It may be surprising to some as to how big the esports industry has grown over the last several decades. Competitive gaming now boasts a fan base that holds its own against traditional sports like professional basketball and professional baseball. Total esports revenue is projected to reach $1.6 billion in total revenue per year by 2021. Here’s a quick timeline of the evolution and growth of the esports industry:
1958: “Tennis for Two” was a video game that gave two players the chance to use joysticks to hit the ball over an onscreen net.
1972: Standford students participated in a tournament for a game called Spacewar. The grand prize for the winner was a year’s subscription for the Rolling Stone magazine.
1980: Eight years after the Spacewar tournament, Atari hosted a Space Invaders Championship with more than 10,000 competitors. This larger scale tournament made video game competition more mainstream.
1983: The record-keeping organization, Twin Galaxies, was founded by Walter Day to track the scores of the best gamers around the world. It also led to the birth of the U.S. National Video Game Team which helped boost the popularity of competitive gaming.
1988: Credited by Wired Magazine as the first online sports game, Netrek made it possible for as many as 16 players to compete. The game was created mostly using cross-platform open-source software.
1990: At the start of the 90s, Nintendo launched the Nintendo World Championships which brought together the greatest Nintendo gamers. This tournament made its way across the USA and ended in California.
1996: Evolution Championship Series (EVO) esports tournament came to life in the mid-90s thanks to the popularity of Marvel vs. Capcom and Street Fighter.
The Late 90s: Before the start of the new millennium, PC gaming made large strides in growing popularity thanks to better internet connectivity around the world. Counter-Strike and Warcraft were among the games to spread as the competition level improved.
2000s: Gaming became more popular in Asia thanks to its increasing accessibility as a result of internet cafes spreading through countries like South Korea.
2006: The FUN Technologies Worldwide Webgames championship had a pool of 71 competitors with a grand prize of $1 million.
2010: With more than 400,000 participants in its Wii Games Summer 2010, Nintendo was responsible for one of the biggest tournaments in the history of gaming.
2011: Twitch came into existence in 2011 serving as a streaming platform for professional gamers and gaming tournaments. Twitch users watched approximately 12 billion minutes of video in 2013.
2013: The Staples Center served as the location of the Season 3 League of Legends World Championship. Tickets were completely sold out for the event.
2017: Filipino esports athletes started receiving athletic licenses by the Games and Amusements Board of the Philippines further increasing the legitimacy of professional gaming.
2019: Fortnite’s World Cup tournament started with 40 million players vying for 1 of 200 spots. The winner was a 16-year-old gamer, Kyle Giersdorf aka Bugha, who came out on top with $3 million.
2019: Kronoverse launches with a focus on improving the esports industry with the power of Bitcoin SV. Kronoverse facilitates native cash tournaments while providing better game integrity, true item ownership, a wider variety of games, and transparent network analytics.
Are you wanting to join the esports community if you aren’t already a part of it? If your answer is yes, join us at https://community.kronoverse.io/!