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E-Sports Genesis was created using the goal to begin a brand new “beginning” of what's known today as Competitive E-Sports. Our sincere goal is to produce a long-lasting community built on the fundamental beliefs in fairness, good sportsmanship, and professionalism. Competitive gaming should be an essential area of the on the internet industry and that we realize the communities and players that support these games and organizations are simply as vital, if not 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 is to place you, the players, first in our journey towards pushing E-Sports toward a brand new generation of gaming. We thank you in advance for the support and that i hope we can deliver 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 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 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 cash 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 locations in The united states 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 claim to be the game's "World Championship" tournament. While none of them stick out enough to warrant this claim, six tournament finals are usually recognized as being the "biggest". The six "Major tournaments" are highlighted below and therefore are led by WCG (World Cyber Games) and also the CPL (Cyberathlete Professional League). Teams could be observed playing professionally in leagues such as, CEVO, ESEA League, ESL, and 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 includes a large impact on the national professional scene in the United States of America. See Major League Gaming for more information. It has also 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 also have started their very own leagues using 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 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 that previous game within the series Quake III Arena. Four "world championships" took place using Quake 4 in the 2006 season. Noticably are those from the Electronic Sports World Cup and also the World Series 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. So far only the Electronic Sports World Cup has announced that they'll be using Quake 4 again. It's generally expected that the World number of Video Games is going to do the same which is also seen as a potential candidate for any top status game in the World Cyber Games.

Player contracts and professional electronic sports titles

There are a number of titles that support an expert gaming scene. Commonly, companies will use e-sports as a marketing outlet for their games, and the prizes awarded are occasionally enough to support players who compete as a living. In such instances, hundreds, thousands and even millions of dollars in prize money are turned out every year for competitors in these titles. For some games, sponsorship extends well past the creators from the game being played, and firms such as Intel support competition despite not being active in the video games titles themselves.

The most popular tournaments are those run through the World Cyber Games, the World e-Sports Games, and the Electronic Sports World Cup. The prize money for 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 often 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 given 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 to come. 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, and also found itself sending Marc 'pureluck' Naujock towards the XSI Invitational in London included in the Top 10 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, and a serious interest in the gaming community.