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E-Sports Genesis was created with the goal to start a new “beginning” of what is known today as Competitive E-Sports. Our sincere goal would be to produce a long-lasting community built on the fundamental beliefs in fairness, good sportsmanship, and professionalism. Competitive gaming should be an essential part of the on the internet industry and that we realize the communities and players that support these games and organizations are just as important, if not more important compared to organization itself

Please come along at ESG and allow us to produce the next best destination in competitive E-Sports! Our #1 goal would be to put you, players, first in our journey towards pushing E-Sports forward to a new generation of gaming. We thank you ahead of time for that support and I hope we are able to ship to your expectations. Keep checking in to our social media 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 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 as 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 towards 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 North America and Europe, there are a few dozen professional teams that gather just as numerous tournaments all across the globe every year. Without a uniting body in competitive gaming a number of these tell you they are the game's "World Championship" tournament. While none of them stand out enough to warrant this claim, six tournament finals are usually recognized as being the "biggest". The six "Major tournaments" are listed below and therefore are led by WCG (World Cyber Games) and also 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

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Halo Halo - Tactical Team FPS (Xbox) The Halo series includes a large effect on the national professional scene in the United States of America. See Major League Gaming for more information. It has been acquired 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 have also started their own leagues with the Australian Cyber League hosting their Pro Circuit with tournaments in several major cities around australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there's a dozen professional players signed to a few professional teams and a number of players marketing themselves through other means. As of 2008, Quake 4 has fallen from favor competing for that previous game in the series Quake III Arena. Four "world championships" took place using Quake 4 in the 2006 season. Most notable are the ones of the Electronic Sports World Cup and the World Number of Game titles as the game had a top tier status with one of these organizations, the sport had the tiniest status of all games played at the World Cyber Games and KODE5. To date only the Electronic Sports World Cup has announced that they'll be utilising Quake 4 again. It's generally expected that the World number of Video Games will do the same which is also seen as a potential candidate for any top status game at the World Cyber Games.

Player contracts and professional electronic sports titles

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

The most popular tournaments are those run through the World Cyber Games, the planet e-Sports Games, and also the Electronic Sports World Cup. The prize money for these events is mainly provided by the large technology corporations who sponsor the events; these companies also often sponsor eSports teams. A team sponsorship usually includes travel expenses and often 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 and a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of a grass roots event called Lansanity in Portland, OR Team Abuse was offered an entire sponsorship, setting precedence for a lot of gamers to come. The Speakeasy sponsorship included a completely leased gaming studio in Lake Oswego, OR having 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 working in london as part of the Top ten USA players vs the very best 10 European players tournament. Speakeasy paved the way for fully immersive corporate marketing sponsorship for professional gaming by making use of merchandising, PR, grass root events, along with a serious curiosity about the gaming community.