eGaming a kan Rise

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Har ila yau, an san shi kamar eSports, eGaming ne kawai game da ko'ina 'yan wasan duba kwanakin nan. Yawanci a kan wasan kwaikwayo na bidiyo, ya zo mai nisa daga Atari consoles, kuma an kafa shi a matsayin wasa a kansa.

Intanit tana iya samun rinjaye mafi girma a kan jinsin, wanda yanzu yana da kwarewa ga 'yan wasa da' yan wasan, da babbar fan, da miliyoyin miliyoyin dolar Amirka.

eGaming yana da dangantaka mai ban sha'awa tare da duniyar caca ta yanar gizo, kuma ba aƙalla ba saboda wasanni irin su bingo da layin yanar gizon da aka haɗa su a cikin dokokin al'ummomi daban-daban a duniya.

Brief History of Wasanni na Wasanni

eGaming ba zai kasance a yau ba idan ba don bincike da gwaje-gwajen da masana kimiyya suka fara ba a cikin 1950s. Sun kafa tsari don tabbatar da ainihin wasanni na bidiyo a cikin 1970s, wanda hakan ya biyo bayan karawar wasan kwaikwayon wasa, masu farin ciki, masu kula da su, har da wasanni na wasanni, wasanni na hannu, da kuma kwakwalwa a cikin 1980s.

1990s sun ga cigaba da tsabtace wasanni, kwaskwarima, da wasu kayan aiki, kazalika da ci gaba da haɗin eGaming a cikin al'adun gargajiya. Har ila yau, ya ga yanar-gizon ta tafi gaba; wani abu da ke da tasiri mai ban tsoro game da makomar wasan kwaikwayo.

Spacewar! ya kasance daya daga cikin fararen wasannin bidiyo na farko da suka bunkasa, kuma wannan wasan ne wanda ya kasance a cikin tarihin wasan bidiyo na farko na duniya. An gudanar da shi ne a Label na Intanet na Stanford a Los Altos, California, a kan 19 Oktoba 1972.

Wannan shine jariri na Stewart Brand, sa'an nan marubuta na mujallar Rolling Stone. Yanayin alama game da wasanni na bidiyo da kuma gasa, wanda aka buga a wannan fitowar Disamba, ita ce ainihin sashin labaran tarihin eGaming na duniya.

Intanit ya shiga ciki

Ƙananan 90s sun kawo shi da yanar gizo mai zurfi da na'urorin wayar hannu, kuma duka biyu suna da tasiri akan eGaming. Kasuwanci ta yanar gizo ya sauƙaƙe don 'yan wasan su sami wasanni da wasanni, kuma wasan kwaikwayo na intanet wanda ke nufin cewa al'ummomin dijital baƙi ba kawai magana game da wasanni ba, amma suna wasa da juna.

A lokacin da 2000s da kuma farkon 2010s suka yi birgima, eGaming star ya da kyau a kan tashi. Wasanni masu sana'a da kuma wasanni da aka ba da miliyoyin miliyoyin kuɗi sun tashi, suna jawo hankalin 'yan wasan, magoya baya, da masu kallon watsa shirye-shiryen live.

Har ila yau wannan lokacin ya ga farkon jinsin a matsayin wasan da aka sani. An kafa ƙungiyoyi, kuma 'yan wasan yanzu suna da zarafi su je masu sana'a kuma su sami albashi.

A 2013, masu sauraron eGaming a duniya sun kiyasta a mutane 71.5 miliyan. A cikin shekaru biyu, wannan adadi ya hau zuwa mutane miliyan 226.

Har ila yau, da masu kallo masu rikodi, 2015 kuma ya ga kasuwa yana samar da kudaden shiga har zuwa nauyin $ 325, kuma ba ya nuna alamar ragewa. Sai dai idan wani mummunar abu ya faru a cikin kwanaki na gaba, wannan shekara ya kamata a ga cewa yawan kuɗin da ake samu a kusan dala 500.

Ƙwararrun ma'aikatan EGaming

Yunƙurin eGaming ya ga kafa kungiyoyi masu sana'a irin su Ƙungiyar E-Sports International, Birtaniya eSports Association, Ƙungiyar ESports ta Duniya, Kwalejin Duniya na EGames, da Koriya ta E-Sports na Korean.

Daga cikin manyan kamfanoni masu sana'a sune Natus Vincere, EnVyUs, OpTic Gaming, Evil Geniuses, Team SoloMid, Counter Logic Gaming, da Cloud9.

eGaming daga ƙarfi zuwa ƙarfi ba su lura da su ta hanyar injiniyoyin software na caca. Ƙari da karin ramummuka da sauran wasanni ana tsara su don bawa 'yan wasan kwarewa kamar abin da zasu ji dadin wasanni mafi yawa ana danganta su tare da eSports.

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Source: spinpalace.com
eGaming a kan Rise An sabunta: Yuni 18, 2019 About the Author: Damon