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competitive video gaming is widely known as electronic sports, or esports, and has a huge following similar to that of traditional sports. between 2014 and 2016, the global audience for video game competitions grew from two hundred million to three hundred million people. like traditional sports such as football or basketball, some of the biggest esports tournaments draw massive crowds both in person and online. in south korea, stadiums are now overflowing with spectators watching teams battle it out with a keyboard and a mouse. \in ten years time,\ says professional gamer olof kajbjer, \it will be as big as nhl national hockey league.\ even espn has added an esports section to their broadcast programming. sam mathews is the founder of fnatic, a pro - gaming organization whose select the two pieces of evidence that the author provides for the following supporting claim: gaming has a huge spectator following. gaming is already as popular as professional hockey. arenas that hold traditional sports also fill to capacity for gaming tournaments. between 2014 and 2016, the global audience for esports grew by one hundred million people. fans of video game tournaments can watch tournaments in person and online.
The first shows growth in audience size. The second indicates multiple ways fans can watch, showing popularity.
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- Between 2014 and 2016, the global audience for eSports grew by one hundred million people.
- Fans of video game tournaments can watch tournaments in person and online.