eSports are a growing phenomenon within the entertainment industry. But what exactly is this trending genre of entertainment, which is on the cusp of becoming its own industry? The first question that many ask is, “What are eSports? Are they actually a type of sport?” The term eSports is a short term for “Electronic Sports,” and is used as an umbrella term for all games played at professional level. The use of “sports,” in the moniker refers to the competitive nature of these games at the professional level. But what does the term professional level refer to? Almost every game that is considered an eSport has an established system that separates and organizes players based on a complicated algorithm that determines players’ skill levels. This system guarantees that players are matched with other players of similar skill to ensure a fair, competitive environment. Many early eSports games used the chess Elo ranking system as a foundation for their systems, but have since advanced to create their own specialized methods of categorizing players. Players at the top of these ranking systems are often considered best at their games. These players almost always represent the top @.1 per cent of people that play the game. Every successful industry has a startup story and eSports are no different. The popularity of eSports really began in the late 9@s and early 200@s, with the rise of Blizzard’s strategic sci-fi game, StarCraft. In the beginning, top players would organize friendly competitions with each other to prove who was better. Winners of these competitions were often given small prizes, and video footage of the contests was uploaded to video- sharing sites. In those days, the scene was so small that 2@@ views on a competition video was considered a major success. Eventually, their popularity grew as amateur players watched the top players duke it out with each other, drawing discussion from much of the community, ranging from strategy to personalities of these “professional” players. These discussions mimicked the manner of discussions among fans of conventional sports. It didn’t take long for the competitive scene to explode, nearly doubling or tripling seemingly overnight. South Korea was very much the focal point of the beginning of eSports, resulting in the creation of the Korean eSports Association CKeSPA). Its goal was to make eSports an official sporting event and solidify its economic position. It was the first of its kind, and set the foundation for future ventures. Its dedication to the growth of e-Sports in South Korea resulted in a massive boom in viewership, and even Led to the Launch of television channels purely dedicated to the viewing of eSports. Shortly after the formation of KeSPA, large companies in Korea such as Samsung and SK Telecom began sponsoring certain players and forming teams, molding the best of the best together under one flag-all for the sake of advertisement, of course. The formation of teams was in correlation to another phenomenon in the eSports scene-the rise of popularity of DotA and the creation of the MOBA (multiplayer online battle arena) genre. DotA, or Defence of the Ancients, was a fan- created custom game modification in StarCraft’s sister game, Warcraft 3, which was also developed by Blizzard. The idea of five versus five team play instantly caught the interest of casual gamers, as it allowed friends to play with each other. Although DotA was a hugely popular game, it, didn’t blow up as much as StarCraft had, due to the fact that it wasn’t officially supported by Blizzard. Instead, it wasn’t until a group of “modders”- the slang name given to those who made modifications to base games—from the DotA scene branched away from the game and created their own that MOBAs really blewWW up. Their game was League of Legends (LoL). In a very different genre, modders also kick-started the growth of another very Large competitive scene with the creation of Counter- Strike, a scenario based shooter that was borderline controversial due to its content. These four games-StarCraft, DotA, LoL, and Counter-Strike-— form the basis of the present day colossus of the eSports industry. Despite the initial boom of interest at the start of the industry, there was a Lull in growth from 2005-2010. It was only after the release and sudden increase in popularity of LoL that the industry received a much needed shot of energy. The popularity of the game amongst North Americans gave eSports the final push it really needed to be a global enterprise. Before its release, there were very few North American eSports players viewed as high level professionals because travelling to competitions in Europe and South Korea was expensive and playing from North America on a Korean server often was problematic due to connection issues. With League of Legends, all the servers were located in North America and the game originally