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esport

Esport, short for electronic sport, is organized, competitive video gaming in which individuals or teams compete under structured rules and often within professional frameworks. Competitions range from online matches to large-scale tournaments with prize pools, live audiences, and extensive media coverage. Players typically train as part of sponsorship-supported teams, with coaches, analysts, and dedicated practice facilities, and events are hosted online and in arenas around the world.

Esport games span multiple genres, with multiplayer online battle arena titles such as League of Legends and

Major leagues and events are staged by game developers, independent organizers, or dedicated leagues. Teams compete

Economically, esports generates revenue from sponsorships, media rights, ticket sales, merchandise, and publisher investments. Prize pools

Growth has brought scrutiny of issues such as player burnout and mental health, labor rights and compensation,

Dota
2,
first-person
shooters
like
Counter-Strike:
Global
Offensive
and
Valorant,
real-time
strategy
games
such
as
StarCraft
II,
battle
royale
titles
such
as
Fortnite
and
Apex
Legends,
and,
in
some
regions,
sports
simulations.
in
circuits
that
culminate
in
finals,
often
broadcast
on
streaming
platforms
and,
in
some
cases,
television,
creating
a
global
audience
and
commercial
ecosystem.
Governance
and
competition
structures
vary
by
title,
with
organizers
such
as
Riot
Games
for
LoL,
Valve
for
Dota
2,
and
ESL
or
FACEIT
for
others.
at
the
top
events
are
substantial,
and
top
players
may
earn
salaries
and
sponsorship
income,
depending
on
title
and
region.
The
industry
also
includes
academy
programs,
collegiate
leagues,
and
youth
development
tracks
that
broaden
access
to
professional
play.
toxicity
in
communities,
and
integrity
concerns
including
betting
and
match
manipulation.