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E-Sports Genesis was made with the goal to begin a new “beginning” of what is known today as Competitive E-Sports. Our sincere goal is to create a long-lasting community built on the fundamental ideals of fairness, good sportsmanship, and professionalism. Competitive gaming ought to 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 important, if not more important than the organization itself

Please join us at ESG and help us produce the next best destination in competitive E-Sports! Our #1 goal is to put you, players, first in our journey towards pushing E-Sports forward to a new generation of gaming. We thanks ahead of time for that support and I hope we can ship to your expectations. Keep checking back in to our social networking for updates around 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 video game 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, plus some games have organized competition as leagues and tournaments. Events for example 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 The united states and Europe, there are some 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 not one of them stick out enough to warrant this claim, six tournament finals are usually identified as being the "biggest". The six "Major tournaments" are highlighted below and 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 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, using the European Gaming League hosting their first event after 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 a number of major cities around australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) Played professionally in western society, there are a dozen professional players signed to a few professional teams and a quantity of players marketing themselves through other means. As of 2008, Quake 4 has fallen out of favor competing for the previous game within the series Quake III Arena. Four "world championships" happened using Quake 4 in the 2006 season. Most notable are those from the Electronic Sports World Cup and also the World Number of Game titles because the game were built with a top tier status with one of these organizations, the game had the smallest status of games played in the World Cyber Games and KODE5. To date only the Electronic Sports World Cup has announced that they will be utilising Quake 4 again. It is generally expected the World series of Video Games is going to do exactly the same and it is also seen as an potential candidate for a top status game in 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 will use e-sports like a marketing outlet for his or her games, and the prizes awarded are occasionally enough to support players who compete for a living. In such cases, hundreds, thousands and even huge amount of money in prize money are turned out every year for competitors in these titles. For some games, sponsorship extends well beyond the creators of the game being played, and firms such as Intel support competition despite not being active in the video games titles themselves.

Typically the most popular tournaments are the ones run through 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 big technology corporations who sponsor the events; these companies also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and often free hardware specific to that particular company.

Although sponsorships have evolved through the years, and oftentimes only sponsoring one gamer in 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 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 a complete sponsorship, setting precedence for a lot of 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, 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 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 curiosity about the gaming community.