I-eSports: Imicimbi ye-Mega-sporting ngokudlala

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I-eSports: Imicimbi ye-Mega-sporting ngokudlala

I-eSports: Imicimbi ye-Mega-sporting ngokudlala

Umbhalo wesihlokwana
Ukuthandwa okwandayo kwe-eSports kuchaze kabusha ukuzijabulisa okuku-inthanethi kanye nezemidlalo.
    • About the Author:
    • Igama lomlobi
      I-Quantumrun Foresight
    • October 13, 2022

    Isifinyezo sokuqonda

    I-eSports isiguquke yaba umcimbi omkhulu wezemidlalo, ohehe izigidi emhlabeni wonke ngemidlalo yayo ehlukahlukene kanye nemiklomelo yemali eningi. Lokhu kukhula kodumo kubumba kabusha ezokuzijabulisa, izimboni zokubheja, kanye nezikhungo zemfundo, njengoba izibukeli nabadlali abaningi bazibandakanya kule miqhudelwano ebonakalayo. Ukukhula kwemboni kungadala amathuba amasha nezinselelo kuyo yonke imikhakha yezokukhangisa, imfundo, kanye nemithetho.

    Ingqikithi ye-eSports

    I-eSports isuke endaweni yokuzilibazisa ye-niche yaya kwezemidlalo ebalulekile. Ngemiqhudelwano efana ne-International kanye ne-The League of Legends World Championship kanye nabadlali bamageyimu abalwela imiklomelo emikhulu yemali, akumangazi ukuthi i-eSports iyakhula. Ngokusho kwe-European Gaming, imicimbi ye-ESportsBattle ibone ukwanda okukhulu kwababukeli ngo-2021, nabantu abengeziwe abayizigidi ezingu-6 abashuna nyanga zonke. Le micimbi ihlanganisa i-e-football, igeyimu yabadlali abaningi ethi Counter-Strike: Global Offensive (CS:GO), i-e-basketball, ne-e-ice hockey. Imicimbi ye-CS:GO ibe nokwenyuka okukhulu kwezibukeli kunanoma yimuphi omunye umkhakha we-eSport. 

    Njengoba kunemiklomelo emikhulu yemali kanye nabantu abaningi ababukele, akumangazi ukuthi i-eSports nayo ikhulisa umhlaba wokubheja, ikakhulukazi eYurophu nase-Asia. Isibonelo, inani eliphelele lokubheja kuyo yonke imicimbi ye-ESportsBattles libone ukwanda okukhulu okucishe kube ngamaphesenti ayi-100 phakathi kukaDisemba no-Agasti 2021.

    Inkampani yocwaningo iStatista ithe ngonyaka owodwa, imakethe ye-eSports yomhlaba wonke ikhule cishe ngamaphesenti angama-20 ngo-2023, isamba esingu-USD $3.8 billion. Ukwanda kokuduma kulindeleke ukuthi kukhule esikhathini esifushane, kanti imali engenayo yemakethe yomhlaba wonke ifinyelela ku-USD $ 4.3 billion ngo-2024. 

    Imakethe yezemidlalo e-US kulindeleke ukuthi ihole ekukhiqizeni imali, ngenani lemakethe elilindelwe cishe elingamaRandi ayizigidi eziyizinkulungwane ezingu-1.07 ngo-2024. I-South Korea nayo ivela njengomdlali ovelele kulo mkhakha. Ngo-2024, imboni kulindeleke ukuthi ihehe ababukeli abayizigidi ezingama-577 emhlabeni jikelele.

    Umthelela ophazamisayo

    Ekuqaleni kwawo-2000, bekungeke kucatshangwe ukuthi abantu bazocula kakhulu kubadlali begeyimu yevidiyo kunabadlali bebhola. Kodwa-ke, i-eSports isiphenduke imbangi enkulu yemidlalo yendabuko. I-Esports iwuhlobo lokuzijabulisa oluhlukile ngoba luheha abadlali abaqinile nabayizibukeli nje.

    Imidlalo yevidiyo encintisanayo, njengemidlalo yendabuko, inikezela ngezinketho ezahlukahlukene zabadlali bakho konke okuthandayo. Kukhona izethameli zawo wonke umuntu emiqhudelwaneni yemidlalo, noma ngabe abadubuli, amasu okuqoqa amakhadi, noma ukulingisa ipulazi. Enye inzuzo yemidlalo ebonakalayo ukuthi inikeza inkundla yokudlala ukuze amadoda, abesifazane, nobunye ubunikazi bobulili baqhudelane. Imidlalo idinga ithalente, isimo sengqondo, nokusebenzisana kodwa ayinqunyelwe izindinganiso zomzimba.

    Ukuthandwa kwe-eSports kubonakala kakhulu entsheni, ikakhulukazi abafundi basekolishi. Ngokocwaningo oluvela eNyuvesi yaseTexas naseNyuvesi yaseSalerno, e-Italy, amakhulu amakolishi namanyuvesi angamalungu e-US National Association of Collegiate eSports (NACE). Eqinisweni, imidlalo ebonakalayo ingenye yezemidlalo ekhula ngokushesha kakhulu kumakolishi amakolishi, ababukeli nabadlali abajoyinayo. Kukhona cishe amakilabhu e-eSports angu-1,600 kuwo wonke amanyuvesi angu-600, futhi lezi zinombolo zinganwetshwa zibe amabanga aphansi, aphakathi nendawo, nezikole zamabanga aphezulu kulo lonke elase-US. Ngenxa yalokho, amanyuvesi asebenzisa i-eSports ukukhuthaza abafundi ukuthi bajoyine amakhampasi abo, bakhe amakhono okucabanga abucayi, futhi bakhuthaze ukusebenzisana.

    Imithelela ye-eSports

    Imithelela ebanzi ye-eSports ingafaka: 

    • I-eSports ibhekwa njengengxenye yama-Olympics ngomzamo wokuheha abantu abasha.
    • Ukwenyuka kwemiklomelo engukheshi emiqhudelwaneni exhaswe izinkampani ezinkulu zamazwe ngamazwe. Lo mkhuba ungase ubangele ukwanda kokubheja phakathi nemicimbi.
    • Ukukhuphuka kwabasubathi be-eSports abanethonya elifanayo, ukuthandwa, kanye neholo njengabasubathi abaphambili bendabuko. Lezi zinzuzo zingabandakanya amadili omkhiqizo kanye nobudlelwano bezinkampani.
    • Abantu abaningi abashuna ku-eSports, bagcina bedlula zonke izethameli zemidlalo evamile. Lokhu kuthuthukiswa kungase kwenze abakhangisi bashintshele kubambiswano be-eSports.
    • Abafundi basekolishi bancamela ukuqeqeshwa ukuze babe ngabadlali be-eSports abangochwepheshe kunokuba baphishekele iziqu zendabuko.
    • Amabhizinisi azivumelanisa nezimo ukuze axhase amaqembu e-eSports nemicimbi, okuholela kumasu okuthengisa ahlukahlukene kanye nokwandisa ukubonakala komkhiqizo phakathi kwezibalo zabantu abasha.
    • Ukwanda kwezinkundla nezinsiza ze-eSports ezizinikele, okuholela ekuthuthukisweni kwedolobha kanye namathuba emisebenzi emisha ekuphathweni kwemicimbi nokwesekwa kwezobuchwepheshe.
    • Ohulumeni abakha imithetho eqondene ngqo ne-eSports, egxile ekudlaleni okufanele kanye nenhlalakahle yabadlali, okungaba nomthelela kumazinga omhlaba wonke emidlalo yedijithali.

    Imibuzo okufanele icatshangelwe

    • Yiziphi ezinye izinzuzo ze-eSports kunemidlalo yendabuko?
    • Ingathuthuka kanjani i-eSports ngokuhlanganiswa kwe-mix reality (XR)?

    Izinkomba zokuqonda

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