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October 19, 1972
Stanford University
Credit: Rolling Stone
Played on a Digital
Equipment Corporation
PDP-1 minicomputer,
mostly known for
programing.
Bruce Baumgart won in
the five-man-free-for-all
tournament
Tovar and Robert E. Maas
won the team
competition, making them
some of the first esports
athletes
The world’s first known video
gaming tournament was for
a game programmed by
three MIT alumni called
Spacewar!
November 10, 1980
Los Angeles, Time/Warner Building
Credit: La Nación
The Atari 2600 Space
Invaders National
Championship was the
earliest large scale
video game competition
backed by Atari.
Over 10,000 people
participated, but
Rebecca Heineman (a
Whittier, CA native)
became the national
champion and first
widely-recognized
esports athlete.
Taito Corporation’s Space
Invaders popularized the
use of a persistent high
score for all players
July 25, 1983
Ottumwa, Iowa
Credit: Variety, All In Color For a Quarter
Helped promote video
games by publicizing high
score records and helped
create the U.S. National
Video Game Team in 1983
Helped run competitions for
Guinness World Records,
which established the
competitive nature of
games as a viable form of
entertainment
Influenced the types of
promotional events that
would serve as the basis for
marketing within modern
esports today
Twin Galaxies was a high score
record-keeping organization
founded by Walter Day
May 1997
Credit: DondeQ2
Atlanta, Georgia
Quake (1996), the
successor to the wildly
successful shooter Doom
(1993), was one title that
exploded
The 1997 Red Annihilation
Tournament for Quake
was important because
esports champions, like
Dennis "Thresh" Fong,
garnered popular media
recognition
People saw the potential to
compare and compete with
players worldwide, and
not just within your inner
circle
Video games, especially PC
games, benefited from
internet connectivity
increasingly spreading across
the globe
Nov. 2002 - Mar. 2003
Credit: Panasonic OSL
South Korea
Cyber cafes sprouted
across the country = more
access to the medium and
larger competitive pool
Starcraft was a
phenomenon in South
Korea, so much that
corporations with extra
ad dollars bankrolled
esports events
Went from packing cafes
to packing stadiums
South Korean gaming
culture was further
developed because of the
mass building of broadband
Internet funded by the
government
Sept. 2006 - Nov. 2008
Credit: DirecTV Championship Gaming Series
United States
DirecTV launched their
Championship Gaming
Series, on their own
channel with their own
international league
Closed after two years
given corporations did not
yet know how to sustain
this gaming broadcast
product
Early lesson that gaming
wouldn't live on cable at
that time
The United States took note of
South Korea's esports ventures
and wanted to replicate that
success with Counter Strike, a
first-person shooter that drew
international attention.
June 6, 2011
United States + Global
There was also an
increase to the number
and scope of
tournaments
happening around the
world
Funneling millions into
broadcasting one
game across TV
channels wasn't
needed when online
platforms could host
multiple and do it for
free & with more
reach
This decade is marked by
the emergence of online
streaming services like
Twitch.tv
2010-2020s
United States + Global
Nintendo, notoriously
known for cracking down
on tournaments for older
titles, hosted the Wii
Summer Games in 2014
Halo developers planned
and executed reviving
their esport scene through
the Halo Championship
series
Both Riot Games and
Blizzard Entertainment
invest in collegiate
outreach programs
Video game publishers started
to embrace the potential some
of their products had to be an
esport as people continued to
search for entertainment

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The Evolution of Esports - From Early Tournaments to Global Phenomenon

  • 1. October 19, 1972 Stanford University Credit: Rolling Stone Played on a Digital Equipment Corporation PDP-1 minicomputer, mostly known for programing. Bruce Baumgart won in the five-man-free-for-all tournament Tovar and Robert E. Maas won the team competition, making them some of the first esports athletes The world’s first known video gaming tournament was for a game programmed by three MIT alumni called Spacewar!
  • 2. November 10, 1980 Los Angeles, Time/Warner Building Credit: La Nación The Atari 2600 Space Invaders National Championship was the earliest large scale video game competition backed by Atari. Over 10,000 people participated, but Rebecca Heineman (a Whittier, CA native) became the national champion and first widely-recognized esports athlete. Taito Corporation’s Space Invaders popularized the use of a persistent high score for all players
  • 3. July 25, 1983 Ottumwa, Iowa Credit: Variety, All In Color For a Quarter Helped promote video games by publicizing high score records and helped create the U.S. National Video Game Team in 1983 Helped run competitions for Guinness World Records, which established the competitive nature of games as a viable form of entertainment Influenced the types of promotional events that would serve as the basis for marketing within modern esports today Twin Galaxies was a high score record-keeping organization founded by Walter Day
  • 4. May 1997 Credit: DondeQ2 Atlanta, Georgia Quake (1996), the successor to the wildly successful shooter Doom (1993), was one title that exploded The 1997 Red Annihilation Tournament for Quake was important because esports champions, like Dennis "Thresh" Fong, garnered popular media recognition People saw the potential to compare and compete with players worldwide, and not just within your inner circle Video games, especially PC games, benefited from internet connectivity increasingly spreading across the globe
  • 5. Nov. 2002 - Mar. 2003 Credit: Panasonic OSL South Korea Cyber cafes sprouted across the country = more access to the medium and larger competitive pool Starcraft was a phenomenon in South Korea, so much that corporations with extra ad dollars bankrolled esports events Went from packing cafes to packing stadiums South Korean gaming culture was further developed because of the mass building of broadband Internet funded by the government
  • 6. Sept. 2006 - Nov. 2008 Credit: DirecTV Championship Gaming Series United States DirecTV launched their Championship Gaming Series, on their own channel with their own international league Closed after two years given corporations did not yet know how to sustain this gaming broadcast product Early lesson that gaming wouldn't live on cable at that time The United States took note of South Korea's esports ventures and wanted to replicate that success with Counter Strike, a first-person shooter that drew international attention.
  • 7. June 6, 2011 United States + Global There was also an increase to the number and scope of tournaments happening around the world Funneling millions into broadcasting one game across TV channels wasn't needed when online platforms could host multiple and do it for free & with more reach This decade is marked by the emergence of online streaming services like Twitch.tv
  • 8. 2010-2020s United States + Global Nintendo, notoriously known for cracking down on tournaments for older titles, hosted the Wii Summer Games in 2014 Halo developers planned and executed reviving their esport scene through the Halo Championship series Both Riot Games and Blizzard Entertainment invest in collegiate outreach programs Video game publishers started to embrace the potential some of their products had to be an esport as people continued to search for entertainment