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E-Sports Genesis was made with the goal to start a brand new “beginning” of what is known today as Competitive E-Sports. Our sincere goal would be to produce a long-lasting community built around the fundamental ideals of fairness, good sportsmanship, and professionalism. Competitive gaming ought to be a very important part of the online gaming industry and that we realize the communities and players that support these games and organizations are just as important, if not more important than the organization itself

Please come along at ESG and help us create the next best destination in competitive E-Sports! Our #1 goal would be to place you, players, first within our journey towards pushing E-Sports forward to a brand new generation of gaming. We thanks in advance for the support and I hope we are able to deliver to your expectations. Keep checking in to our social networking for updates on the progress and launch plans. Thanks!

Concerning the term Esports,

Electronic sports (eSports) comprises the competitive play of game titles. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most common video game genres associated with electronic sports are real-time strategy (RTS), fighting, first-person shooter (FPS), massively-multiplayer online (MMOG), and racing. Games are played competitively at amateur, semi-professional and professional levels, and some games have organized competition in the form of leagues and tournaments. Events such as Major League Gaming (MLG), Global Starcraft II League (GSL), World Cyber Games (WCG), Dreamhack, and Intel Extreme Masters provide both real-time casting of streamed games, and funds prizes to the winners.

First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all across the globe with hot spots in The united states and Europe, there are a few dozen professional teams that gather at just as numerous tournaments all around the world every year. Without a uniting body in competitive gaming many of these claim to be the game's "World Championship" tournament. While not one of them stand out enough to warrant this claim, six tournament finals are usually identified as being the "biggest". The six "Major tournaments" are listed below and are led by WCG (World Cyber Games) and the CPL (Cyberathlete Professional League). Teams could be observed playing professionally in leagues such as, CEVO, ESEA League, ESL, yet others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

Gaming League

Halo Halo - Tactical Team FPS (Xbox) The Halo series has a large effect on the nation's professional scene in the United States of America. See Major League Gaming to learn more. It has also been picked up in Europe, with the European Gaming League hosting their first event at the end of July 2010 in Liverpool attracting 30 of Europe's biggest teams. Australia also have started their very own leagues with the Australian Cyber League hosting their Pro Circuit with tournaments in a number of major cities around australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there are a dozen professional players signed to a few professional teams along with a number of players marketing themselves through other means. As of 2008, Quake 4 has fallen from favor in competition for the previous game in the series Quake III Arena. Four "world championships" took place using Quake 4 in the 2006 season. Most notable are those from the Electronic Sports World Cup and also the World Number of Video Games because the game had a top tier status with these organizations, the sport had the tiniest status of games played at the World Cyber Games and KODE5. So far only the Electronic Sports World Cup has announced that they will be using Quake 4 again. It is generally expected the World series of Game titles will do the same and it is also seen as an potential candidate for any top status game in the World Cyber Games.

Player contracts and professional electronic sports titles

There are a variety of titles that support an expert gaming scene. Commonly, companies will use e-sports as a marketing outlet for their games, and also the prizes awarded are occasionally enough to support players who compete for a living. In such cases, hundreds, thousands as well as millions of dollars in prize money are ended up every year for competitors in these titles. For many games, sponsorship extends well beyond the creators from the game being played, and companies for example Intel support competition despite not involved in the game titles titles themselves.

Typically the most popular tournaments are those run through the World Cyber Games, the World e-Sports Games, and also the Electronic Sports World Cup. The prize money of these events is mainly supplied by the big technology corporations who sponsor the events; these companies also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and sometimes free hardware specific to that company.

Although sponsorships have evolved over the years, and oftentimes only sponsoring one gamer in a time-the first all-inclusive team sponsorship was handed to Team Abuse in June 2000. Team Abuse was a well-respected Quake II team led by Doug 'Citizen' Suttles along with a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of the grass roots event called Lansanity in Portland, OR Team Abuse was offered an entire sponsorship, setting precedence for a lot of gamers in the future. The Speakeasy sponsorship included a fully leased gaming studio in Lake Oswego, OR with a Speakeasy.net T1 connection. Additionally Team Abuse was delivered to many CPL events, Quake Invitational League events, hosted Lansanity 2, as well as found itself sending Marc 'pureluck' Naujock to the XSI Invitational in London included in the Top ten USA players vs the Top 10 European players tournament. Speakeasy paved the way in which for fully immersive corporate marketing sponsorship for professional gaming by applying merchandising, PR, grass root events, and a serious interest in the gaming community.

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