Skip to main content

What Is Esports? The Past, Present, and Future of Competitive Gaming

  • Chapter
  • First Online:
Handbook of Esports Medicine

Abstract

In 1958, hundreds of students lined up for an analog computer at the Brookhaven National Laboratory. Over the next three days, thousands would play the world’s first-ever game designed for entertainment purposes only, Tennis for Two.

Since then, video games have exponentially evolved from their basement laboratory ancestral roots. Competitions, originally begun as a friendly split-screen match between friends or a quest for an arcade high score, have followed a similar growth trajectory. Competitive video gaming, known as esports, has exploded in popularity in recent years. With over 450 million viewers worldwide and almost $1 billion in revenue in 2020, esports is not a fad, but rather a technological and cultural phenomenon. To remain competitive in this popular and sometimes lucrative field, gamers often practice upwards of 12 hours a day, performing anywhere from 400–600 actions per minute. As such, they are susceptible to a unique set of injuries from these complex movements, extended screen time, and sedentary tendencies. This population needs motivated and educated healthcare providers familiar with their lifestyle to effectively prevent, diagnose, and treat relevant medical conditions.

This chapter will impart the fundamental basics of esports necessary to understand the terminology and culture of competitive video gaming.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Newzoo. Global esports market report. 2019. https://resources.newzoo.com/hubfs/2019_Free_Global_Esports_Market_Report.pdf?utm_campaign=Esports%20Market%20Report. Accessed 7 Jan 2020.

  2. Kent S. The ultimate history of video games. New York: Random House International; 2002.

    Google Scholar 

  3. Hilgers J. Esports games tiers. 2017. https://esportsobserver.com/esports-games-tiers. Accessed 7 Jan 2020.

  4. Colzato LS, van Leeuwen PJ, van den Wildenberg WP, Hommel B. DOOM’d to switch: superior cognitive flexibility in players of first person shooter games. Front Psychol. 2010;1:8. https://doi.org/10.3389/fpsyg.2010.00008.

    Article  PubMed  PubMed Central  Google Scholar 

  5. Fillari A. Battle royale games explained: Fortnite, PUBG, and what could be the next big hit. 2019. https://www.gamespot.com/articles/battle-royale-games-explained-fortnite-pubg-and-wh/1100-6459225/. Accessed 7 Jan 2020.

  6. Seiner J. What’s overwatch? Why is it on ESPN? 8 things to know about competitive gaming. 2018. https://www.chicagotribune.com/sports/breaking/ct-spt-overwatch-league-esports-espn-20180726-story.html. Accessed 7 Jan 2020.

  7. Chaloner P, Sillis B. This is esports (and how to spell it). London: Bloomsbury Sport; 2020.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lindsey Migliore .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. In: Migliore, L., McGee, C., Moore, M.N. (eds) Handbook of Esports Medicine. Springer, Cham. https://doi.org/10.1007/978-3-030-73610-1_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-73610-1_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-73609-5

  • Online ISBN: 978-3-030-73610-1

  • eBook Packages: MedicineMedicine (R0)

Publish with us

Policies and ethics