19 December 2024

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SPORT OR HOBBY?

Cyber-gamers advance and prepare for the Olympic Games

Author:

01.02.2022

The increasing popularity of cybersport around the globe has already attracted many millions of followers. Millions of people watch the rivalry in good-paying cybersport competitions. In many countries, including Azerbaijan, cybersport has already been recognised as a separate type of sport. Gamers fight one-on-one or in teams in virtual space. Simply put it looks like a computer contest, but more serious with its own rules and conditions. At the moment the most popular types of eSports include Counter-Strike: Global Offensive, FIFA, PUBG, League of Legends, and Dota.

 

Statistics

As in a regular sport, the physical fitness of players is also important. Excess weight can prevent quick reactions and decision-making. However, cybersport cannot be compared to weightlifting. Just like in chess, mindset plays a big role here.

Experts estimate that the audience for eSports now reaches more than 250 million people, an indicator that grows by 15-20% annually. Naturally, the earnings of players are also growing. Various branded companies seek to become sponsors of eSports competitions, teams or gamers.

According to analyst group Newzoo, eSports revenues are growing annually. Last year, for example, cybersport organisations worldwide generated a turnover of $700 million. 86% of this amount was spent on advertising, sponsorship agreements and internet broadcasting. The rest came from ticket and product sales for the events.

Even bookmakers are now taking bets on cybersport events. People are showing more interest in the sport than in tennis, golf and rugby by investing in cybersport tournaments.

 

Gaming League Azerbaijan

Gaming League Azerbaijan is a cybersport federation, which has been operating in Azerbaijan since 2019 with a track record of participation in more than 40 championships. Priority objectives of the league are to develop local competitions and to organise sport games of international recognition in Azerbaijan.

According to Adil Mahmudov, head of Gaming League Azerbaijan, interest in virtual competitions in the country is impressive: "Interest in Azerbaijan is greater than we expected. Cybersport is developing at the professional level. In 2021, Gaming League Azerbaijan's Javid Gurbanov signed an official contract for ₼25,000 with GMT Esports - Guardians of the Maiden Tower. It was the first major transfer for Azerbaijan. Just like in a big sport, cybersport also provides opportunities for players to be self-sufficient. Our gamers also take part in international competitions. By the way, Azerbaijani team Guardians of the Maiden Tower won the prestigious cybersport tournament Valorant organised in Portugal. Team GMT Esports won the continental tournament after defeating their Portuguese rivals (VALORANT Circuito de Elite). In the seven-hour final, the Azerbaijani team showed great perseverance and professionalism.”

The federation is currently trying to increase the number of cybersports clubs, Mahmudov said. Last year, a new team, Fireland - Odlar Yurdu, was established. "The more teams the greater the competition. We help the strongest enter the international arena," Mahmudov said. 

 

New horizons

"Despite the negative contribution of the coronavirus pandemic to other types of sports, it opened new avenues for cybersport. We have organised various tournaments on most of the games that can be played distantly. For some people, cybersport is simply an entertainment, when in fact it is a sport that has become a way of life," Mahmudov said.

By the way, cybersport is included in the programme of the 19th Asian Games (2022) as a test event. And the 2021 Summer Olympics in Tokyo began with some athletes competing on computers - cyclists and rowers tested their skills in cybersport as well. It was the first time cybersport was represented at the Olympic Games, albeit outside the competition.

In general, any type of sport to be included in the Olympic programme must satisfy three basic conditions. First, there must be an international federation for that type of sport. The International CyberSport Federation was created in 2008 and is currently working on becoming a member of the International Olympic Committee. Secondly, the sport must be represented by both men and women in 75 and 40 countries in at least four continents, respectively. According to the latest data, cybersport is already spread in 150 countries on six continents. The final important rule is its perception as sport. And cybersport has already established itself as such. The International Journal of Exercise Science has documented changes in gamers' heartbeats during competitions, producing various reactions in humans.

An important point is also the IOC willingness to choose sports that match the current interests of young people. Obviously, the new generation has grown very fond of cybersports. In 2016, 27 million people watched the Rio de Janeiro Olympic Games on NBC. In the same year, 43 million watched the World Cyber Sports Championship on League of Legends.

The IOC is also interested in revenues from the sport. It is expected that in 2022 the worldwide income of cybersport will exceed $1bn. Therefore, cybersport is expected to be included in the Olympic family somewhere in 2028-2030. And by that time, Azerbaijan can already develop quite experienced gamers.



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