
David Elliot discussed a student during his research on Minecraft in an English classroom. Gamification is a worthwhile instructional method because of its ability to reach certain students who may not find satisfaction in traditional instructional strategies. Researchers agree that attitude and satisfaction correlate to student achievement. From the time of this competition and until the emergence of livestreaming and video-based spectators, videogame competitions received little press attention and were not a large-scale spectator sport. The videogame competition was held at Stanford University and included a competition involving a game called Spacewar. eSport-type competitions began in the early 1970s. Regardless of the way it is broadcasted, the notion of watching a video of someone else playing a video game is now commonplace, whereas it may have been seen as strange a generation ago. The other way to show a match is from a background perspective, using a video camera to give an omnipresent view of the game and the player. The game can be shown in a few ways, one of which is streaming the video feed of the game while it is played.

eSport is a spectator sport which is streamed over the Internet and allows the spectators to watch from remote locations, without requiring their presence in the room with the gamer. The most common games associated with eSports include real-time strategy (RTS), multiplayer online battle arena (MOBA), and first-person shooter (FPS). The educational benefits of eSports are suggested by the fact that school districts are quickly adopting eSports for their students. The past year saw an increased involvement of in high schools in eSports, from 200 schools to more than 1200 in the United States. Secondary and post-secondary schools are adopting eSports at an increasing pace, which reflects the demand for the sport among the applicable age group. In the early years of eSports, teens were the primary consumer and practitioner of video game competitions, but in more modern terms, the age groups of participants have expanded to multiple age groups, which now include college-aged players. The differing variable between eSports and traditional video games is the element of teamwork and competition. eSports are organized, multiplayer videogame competitions, primarily played between professional teams or individuals, which differ from single-player, traditional video games. Competitive video games are a vast growing medium of competitive sports, with the most common form of gaming being eSports.
