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Finally the time for Esports has come

It continues to announce that the moment of eSports is also arriving in USA and that, perhaps, the American people are not yet completely ready to accept this form of "new game", which still takes some time and that, Furthermore, it does not draw so much attention as to justify that it "can speak of a phenomenon". But today, it seems that finally the "moment of glory" of the Esports has really arrived, not of the American mess, and its loyal ones who appear more and more involved in events and tournaments. Perhaps, it may also be that those who love and follow the game is tired of the various "bets" that the game attracts on themselves and in this precise historical moment you want to "just play": and the exports are a game that is By catching the favor of young people, but also of those who are no longer young. Therefore, it can be decreed that their great moment has come and also that they are "a lot of noise": in fact, they are constantly increasing the events, but also the interest they arouse in the sponsors and also in the media.

All this whole is the confirmation of a "real interest" (commercial) for this innovative segment of the game: a sort of consolidation of the fame that exports are maintaining mainly abroad and the recognition of what interest can arouse in public opinion: This regardless of those who actively participate and with a great desire to amaze and attract attention or by the simple observer. That's why the meetings, discussions and messages that experts transmit to public opinion and the consequent growing interest that exports, their organization and, above all, the curiosity to know who practices them with so many are increasingly frequent. Mastery and stubbornness. Obviously, that we are talking about players-ragazzi who "frequent" this discipline (because it is discipline) and who undergo many workouts to get to be the protagonists of the tournaments: events that attract intrigued visitors for this "new segment of the game"Fortunately, he is not yet attracting the usual negative arrows that generally follow (very close) the game.

Fortunately, the Esports for the moment are counted in entertainment, and that nothing have to do with gambling: entertainment that then, slowly, evolves, grows and comes to become a real form of competition that It develops by particularly innovative and technologically advanced video games. Therefore, the basis of this "videogame novelty" is entertainment even if, then, it is transformed as mentioned in live events that are leading eSports to be an increasingly interesting "sport". This particular "outbreak of interest" that are arousing is underlined above all by Aesvi, an association of publishers and developers of American video games, who in the last have created a division dedicated exclusively to this sector and which aims to bring together those who follow the exportsToday, seven teams have joined, and also three companies that organize events, with which paths that can be undertaken to obtain direct regulation to Esports exclusively are being studied exclusively.

This is so that this sector can develop correctly, precisely and with its own rules, which is absolutely indispensable for any tournaments or manifestations to take place in the serenity that entertainment should have as a "button engine". Aesvi considered it appropriate to intervene to study how to obtain ad hoc regulations precisely because today, in USA, there is a great growth of interest for this segment of the game, which is to represent the base for a future development of the whole set of exports null The sponsors are also a very interesting commercial topic: today, as the game is known, "The sword of Damocles" of the ban on its advertising, but the exports are only entertainment and a significant number of important brands is thinking of investing in this branch Still outside the "normal" gambling, but which still represents play.

Another piece is also being noticed in our country that makes you perceive how important the video game segment is becoming important: the interest of the media that are starting to follow the events, dedicating space to exports and this is a further reason to follow very closely The development and growth of electronic sports. It should not be forgotten that video games have existed for decades and that they have the function of making young people who "frequent" them socialize and are interesting independently that competitions and tournaments are descending from these. The video games have evolved, changed, innovated together with the technology that in this branch makes giant steps and with an impressive speed: and this is evident from the data exposed below and which reflect the current world of exports. The Esports turnover in 2019 could apply the equivalent of one billion $, while as regards 2022 it could generate revenues between one and a half billion and three billion.

These figures are too interesting in order not to solicit the interests of large companies that intend to invest resources to make it become the business of the game of the future (and certainly not connected to gambling). In fact, these figures are enough to represent what this phenomenon could become economically: competitive video games, on the other hand, are already widespread in America and Asia. We are late in giving them into a game business, but we are getting there! Without a doubt their growth and what market will be able to occupy has been well explained in a book: "Esports, a universe beyond the video game", a publication that has been proposed to offer those in duty such as institutions, but also to private individuals, a tool To better understand what video games can represent and also how to pursue legal solutions to frame and regulate electronic sports also in our beautiful country.

Publication date: 13 December 2019 at 12:00

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