sport and have criticized the term for its implication as a form of sport.{cn}{cn}{cn}{cn}

Nomenclature
Remove? Revise my current knowledge of this section Professional gamer (progamer), professional player

History
Name sections procedurally (e.g., rise of _, transition into _)

Media coverage
Television

Sportsmanship
GG

Spectator involvement
Barcraft

Genre
(order by history)

Real-time strategy
C&C

Starcraft
Team houses

Health
Wrist surgery, neck problems, back problems, no insurance, RSI, reaction time, retire around 30

Subsistence
Relatively sparse money

Game lifespan
Exempli gratia: Starcraft -> SCII Dota -> Dota II Quake 3 -> Quake Live CS -> CS:GO

Technology
Latency, LAN, banned peripherals

Professional leagues and competitions
Differentiate between premier, major, and online (e.g., daily/weekly cups)