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E-Sports Genesis was created with the goal to start a brand new “beginning” of what is 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 should be a very important part of the on the internet industry and that we realize the communities and players that support these games and organizations are just as important, if not more important than the organization itself

Please join us at ESG and help us 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 forward to a new generation of gaming. We thanks in advance for the support and that i hope we are able to deliver to your expectations. Keep checking back in to the social media for updates around the progress and launch plans. Thanks!

Concerning the term Esports,

Electronic sports (eSports) comprises the competitive play of video games. Other terms include competitive gaming, professional gaming, e-sport, and cybersport. The most common 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 in the form of 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 to the winners.

First-person shooters Counter-Strike A Counter-Strike match in Electronic Sports World Cup 2007, Paris Counter-Strike - Tactical Team FPS (5vs5, PC) Played all across the globe with hot spots in North America and Europe, there are some dozen professional teams that gather just as many tournaments all across the globe every year. Without a uniting body in competitive gaming a number of these claim to be the game's "World Championship" tournament. While not one of them stick out enough to warrant this claim, six tournament finals are usually recognized as being the "biggest". The six "Major tournaments" are highlighted below and therefore are led by WCG (World Cyber Games) and also the CPL (Cyberathlete Professional League). Teams can be observed playing professionally in leagues for example, CEVO, ESEA League, ESL, yet others. The defunct league Championship Gaming Series franchised teams with contracted players who played Counter-Strike: Source

Gaming League

Halo Halo - Tactical Team FPS (Xbox) The Halo series has a large effect on the nation's professional scene in the usa of America. See Major League Gaming to learn more. It has been picked up in Europe, with 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 very own leagues with the Australian Cyber League hosting their Pro Circuit with tournaments in a number of major cities around australia. Quake 4 Quake 4 - DeathMatch FPS (1vs1, PC) 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 in competition for that previous game in the series Quake III Arena. Four "world championships" happened using Quake 4 within the 2006 season. Most notable are the ones from the Electronic Sports World Cup and the World Number of Game titles as the game had a top tier status with these organizations, the sport had the smallest status of all games played in the World Cyber Games and KODE5. To date only the Electronic Sports World Cup has announced that they will be utilising Quake 4 again. It is generally expected that the World series of Game titles will do exactly the same which is also seen as a potential candidate for any top status game in the World Cyber Games.

Player contracts and professional electronic sports titles

There are a variety of titles that support a professional gaming scene. Commonly, companies will use e-sports as a marketing outlet for their games, and the prizes awarded are occasionally enough to support players who compete for a living. In such cases, hundreds, thousands and even millions of dollars in prize money are ended up each year for competitors during these titles. For many games, sponsorship extends well beyond the creators from the game being played, and companies such as Intel support competition despite not being involved in the video games titles themselves.

Typically the most popular tournaments are those run through the World Cyber Games, the planet e-Sports Games, and the Electronic Sports World Cup. The prize money for these events is mostly provided by the big technology corporations who sponsor the events; these companies also tend to sponsor eSports teams. A team sponsorship usually includes travel expenses and often free hardware specific to that company.

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 would be a well-respected Quake II team led by Doug 'Citizen' Suttles and a gamut of talented players [Toxic, Method, Lord Vader]. Upon their hosting of the grass roots event called Lansanity in Portland, OR Team Abuse was offered an entire sponsorship, setting precedence for many gamers to come. 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, as well as found itself sending Marc 'pureluck' Naujock to the XSI Invitational working in london as part of the Top ten USA players vs the very best 10 European players tournament. Speakeasy paved the way for fully immersive corporate marketing sponsorship for professional gaming by applying merchandising, PR, grass root events, along with a serious interest in the gaming community.

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