Expert answer:Make this paper as intro-body-conclusion. Make a topic sentence and add a thesis in the introduction part. Change this sentence “Don’t underestimate Esports, and don’t feel that Esports is not a legitimate occupation, Esports is a career, and the game is a hobby.” I don’t want to use this sentence to begin this paper.
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Esports
Don’t underestimate Esports, and don’t feel that Esports is not a legitimate occupation,
Esports is a career, and the game is a hobby. My topic of this statement is all about
Esports. For those people who do not play computer games may not know what Esports
is, so here we are. Esports is called Electronic sports, competitive (video) gaming, or
professional (video) gaming are a form of competition that is facilitated by electronic
systems (online gaming competition). On November 18, 2003, the general administration
of sport of China officially approved e-sports as the 99th official sports competition. In
2016, China’s e-sports breakthrough year, with the recognition of policies, the future
development of e-sports industry will not be underestimated. In traditional culture,
Esports gaming just a way that people used to relax or for fun, but now, Esports also
known as a job, Esports education has come into our lives. Recently, The first Esports
education innovation development BBS has been closed, and the first set of domestic
competition textbooks has been announced in China. The textbooks are divided into two
parts, part is the theory of education curriculum, mainly elaborated the Esports industry
industrial structure, market conditions, the definition of e-sports and characteristics and
application of all kinds of games such as content, the teaching material content including:
an introduction to esports “esports psychology” the card game analysis and application of
the multiplayer online battle arena game analysis and application of “the analysis and
application of” first-person shooter “and” the analysis and application of real-time
strategy game “. The system of Esports education is perfecting step by step, if you
consider any jobs about Esports in the future, now you have an optional course in High
School, also you can learn more or major it in college. Esports vocational skills part,
another part is mainly elaborates the media, such as organization and coach the
employment direction of the required professional skills, including: the e-sports media
and the art of photography, event organization and management, the new media to learn
Esports, “electronic athletic career coach training course”. China Science and Technology
Research Institute will follow the Academy of Social Responsibility, to lead the
leadership, management lead, and in the future to teach the future (Beijing) Culture
Media Co., Ltd. set up gaming industry development research group, to carry out
systematic research, to provide scientific management programs and professional advice
Service, and will bear the event organization and management positions of professional
personnel training work to promote the growth of gaming talent to support the healthy
development of China’s gaming industry. In the other side, lets see how many people are
interested in Esports and the future of Esports. The mobile gaming market in 2015
grossed more than 50 billion yuan, of which mobile e-sports revenue was 5.09 billion
yuan, accounting for about 10 percent of total mobile gaming revenue. In the first quarter
of 2016, mobile games revenue exceeded 4.1 billion. It is expected that the mobile esports market will reach 13.56 billion in 2018, and the movement of e-sports has become
an overwhelming trend. According to Newzoo, a market research firm specializing in
digital gaming, there are 148 million “esports enthusiasts” around the globe. Newzoo
estimates that 22% of American male watch esports, Audience Numbers are almost as
good as baseball and hockey, that is why the development of Esports going so fast, and as
a new industry, there are endless opportunities to excavate. League of Legends as the
most popular game of 2017, According to the interview with Riot Games executives,
“Marc Merrill and Brandon Beck, in September 2016 by Polygon. Merrill and Beck
revealed that 100 million users played the game every month”( Adam, 2017). Even in
2014, Riot company officially made a statement on its website that post 67 million people
played LOL every month. At the same time, according to North America’s largest
entertainment software chamber of IDSA statistics: 2001-2004 global esports industry
average annual growth rate as high as 15%, 2003 north American esports output value of
$10 billion, to Europe and the United States in 2004 output value reached 49 billion us
dollars. Overall, Esports already part of our life, in the future, everyone will loves Esports
and attach importance to Esports.
Work Cited
Adam Newell, “How many League of Legends players are there?”
https://dotesports.com/league-of-legends/news/league-of-legends-number-of-players14488
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