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		<id>https://pm.haifa.ac.il/index.php?title=ByrumHardy205&amp;diff=56788&amp;oldid=prev</id>
		<title>ByrumHardy205:&amp;#32;Created page with 'E-Sports Genesis was created with the goal to begin a new “beginning” of what's known today as Competitive E-Sports. Our sincere goal is to produce a long-lasting community b…'</title>
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				<updated>2012-06-19T06:56:45Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;E-Sports Genesis was created with the goal to begin a new “beginning” of what&amp;#39;s known today as Competitive E-Sports. Our sincere goal is to produce a long-lasting community b…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;E-Sports Genesis was created with the goal to begin a 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 ideals of fairness, good sportsmanship, and professionalism. Competitive gaming ought to be an essential area of the online gaming industry and that we realize the communities and players that support these games and organizations are simply as important, or even more important compared to organization itself&lt;br /&gt;
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Please come along  at ESG and allow us to create the next best destination in competitive E-Sports! Our #1 goal would be to put you, players, first within our journey towards pushing E-Sports toward a brand new generation of gaming. We thank you in advance for that support and I hope we can deliver to your expectations. Keep checking back in to our social networking for updates on the progress and launch plans. Thanks! &lt;br /&gt;
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About the term Esports,&lt;br /&gt;
&lt;br /&gt;
Electronic sports (eSports) comprises the competitive play of video games. 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, 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 towards the winners.&lt;br /&gt;
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First-person shooters&lt;br /&gt;
Counter-Strike&lt;br /&gt;
A Counter-Strike match in Electronic Sports World Cup 2007, Paris&lt;br /&gt;
Counter-Strike - Tactical Team FPS (5vs5, PC)&lt;br /&gt;
Played all across the globe with locations in The united states and Europe, there are a few dozen professional teams that gather just as many tournaments all around the world every year. With no uniting body in competitive gaming many of these claim to be the game's &amp;quot;World Championship&amp;quot; tournament.&lt;br /&gt;
While none of them stick out enough to justify this claim, six tournament finals are usually recognized as being the &amp;quot;biggest&amp;quot;. The six &amp;quot;Major tournaments&amp;quot; are listed below and are led by WCG (World Cyber Games) and also the CPL (Cyberathlete Professional League).&lt;br /&gt;
Teams can be observed playing professionally in leagues such as, CEVO, ESEA League, ESL, and others.&lt;br /&gt;
The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source&lt;br /&gt;
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[http://www.esportsgenesis.com UDK]&lt;br /&gt;
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Halo&lt;br /&gt;
Halo - Tactical Team FPS (Xbox)&lt;br /&gt;
The Halo series includes a large effect on the nation's professional scene in the United States of America. See Major League Gaming to learn more. It has been picked up in Europe, using 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 using the Australian Cyber League hosting their Pro Circuit with tournaments in a number of major cities in Australia.&lt;br /&gt;
Quake 4&lt;br /&gt;
Quake 4 - DeathMatch FPS (1vs1, PC)&lt;br /&gt;
Played professionally in western society, there's a dozen professional players signed to a few professional teams along with a quantity of players marketing themselves through other means. As of 2008, Quake 4 has fallen out of favor competing for the previous game in the series Quake III Arena.&lt;br /&gt;
Four &amp;quot;world championships&amp;quot; happened using Quake 4 in the 2006 season. Noticably are those from the Electronic Sports World Cup and also the World Number of Video Games because the game had a top tier status with one of these organizations, the game had the tiniest status of games played in the World Cyber Games and KODE5.&lt;br /&gt;
So far just the Electronic Sports World Cup has announced that they'll be utilising Quake 4 again. It's generally expected the World series of Video Games will do exactly the same which is also seen as a potential candidate for a top status game in the World Cyber Games.&lt;br /&gt;
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Player contracts and professional electronic sports titles&lt;br /&gt;
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There are a variety of titles that support an expert gaming scene. Commonly, companies uses e-sports as a marketing outlet for their games, and also the prizes awarded are occasionally enough to aid players who compete for a living. In such cases, 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 beyond the creators of the game being played, and companies such as Intel support competition despite not being active in the video games titles themselves.&lt;br /&gt;
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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 provided by the big technology corporations who sponsor the events; these businesses also often sponsor eSports teams. A team sponsorship usually includes travel expenses and often free hardware specific to that company.&lt;br /&gt;
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Although sponsorships have evolved through the years, and oftentimes only sponsoring one gamer at 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 along with 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 many gamers in the future. 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, and also found itself sending Marc 'pureluck' Naujock towards the XSI Invitational in London included in 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, along with a serious curiosity about the gaming community.&lt;/div&gt;</summary>
		<author><name>ByrumHardy205</name></author>	</entry>

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