Introduction: eSport Quiz
The question sheet
Reveal any answer as you study-
What is the defining feature that distinguishes eSports from video games?
- Their entertainment value
- Their competitive nature
- Their online availability
- Their graphics quality
Reveal answer
Answer: Their competitive nature
Source evidence
PDF page 14: All esports are video games, but not all video games are esports. The defining feature of esports is the competitive nature of the video game. eSports are video games specifically designed with competition in mind. Video games, on the other hand, are leisure activities designed to entertain. eSports competitions at the highest level often have live events, cash prizes, and online/in-person viewership. Although extensive research into video games’ health and physical
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According to the text, video games are designed primarily to do what?
- Build physical fitness
- Compete for prizes
- Train professional athletes
- Entertain as leisure activities
Reveal answer
Answer: Entertain as leisure activities
Source evidence
PDF page 14: All esports are video games, but not all video games are esports. The defining feature of esports is the competitive nature of the video game. eSports are video games specifically designed with competition in mind. Video games, on the other hand, are leisure activities designed to entertain. eSports competitions at the highest level often have live events, cash prizes, and online/in-person viewership. Although extensive research into video games’ health and physical
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In 2020, the esports industry reached a value of more than what?
- USD 1 billion
- USD 970 million
- USD 500 million
- USD 1.5 billion
Reveal answer
Answer: USD 1 billion
Source evidence
PDF page 14: eSports has been defined as “an organized and competitive approach to playing computer games.” The scale of esports competitions can range from small competitions organized between friends to international events with millions of dollars in prize money at stake. In 2020, the esports industry reached a value of more than USD 1 billion and was projected to grow 15.7% per year.
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The esports industry was projected to grow at what yearly rate?
- 15.7% per year
- 22% per year
- 40% per year
- 10.5% per year
Reveal answer
Answer: 15.7% per year
Source evidence
PDF page 14: eSports has been defined as “an organized and competitive approach to playing computer games.” The scale of esports competitions can range from small competitions organized between friends to international events with millions of dollars in prize money at stake. In 2020, the esports industry reached a value of more than USD 1 billion and was projected to grow 15.7% per year.
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According to the text, what statement is true about eSports and video games?
- No video games are esports
- All esports are video games
- Esports and video games are identical
- All video games are esports
Reveal answer
Answer: All esports are video games
Source evidence
PDF page 14: All esports are video games, but not all video games are esports. The defining feature of esports is the competitive nature of the video game. eSports are video games specifically designed with competition in mind. Video games, on the other hand, are leisure activities designed to entertain. eSports competitions at the highest level often have live events, cash prizes, and online/in-person viewership. Although extensive research into video games’ health and physical
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According to Newzoo, how many people will watch eSports by 2019?
- 427 million
- 100 million
- 1.1 billion
- 970 million
Reveal answer
Answer: 427 million
Source evidence
PDF page 14: Hundreds of millions of players are engaged daily in virtual and competitive electronic gaming—eSports. Whether playing these games or just being a fan, eSports enthusiasts have proliferated worldwide. According to Newzoo, a market tracking company, 427 million people will be watching eSports by 2019 and will reach a global audience of 1.1 billion by 2021. Player
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By 2021, eSports is projected to reach a global audience of how many?
- 427 million
- 500 million
- 1.1 billion
- 90 million
Reveal answer
Answer: 1.1 billion
Source evidence
PDF page 14: Hundreds of millions of players are engaged daily in virtual and competitive electronic gaming—eSports. Whether playing these games or just being a fan, eSports enthusiasts have proliferated worldwide. According to Newzoo, a market tracking company, 427 million people will be watching eSports by 2019 and will reach a global audience of 1.1 billion by 2021. Player
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What percentage of children in the USA play electronic video games regularly?
- 100%
- 50%
- 90%
- 40%
Reveal answer
Answer: 90%
Source evidence
PDF page 15: earnings from sponsorships and prizes exceed $1.5 billion. In recent months, competitive gaming (eSports) has received a large amount of social media and public attention. 90% of children in the USA play electronic video games regularly. The IOC on 28 October 2017 in Lausanne, Switzerland, accepted that eSport was an official sporting activity. Viewership is so high for certain games (such as League of Legends) that it has bypassed the Major League World Series. These competitions are aired on YouTube or streaming sites. The most widely known is ‘Twitch.com’ which accounts for >40% of esports streaming volume. Twitch was
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On 28 October 2017, which body accepted eSport as an official sporting activity?
- The IOC
- The NACE
- The NCAA
- The NBA
Reveal answer
Answer: The IOC
Source evidence
PDF page 15: earnings from sponsorships and prizes exceed $1.5 billion. In recent months, competitive gaming (eSports) has received a large amount of social media and public attention. 90% of children in the USA play electronic video games regularly. The IOC on 28 October 2017 in Lausanne, Switzerland, accepted that eSport was an official sporting activity. Viewership is so high for certain games (such as League of Legends) that it has bypassed the Major League World Series. These competitions are aired on YouTube or streaming sites. The most widely known is ‘Twitch.com’ which accounts for >40% of esports streaming volume. Twitch was
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Which streaming site accounts for over 40% of esports streaming volume?
- Twitch.com
- Amazon Prime
- ESPN
- YouTube
Reveal answer
Answer: Twitch.com
Source evidence
PDF page 15: earnings from sponsorships and prizes exceed $1.5 billion. In recent months, competitive gaming (eSports) has received a large amount of social media and public attention. 90% of children in the USA play electronic video games regularly. The IOC on 28 October 2017 in Lausanne, Switzerland, accepted that eSport was an official sporting activity. Viewership is so high for certain games (such as League of Legends) that it has bypassed the Major League World Series. These competitions are aired on YouTube or streaming sites. The most widely known is ‘Twitch.com’ which accounts for >40% of esports streaming volume. Twitch was
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Twitch was purchased by which company in 2014?
- ESPN
- Microsoft
- Amazon
Reveal answer
Answer: Amazon
Source evidence
PDF page 15: earnings from sponsorships and prizes exceed $1.5 billion. In recent months, competitive gaming (eSports) has received a large amount of social media and public attention. 90% of children in the USA play electronic video games regularly. The IOC on 28 October 2017 in Lausanne, Switzerland, accepted that eSport was an official sporting activity. Viewership is so high for certain games (such as League of Legends) that it has bypassed the Major League World Series. These competitions are aired on YouTube or streaming sites. The most widely known is ‘Twitch.com’ which accounts for >40% of esports streaming volume. Twitch was
PDF page 15: purchased by Amazon in 2014 for $970 million.
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For how much did Amazon purchase Twitch in 2014?
- $970 million
- $1.5 billion
- $427 million
- $1 billion
Reveal answer
Answer: $970 million
Source evidence
PDF page 15: purchased by Amazon in 2014 for $970 million.
Introduction to Kinesiology
Introduction to Kinesiology by Lemoore College contributors, used under CC BY 4.0. Changes made by Stratacademy.
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