AGL 40.00 No Change ▼ 0.00 (0%)
AIRLINK 127.04 No Change ▼ 0.00 (0%)
BOP 6.67 No Change ▼ 0.00 (0%)
CNERGY 4.51 No Change ▼ 0.00 (0%)
DCL 8.55 No Change ▼ 0.00 (0%)
DFML 41.44 No Change ▼ 0.00 (0%)
DGKC 86.85 No Change ▼ 0.00 (0%)
FCCL 32.28 No Change ▼ 0.00 (0%)
FFBL 64.80 No Change ▼ 0.00 (0%)
FFL 10.25 No Change ▼ 0.00 (0%)
HUBC 109.57 No Change ▼ 0.00 (0%)
HUMNL 14.68 No Change ▼ 0.00 (0%)
KEL 5.05 No Change ▼ 0.00 (0%)
KOSM 7.46 No Change ▼ 0.00 (0%)
MLCF 41.38 No Change ▼ 0.00 (0%)
NBP 60.41 No Change ▼ 0.00 (0%)
OGDC 190.10 No Change ▼ 0.00 (0%)
PAEL 27.83 No Change ▼ 0.00 (0%)
PIBTL 7.83 No Change ▼ 0.00 (0%)
PPL 150.06 No Change ▼ 0.00 (0%)
PRL 26.88 No Change ▼ 0.00 (0%)
PTC 16.07 No Change ▼ 0.00 (0%)
SEARL 86.00 No Change ▼ 0.00 (0%)
TELE 7.71 No Change ▼ 0.00 (0%)
TOMCL 35.41 No Change ▼ 0.00 (0%)
TPLP 8.12 No Change ▼ 0.00 (0%)
TREET 16.41 No Change ▼ 0.00 (0%)
TRG 53.29 No Change ▼ 0.00 (0%)
UNITY 26.16 No Change ▼ 0.00 (0%)
WTL 1.26 No Change ▼ 0.00 (0%)
BR100 10,010 Increased By 126.5 (1.28%)
BR30 31,023 Increased By 422.5 (1.38%)
KSE100 94,192 Increased By 836.5 (0.9%)
KSE30 29,201 Increased By 270.2 (0.93%)

The term "e-sports" is a contraction of electronic and sports and, in contrast to real sports where you run, jump and sweat whereas, electronic sports involve computer and video games.
e-sports have become popular among youth around the world but it is somewhat new kind of sports for our youth. In developed countries all kinds of competitions and league games are held under e-sports umbrella thus creating a new youth culture in those countries.
The term "e-sports" came into use in late 90's. In the narrow sense it means sports games and competitions played online, but in a wider sense, e-sports is a whole new culture and entertainment business that encompasses not only the games and leagues but programmers, game commentators, and broadcasting.
As the game industry has grown, so too has the e-sports industry. Passing through a transitional stage in 1999 and 2000, it was a new industry and a new kind of culture by 2001. e-sports include game development companies, game distributors, game broadcasting channels, and pro-game teams.
The e-sports business is expected to keep growing as the game and Internet-related industry continues to develop. In the future it is predicted to become a means of communication that will transcend barriers between generations and between nations, and a popular new form of leisure.
e-sports started around the time PC rooms emerged and began to thrive when the game "Starcraft" became widely popular. This is when the method of play changed from a person playing against the computer to people playing against each other in a virtual space called the "battle net," giving birth to the new terms "e-sports" and "pro-gaming".
In the beginning small competitions were held by PC room franchises as a way to secure regular customers and raise revenues. But from late 1998 when the PC room network began to spread around different countries, nation-wide competitions began to be held.
The e-sports business looks like it has become well established. Whereas in the beginning competitions were held for a single game, Starcraft, competitions are now held for many different games. No matter what the actual title, the games played are all in network form and include big all-out wars.
At first the competitions had the nature of one-off events but from early 2000 they began changing into large-scale, long-term league competitions in many countries. As in other sports, the league competitions of e-sports also lasted from a minimum of one month up to six months and were held under corporate sponsorship.
The promotion of competitions and league matches was given a boost by the appearance of game-exclusive broadcasting channels on cable, satellite and the Internet in most of the countries. In the future, broad casting is expected to be an increasingly important part of the e-sports business.
Recently the World Cyber Games competition was held in Singapore in which more than 700 gamers from 67 countries participated.
It is a fact that in Pakistan football and other sports are still in need of development, but electronic sports may get a boost in years ahead because of increase usage of Internet among youth in the country where cricket and hockey are kings.
As many youngsters are doing their masters in computer software as well as hardware, some of them may be interested in playing e-sports and we saw great players of the e-sports that is 'gamers' in future from our country. Who knows in an army of young talent in the community, some will turn to the new world of games. e-sports game fans are increasing round the globe and many fans are in our country also.
It is important to know that one can't be a true gamer unless he/she play everything in a game. Confidence and concentration are the key to success. As one loses concentration a little bit he/she began to loose. Different game's global profile on the Internet.may help understand the games.
Into the competitive world of games hardware, the gamers wanted to get their hands on powerful consoles It is seen in the developed world that sales of video games and consoles generate more money than movie tickets.

Copyright Business Recorder, 2005

Comments

Comments are closed.