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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 is to produce a long-lasting community built on the fundamental ideals of fairness, good sportsmanship, and professionalism. Competitive gaming should be a very important area of the online gaming industry and that we realize the communities and players that support these games and organizations are just as important, or even more important compared to 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, the players, first within our journey towards pushing E-Sports toward a new generation of gaming. We thank you in advance for the support and that i hope we can deliver to your expectations. Keep checking back in to our social networking for updates around the progress and launch plans. Thanks!

About the term Esports,

Electronic sports (eSports) comprises the competitive play of video games. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most typical gaming genres related to 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 around the world with hot spots in The united states and Europe, there are some dozen professional teams that gather just as many tournaments all across the globe each year. With no uniting body in competitive gaming a number of these tell you they are the game's "World Championship" tournament. While none of them stick out enough to warrant this claim, six tournament finals are generally identified as being the "biggest". The six "Major tournaments" are highlighted below and are led by WCG (World Cyber Games) and the CPL (Cyberathlete Professional League). Teams can be observed playing professionally in leagues for example, CEVO, ESEA League, ESL, and others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

esports

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

Player contracts and professional electronic sports titles

There are a number of titles that support a professional gaming scene. Commonly, companies will use e-sports like a marketing outlet for his or her games, and also the prizes awarded are occasionally enough to aid players who compete for a living. In such cases, hundreds, thousands as well as millions of dollars in prize money are turned out each year for competitors during these titles. For some games, sponsorship extends well past the creators of the game being played, and companies for example Intel support competition despite not active in the video games titles themselves.

The most popular tournaments are those run by the World Cyber Games, the planet e-Sports Games, and the Electronic Sports World Cup. The prize money of these events is mainly supplied by the large technology corporations who sponsor the events; these companies also often 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 at 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 and 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 a complete sponsorship, setting precedence for many gamers to come. The Speakeasy sponsorship included a completely 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, and also found itself sending Marc 'pureluck' Naujock towards the XSI Invitational in London as part of 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.