Interesting Facts from the History of Cybersports
Competitive types of computer games attract more and more attention, which can not be noticed by the view of the scientific community. Competitive computer games, or e-sport is a phenomenon that has become one of the elements of a modern digital youth culture, but its study still faces a number of challenges. There are a lot of e-sports facts every player should know about.
Cybersport is a form of competitive activity, based on the use of computer or video games. It has appeared not spontaneously and has in fact 45 years of a slow but confident movement towards universal recognition. Before you plunge into the opportunities offered by e-sports today, one of which is betting at csgobettingz.com, learn how everything started.
A Brief History of E-Sports
Since its inception, e-sports has been directly connected with popular youth culture. The first competition was held in the distant 1972 at Stanford University. Participants fought in the game Spacewar: a duel on two spaceships equipped with missiles. The winner was awarded the magazine Rolling Stone, which was often associated with hippie culture. Already in 1980, the competition began to collect more than 10,000 people. The Japanese, and then the American video game industry, created trends.
Japanese companies such as Atari and Nintendo literally seized the minds of the rising American generation. Messages about game updates and video game tournaments began to appear on the pages of the largest newspaper editions of Times, Life, ABC News, USA Today and in television news. "Guinness Book of Records" began to conduct a special section dedicated to achievements in video games. Since the large-scale spread of the Internet in the 1990s, competitions between video game lovers have gone far beyond the main developed countries (USA, Britain, Canada, Australia).
Its current name "cybersport" spreading the competitive movement was received in 1999 during the press release of the creation of the Online Gamers Association.
Cybersports Harms Your Health: Is This Misconception?
Throughout history of cybersports, computer sports have been attacked by "experts" who claimed that it has a negative impact on human health, in particular, on children and adolescents, but modern research suggests the opposite.
- The cardiovascular system does not experience overexertion during the game.
- The rhythm of the heart in the process remains within the normal range (100-110 beats / min).
- Psychophysical studies, in particular, the study of the time of a simple visual motor reaction, the time of a complex visual motor reaction and the reaction time to a moving object in more than 100 cyber-sportsmen and those not playing computer games showed that cybersportsmen significantly exceed in terms of SZMR, which indicates a faster rate of excitation on the reflex arc in this group and as a result - a faster response to a changing stimulus.
Of course, e-sports, like any prolonged activity in a sitting position or in front of a computer, can lead to diseases of the musculoskeletal system and eyes, but such problems can easily be avoided by including a number of classes of general physical training in the game: running, training the eyes, etc.