E-SPORTS
INTRODUCTION
•E-Sports means electronic gaming.
•A form of competition using video games.
•Most commonly E-Sports take the form of
organized multi-players video game
competition particularly between professional
players.
BACKGROUND OF E-SPORTS
• E-Sports was developed in ERA(1972-1989).
• First championship of E-Sports was held in 1981 in United
States and 10,000 Participants participated in this
championship.
• In 2013 it Was estimated that approximately 71.5 million
people world wide watched E-Sports.
• Majorly gaming has reported viewership that is
approximately 85% male and 15% female, with majority of
viewer between ages 18 & 34.
E-SPORTS WORLD CHAMPIONSHIP 2016
BENEFITS / ADVANTAGES
• Video games have been proven to raise self-esteem and build confidence.
• It gives people an opportunity to do things that they cannot do offline, and
to discover new things about themselves.
• There is a social aspect to gaming as well – research has shown that a third
of video game players make good friends online.
• video games are also considered to be therapeutic as it helps to relieve
stress.
• Video games studies have been shown to negatively effect a players health
and mental state, while positive effects can be overlooked.
IT Would Wonder You That 35% of Participants In E-Sports
Championships. Are under 18.That is Mass Advantage.
OBJECTIONS / DISADVANTAGES
• Players tend to play more because of
the enjoyment, in result, it will isolate you
from your family and friends for many
hours.
• If you got addicted, it will take awful
hours of just playing. You will never
realize that you are wasting your time
playing instead spending it doing
more productive things.
CONTINUED…
• Online games don’t need
physical activities and that will
make you unhealthy. Sitting for
hours, playing in front of the
computer will make your body
weak.
• It will expose you to
violent scenarios. There
are games that have
violent themes such as
killing, war, and crimes.
CONCLUSION
The basic mentioning of computer gaming (E-sport) as a form of
sports is insurgent, according to public health and media discussion
. As a matter of fact, the two practices are considered to be
oppositional. Sports are often regarded as a honor, whereas
computer gaming is looked upon as a vice. In this light, the basic
aim of this essay is to discuss and analyze the ‘sporting qualities’ of
competitive computer gaming in relation to the definition of sport.
The reasoning will also prediction the future of competitive
computer gaming. How might this new form of ‘sport’ develop and
what impact will it have on future sports in general, We answer the
question by presenting three possible futuristic scenarios.
FINANCIAL CONCLUSION
QUERY
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  • 1.
  • 2.
    INTRODUCTION •E-Sports means electronicgaming. •A form of competition using video games. •Most commonly E-Sports take the form of organized multi-players video game competition particularly between professional players.
  • 3.
    BACKGROUND OF E-SPORTS •E-Sports was developed in ERA(1972-1989). • First championship of E-Sports was held in 1981 in United States and 10,000 Participants participated in this championship. • In 2013 it Was estimated that approximately 71.5 million people world wide watched E-Sports. • Majorly gaming has reported viewership that is approximately 85% male and 15% female, with majority of viewer between ages 18 & 34.
  • 4.
  • 5.
    BENEFITS / ADVANTAGES •Video games have been proven to raise self-esteem and build confidence. • It gives people an opportunity to do things that they cannot do offline, and to discover new things about themselves. • There is a social aspect to gaming as well – research has shown that a third of video game players make good friends online. • video games are also considered to be therapeutic as it helps to relieve stress. • Video games studies have been shown to negatively effect a players health and mental state, while positive effects can be overlooked.
  • 6.
    IT Would WonderYou That 35% of Participants In E-Sports Championships. Are under 18.That is Mass Advantage.
  • 7.
    OBJECTIONS / DISADVANTAGES •Players tend to play more because of the enjoyment, in result, it will isolate you from your family and friends for many hours. • If you got addicted, it will take awful hours of just playing. You will never realize that you are wasting your time playing instead spending it doing more productive things.
  • 8.
    CONTINUED… • Online gamesdon’t need physical activities and that will make you unhealthy. Sitting for hours, playing in front of the computer will make your body weak. • It will expose you to violent scenarios. There are games that have violent themes such as killing, war, and crimes.
  • 9.
    CONCLUSION The basic mentioningof computer gaming (E-sport) as a form of sports is insurgent, according to public health and media discussion . As a matter of fact, the two practices are considered to be oppositional. Sports are often regarded as a honor, whereas computer gaming is looked upon as a vice. In this light, the basic aim of this essay is to discuss and analyze the ‘sporting qualities’ of competitive computer gaming in relation to the definition of sport. The reasoning will also prediction the future of competitive computer gaming. How might this new form of ‘sport’ develop and what impact will it have on future sports in general, We answer the question by presenting three possible futuristic scenarios.
  • 10.
  • 11.