Prize Pools Y Su Evolución En Los Esports -Por Carlo Vazquez

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Prize Pools Y Su Evolución En Los Esports -Por Carlo Vazquez Prize pools y su evolución en los eSports -Por Carlo Vazquez Para cualquier persona relacionada a los videojuegos competitivos, no suena raro escuchar la palabra “eSport”, la cual hace hincapié a cualquier juego multijugador en línea que tenga que ver con cierto nivel de habilidad para éste, de igual manera requiere tener algún tipo de patrocinio por parte de alguna empresa o compañía. El problema viene cuando los eSports no son tomados como su nombre lo dice, un deporte y simplemente son criticados como si fueran un juego cualquiera o un pasatiempo, sin embargo recientes resultados arrojados por Newzoo la firma analista que arroja resultados cada año, ha dicho que al menos al terminar el año 2016 habrá 144 millones de observadores ocasionales de eSports y 148 millones de “entusiastas”, lo que nos dice que en comparación de años pasados, el 2016 se hará un incremento significante a la visita y conocimiento de estos. Pero regresemos a los inicios de esto y lo más importante de los mismos, los prize pools, esos premios que todos quieren llevarse pero que solo los mejores consiguen.¿En qué consisten?¿Quien los patrocina?¿Por qué son tan deseados?. El primer torneo de eSport se dio en Octubre de 1972 en la universidad de Stanford donde los estudiantes participaron en el juego de “Spacewar” por una suscripción a la revista “Rolling Stones”. -Spacewar (Steve Russell,1962) Este se considero como el más grande paso de los videojuegos como para considerarse un deporte, sin embargo no fue hasta los años 90 donde el juego Netrek el cual era un juego online de hasta 16 personas se le dio el título de primer juego deportivo online, por lo que se puede decir que a partir de ahí fue cuando los juegos empezaron a hacerse de competencias donde a los ganadores se les daba una remuneración económica. A continuación se enlistan los primeros 10 lugares de mayores prize pool en cualquier juego competitivo: 1.The International 2016 $20,770,640.00 Dota 2 ​ 2.The International 2015 $18,429,613.05 Dota 2 ​ 3.The International 2014 $10,931,103.00 Dota 2 ​ 4.DAC 2015 $3,057,521.00 Dota 2 ​ 5.The Frankfurt Major 2015 $3,000,000.00 Dota 2 ​ 6.The Manila Major 2016 $3,000,000.00 Dota 2 ​ 7.The Shanghai Major 2016 $3,000,000.00 Dota 2 ​ 8.Smite World $2,612,259.00 Smite ​ Championship 2015 9.Halo World Championship $2,500,000.00 Halo 5 Guardians ​ 2016 10.LoL 2014 World $2,130,000.00 League of legends ​ Championship - Información tomada de : http://www.esportsearnings.com/tournaments ​ De acuerdo a lo arrojado en la lista se puede llegar a la idea de que los juegos apoyados por diversas empresas o por el público que lo juega, son las que llegan a dar un prize pool más grande en sus torneos, tal es el caso de Dota 2 que gracias a las donaciones de los jugadores y de empresas aparte, les permite dar un premio más grande, esto solo nos da a la idea que es cierto la idea de “entre más, mejor”, y por otra parte en el caso de juegos como League of legends donde el prize pool es solo del 10% que su competencia, esta disminuye drásticamente. League of legends por su parte tiene 100 millones de usuarios activos al mes, por lo que a riot se le ocurrió la idea de aumentar el prize pool del campeonato mundial gracias a la ayuda de sus jugadores, que al comprar cierta cantidad de aspectos en el juego, las ventas proporcionales a un 25% de estas van directo a los equipos y los equipos de los iconos comprados. -Riot games y su campaña para ayudar a aumentar el prize pool del mundial. Esto solo nos muestra que cuando una compañía quiere poner de su parte para que los jugadores ganen una parte mayoritariamente a la que original es , se necesitan de más donadores, quizá simplemente lo que se necesita hacer es dar mayor oportunidad a la gente que aporte más de sí misma. De esta manera me gustaría decir que hay 3 tipos de prize pools en los juegos: 1.- Por donaciones y empresas externas. En esta entrarían juegos como Dota 2 en la cual diversas compañías dan dinero y apoyan a incentivar los ingresos de los prize pools, se caracterizan por tener ingresos de muchos lados. 2.-De la compañía y los jugadores . Tal es el caso de Starcraft II donde la compañía y las empresas nacionales (en su mayoría chinas y coreanas) dan una cierta cantidad de dinero para promocionar los torneos o campeonatos. 3.-De la misma compañía . En esta entrarían juegos como League of legends o Pokémon en las cuales la misma compañía da un determinado presupuesto de sus ingresos para los premios de los torneos. Como conclusión se puede decir que los eSports están en aumento y no falta mucho para que sean reconocidos por más y más personas, solo falta incentivar más y darles más seguimiento para que así en algún futuro no muy lejano se pueda vivir satisfactoriamente de estos modos de “juego”. Referencias: Paul T. (2016, September 13). Riot Games Reveals 'League of Legends' Has 100 Million Monthly Players. Retrieved October 25, 2016, from http://www.forbes.com/sites/insertcoin/2016/09/13/riot-games-reveals-league-of-legends-has -100-million-monthly-players/#296d6e9a10b1 Overise poll. (n.d.). Retrieved October 25, 2016, from http://www.esportsearnings.com/tournaments Christian N. (2016, May 11). Over a billion people will know about eSports in 2016, as audiences balloon. Retrieved October 25, 2016, from http://www.gamasutra.com/view/news/272474/Over_a_billion_people_will_know_about_eSp orts_in_2016_as_audiences_balloon.ph Adam S. (2016, October 5). Casino Royale(ly) Screwed. Retrieved October 25, 2016, from http://www.gamasutra.com/blogs/AdamSellke/20160511/272456/Casino_Royalely_Screwed. php .
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