Why Cybersport is a Hyperperspective Direction in Sport Bets?

The popularity of e-sports is evidenced by numerous tournaments with a wide geography of online fans, prize funds of several million dollars, taking it into the development of solid sports resources, as well as the inclusion of authoritative bookmakers in their lines. About 250 million people around the world as players or fans have become participants in the events played out in the virtual space. This is a solid potential, comparable to the audiences of the most popular traditional sports: volleyball, hockey, tennis, and even football.

On which games betters can earn?

Cybersport, on the one hand, as sports discipline is progressing noticeably. Playing with a specific opponent online is now a common thing. But, on the other hand, not all virtual martial arts apply to sports. The status of the cybersport discipline is assigned to games with the dominance of players’ skills and the high potential of team skills. Luck here fades into the background. It turns out that the competing teams or players, before the start of the competition, are equally sharpened for the victory. The profitability of computer sports depends on the prestige of the tournaments and the prize fund. The list of the most profitable by the amount of prize and popularity disciplines looks like this:

  • DotA 2;
  • League of Legends;
  • Counter Strike: Global Offensive;
  • Smite;
  • StarCraft 2.

Inferior to the amount of contributions, but the same in demand among players:

  • World of Tanks;
  • Heroes of the Storm;
  • Mortal Kombat X;
  • Call of Duty;
  • FIFA;
  • Street Fighter 5;
  • Heroes of the Storm and others.

How the strongest team is defined?

Competitions for virtual sports are organized on a charitable and commercial basis. In the first case, the enthusiasm of computer games enthusiasts, the support of patrons at the state level and simple fans is at the forefront of project implementation. Voluntary organizers of cyber-tournaments earn, thanks to sponsorship, the implementation of tickets, the broadcast of games. Profit from virtual product developers by attracting a new audience.

Tournaments on a paid basis are carried out with the help of specialized and usual event-agencies, organizing them by order of sponsors – major brands. Cyber-space contests are financed by the creators of computer projects, manufacturers of computer equipment, electronics and others. If qualifying online games take place on the Internet, offline competitions at the final stage, which require full-time presence of players, are held in one place (in the hall, on stage) at the finals stage of international tournaments (LAN-finals).

To compete in single combat or team competitions can be in numerous, including, international championships:

  • WCG is a large-scale championship with preliminary qualifying tournaments in different countries. He successfully popularizes video games since 2000. Final competitions to identify the winner are arranged in a city in the world.
  • CPL – founded in 1997, the league on electronic sports on a professional basis. She specialized in playing the game of the Quak series, later she began organizing tournaments on Counter-Strike. The prize fund is impressive. Only in 2006, the prize yield from electronic international fights was about $ 3,000,000. Unable to compete, in 2008 it ceased to exist.
  • Electronic Sports World Cup – is considered the third most important championship. Assumes the conduct of qualifying national tournaments. Formed in 2003, the league first played games third versions of Quake, WarSraft and Counter-Strike 1. 6, Unreal Tournament 2003. Over time, appeared Pro Evolution Soccer 3, Painkille.

But, the most large-scale and authoritative in the industry of e-sports are annual competitions under the auspices of Valve – The International (Dota 2), as well as the product of the American developer of video game play Riot Games – the annual Worlds World Championship. The strongest professional teams compete in it.

“Hot five” countries of cybersports

The priorities of European and overseas players vary. If conservative Europe and Asia prefer only Dota and Counter-Strike, then in America almost all computer games are popularized. Against this background, China is gaining momentum in sports virtual disciplines. The number of professional cyber sportsmen in different countries forms their rating. The championship belongs to the United States – the founder of top games. Followed by:

  • China;
  • Russia;
  • Germany;
  • South Korea.

Russian eSports, after Sweden, is the second largest market in Europe. The seriousness of the intentions to equate virtual disciplines with traditional sports is evidenced by their inclusion in 2018 in the program of the Asian Olympic Games.

Qualification in cybersport by results of rating systems
Participation in competitions of pros and competition of players among themselves during the game is provided by rating systems.

All of them can be divided into two types.

  • Based on Match Making Rating (MMR): standard for Dota 2 and League of Legends. The system assumes to play participants in advance for 10 gaming games. Only after this the starting rating starts. Without it, it is impossible to achieve the rank of Applicant. But to gain the coveted result of 9,000 MMR in the individual score of achievements to the player is quite difficult.
  • Created at ranks. Ratings of this type are typical for StarCraft, Heroes of the Storm, Hearthstone, where calibration meetings are impractical. For a player, the start of the competition begins with the lowest category. Raising the qualification (rank) of the athlete occurs as the number of won fights increases.

MatchMaking Rating is a certain caliber for the selection of players in a match that are equal in their potential (the level of MMP) competitors. By sorting, whether individual or team play, an equilibrium is achieved between the opposing teams. Winning a rating match from an opponent with a lower MMR, the participant earns less points than defeating an opponent with a higher level in the rating. In the absence of an individual score indicator, the player qualifies. 10 competitions – a sufficient minimum to determine the initial, often approximate figure.

In the case of selection with the help of ranks at the beginning of each season, athletes start “from scratch” without having any game qualification. And only the first 10 duels in each line give the right to assign rank and division. The speed of promotion on the rating pedestal is affected by the potential of rivals, the results of qualifying meetings, the personal indicator of the player in the previous game season. Getting into the division is a game with league points – replenishment for the win and loss for defeat.

The best bookmaker offices for bets on cybersport

The main reasons for the BS to include in their lines e-sports, a large army of fans and impressive multi-million prize funds. List of offices in which you can bet on virtual sports:

  • League of bets;
  • 1xBet;
  • Pari-Match;
  • 888;
  • 1xStack;
  • WinLine;
  • BS Leon;
  • Marathon.

In the “League”, for example, a satisfactory list of events, bets are accepted on Dota2, CS: GO, Starcraft2. There are offices that work only on betting on cyberspot, for example, Cybbet. Here in the line there are classic StarCraft2, HeroesOfTheStorm, WoT, CS: GO, LoL, Dota 2, but other games may appear. There are proposals to bet on the winning team, bet with a handicap or total, on the recipient of the card, who won any round and others. Egamingbets features an extended line and a lot of tournament fighting. Specializes only in e-sports, not taking bets on other disciplines.

Among the other BSs considered to be the best for betting on competitions in the virtual space, but without a Russian license, apart from Cybbet, one can distinguish Cyber-bets, Egaming Bets, Pinnacle Sports.

Basic disciplines proposed by bookmakers for bets:

  • Dota 2 and League of Legends – role-playing, team-based virtual competitions with tactical and strategic components;
  • Counter-Strike – “Shooter” from First Person Shooter;
  • StarCraft – real-time situations using various strategies aimed at winning;
  • League of Legends – the most famous and popular in the world representative of e-sports products in the direction of MOBA.

Each player when choosing a BS must assess its reliability, margin, line width by the number of events, the value of the coefficients, the convenience of cash turnover.

Do not limit yourself to choosing one bookmaker. At hand there should always be a couple of offices, from which immediately before the game, you can select one that offers the most favorable bet or attractive odds.

Popular types of bets

Bookmakers quickly reacted to the emergence of a new possible source of revenue, beginning to accept bets on computer games. In general, the monetary potential here is higher than the investment in tennis, volleyball, handball. And who knows, hockey and football would stand in this competition if the lines on e-sports were open for all BS. Today, the main lines in the lines of offices: taking bets on the tactical game Dota 2, FIFA and PES (soccer stimulants), World of Tanks, Counter Strike, World of Warcraft and some others.

The most popular bets are considered:

  • victory of the selected team (main outcome);
  • the champion of the competition: the big risks are caused by a large number of participants and the difficulty of forecasting;
  • winning teams in the selected cards;
  • total (one or both opponents): the total result of the murders, i.e. points;
  • loss (or victory) with a given handicap or with a handicap by cards;
  • passability of the team: bet on the passage of the chosen favorite to the highest place in the ranking of the competition or even to move through the playoff grid, with the same number of points scored, BS returns the bets.

Since in virtual sports the same laws as with normal sports betting with obvious outsiders and favorites work, computer events are played out according to the same principles.

  • It is necessary to put exclusively on significant competitions with a decent prize fund. In this case, the interest of participants to play for a win, and not to “merge” the game is completely argued.
  • The choice to do only in favor of a well-studied game, its rules, possible force majeure.
  • Conduct pre-match analysis of teams, statistics of victorious and unsuccessful outcomes, as well as diagnose cards (winning and losing).
  • The advantage to give in favor of Live betting with the ability to assess the situation during the game and adjust their actions during the match.

How correctly to bet on eSports?

Competitions for computer games are attractive because they can earn on them all year round, and the high frequency of fights (up to 3 or 4 times a day) increases the chances of winning. The difficulty lies in insufficient forecasting and poor learning. Despite this, there is an annual increase in those wishing to profit from bets for e-sports, and this trend is steadily growing. To put it is necessary only after thorough studying of rules of this or that game situation. A lot of nuances inherent only in this or that discipline, the characters of the participants and teamwork of the team, the chosen tactics of the game – all this is taken into account when making forecasts. It is important to know the motivation of opponents in each game, their emotional mood. It will be different depending on the category of the tournament and the prize fund. All this explains the features of bets, for example:

  • Experts put incorrect coefficients, so BS give them with an overestimated margin.
  • You can accept bets in the offices for a draw, as well as their return when the event is completed.
  • The influence of the emotional component. Overestimated, in comparison with the probability of winning, the volume of bets on a favorite player or team generates a fake markets.
  • There is a real opportunity to “merge” the bet by hitting a contractual game.
  • The danger of being attacked by hackers on computers of cybercriminals and, as a consequence, the cancellation of a duel.

Attention! Ability to understand well the twists and turns of this or that discipline, thorough study of its rules, game statistics is a good argument to try your hand at betting on eSports. If you are unsure of your own strength, it’s better to start doubting your doubts with virtual bets.

Unpredictability and insufficient knowledge of computer games, a large number of teams with unstable games should cause caution to put large sums on the outcome of computer fights. On the other hand, having caught the game with an overvalued favorite in the frequently flashing events of the BS lines, it is quite realistic to make a profit with a good coefficient. Taking advantage of the weak training of BS analysts, skilfully manipulating their coefficients in their favor, you can make good money on the weak sides of the office by playing at betting on eSports.

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