About the Electronic Sports World Cup 2006
The greatest sporting project of the 21st century
Born at the heart of the gaming and Internet culture in the late 1990s, e-sport is now a fully fledged discipline in its own right at the crossroads of new technologies, entertainment and sport. With the ESWC, e-sport has established its pedigree and written the beginning of its story.
The ESWC, the power of a simple idea: getting together the best video games players in the world once a year and making the competition matches a real source of entertainment for all publics and all new media.
The ESWC, the demand of an authentic project: fairly selecting these gaming champions from across the globe, giving them recognition and welcoming them as real, legitimate and talented sportsmen.
Nothing is down to chance in electronic sports. It is all a matter of reflexes, psychology, training, and the ability to merge into a digital world and feel its force. The basics of strategic knowledge are worthy of chess. Heart rates during the matches may verge on 200 beats a minute. The essence of electronic sports is not hardware or software, but human being.
The N°1 E-Sport Federative Organization
The ESWC was designed by a French team, which since 1999 has been specialising in the organisation of video games tournaments and in the development of technologies linked to network games and their practice as a sport. An independent private company, initially under the name of "Ligarena" and now known as "Games-Services", manages the entire ESWC, its licensing rights throughout the world, its financing through sponsorship, its major events and its television broadcasting.
Nowadays present in over 50 countries in the form of a national licence, the ESWC relies on a network of strategic partners who all share the same passion and are players in a common adventure: becoming the foremost international electronic sports federation. Each of these national bodies supervises local qualifying rounds from January to June and produces an ESWC National Final to determine who will take part in the ESWC Grand Final.
The Grand Final - The world e-sporting benchmark
Once a year, "Games-Services" gathers together all of the champions who qualified during the preliminary rounds for an international event commanding several hundreds of thousands of dollars. All the champions are invited to participate free of charge. The ESWC covers their accommodation costs and provides them with all of the IT equipment needed to take part in the competition.
This Grand Final is completely open to the public and is designed to entertain, convey the champions' emotions and present the world of new digital leisure activities to as many people as possible. Every year, the ESWC attracts a live audience of 20 to 30,000 spectators, and several tens of millions watch via all of the different media providing coverage.
The ESWC Grand Final is internationally recognised as the best e-sporting event in the world: it is the most innovative, the most professional, the most in tune with champions and their expectations, the most open to the public and, last but not least, the most entertaining.
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