Entertainment
The Evolution of eSports: From Niche Pastime to Global Championships
OVER the past couple of decades, gaming has gone through a massive change. It was one of the best pastime activities, and it managed to evolve into a professional sport. The road was very long, and it took the whole industry for a rollercoaster ride filled with excitement. Today, this massive industry generates billions of dollars for companies and players as well. In this article, we’re going to examine how gaming has evolved into esports today.
The Emergence of eSports: From Casual Beginnings to Competitive Play
Gaming immediately started with the birth of computers. It was in the 50s and 60s that it all started, but it took a lot of time to grow. Back then, computers were a shock to civilization, and it took decades for them to come into the mainstream light. But as soon as they became more popular, the gaming scene followed.
While it was a pastime activity for millions of people over the years, it quickly became competitive. That’s why players always look for different ways of getting an edge over their opponents. No matter the industry, players found various ways of improving their chances of winning. Even with online casino gaming today, players seek out the best deposit bonus on the Gamblizard website, as it’s one of the most reputable places to find quality offers. When it comes to other esport games, this means getting the best PCs, top-notch internet connections, and high refresh-rate monitors.
So many concepts we see in modern games today were set in stone in the 80s when competitive gaming grew in popularity.
But before players turned to PCs, arcades were the first homes to tournaments. The first form of competition came in the form of score lists. Players with the highest scores would take a spot in the list. Among the popular titles are Pong and Space Invaders. However, there are many other arcades that were immensely popular in the 70s and 80s. Many games today feature lists as a form to show the best players. Take online casinos, for example. After you claim a Duelz casino bonus, you can see the list of winners on the platform. This makes players more competitive as they want to potentially win higher amounts of money and end up on the list. Additionally, casino game tournaments have players compete for a set period of time. The winners are players who end up in the top three spots on the list.
eSports Goes Mainstream: The Turning Point in Popularity
Gaming, in general, went mainstream during the 2000s and 2010s. This is the golden era for gaming as it spread like wildfire to the online world. Internet connectivity became much better during these two decades, allowing players to share their gaming adventures. Platforms such as Twitch and YouTube became places where gaming content creators started building communities. While some were exploring, other competitive players were building followers as they decimated their opponents.
As more eyes were turning to these platforms, sponsors started showing up, ready to help tournaments grow. Even the top tournaments started hosting streams, where millions of fans started watching the best players compete. The gaming scene truly started looking like professionally competitive surroundings.
Building the eSports Ecosystem: Leagues, Teams, and Players
The eSports ecosystem is huge today, but it took some time to grow steadily. It started with a couple of tournaments throughout the year for massively popular games like Counter-Strike. Another popular game was StarCraft from Blizzard Entertainment. The change came with DotA and League of Legends. These games were so massively popular that year-round leagues were created for different world regions. In the end, the best players would clash in the finishing tournament to show who’s the best.
Today, there are several important leagues to consider:
- Overwatch League
- League of Legends Championship Series
- Rocket League Championship Series
- PUBG Championship Series
The development of these leagues gave birth to hundreds of esports teams around the globe. As thousands of players have joined this space, some managed to achieve legendary status in the esports scene, earning millions of dollars.
From Local Events to International Spectacles: Evolution of eSports Tournaments
Before broadband Internet offered low latency and high speeds, tournaments were more of local events with smaller prize pools. However, the size of the tournaments followed the growth of gaming popularity. Tournaments became country-specific at first but quickly grew to international events. Before you knew it, every continent had one huge tournament which attracted thousands of visitors.
The top events worth mentioning are:
- Dota 2 The International
- League of Legends World Championship
- CS:GO Major Championships
- Fortnite World Cup
- Valorant Champions Tour
- PUBG Global Championship
Of course, none of these would become as popular without the popularity of streaming websites such as YouTube, Twitch, and Kick.
Challenges and Opportunities: The Future of eSports
The only challenge that eSports is going through is related to the health of the top players. In order to remain at the top, players start playing early and spend up to 16 hours per day playing games. As you can imagine, this has a negative impact on their health. It remains a challenge that the industry needs to tackle in the future.
Other than that, esports is a competitive landscape that gives equal chances to all its players. Inclusivity and diversity are important in esports. Overall, it’s safe to say that esports is yet to continue evolving. It has grown tremendously over the years, but there’s more room for growth. We’ll see how the growth of VR will affect the industry. These new technologies might change the way people compete. Mobile phones have already shown that, as PUBG is already hosting mobile-only tournaments.
Conclusion
Gaming has become an important part of popular culture around the world. It’s now the biggest part of the entertainment industry, surpassing even movies in terms of revenue. Younger generations continue showing more interest in games. Therefore, the whole industry and esports will likely continue evolving in the years to come.Author Bio: Leslie Alexander is a content lead at Gamblizard with years of experience in the iGaming industry. When she’s not researching the latest iGaming trends, Leslie enjoys spending time with her friends or reading. Board games are her passion in her spare time.
Entertainment
Freyja’s ‘Aquantis’ named winner of Torch Theatre’s festive design competition
TEN-YEAR-OLD Freyja from St Francis RC School has been crowned the winner of the Torch Theatre’s Design an Evil Sea Creature competition – beating more than 300 imaginative entries that ranged from cyclops creations to fanged dolphins and double-headed stingrays.
Her design, Aquantis, caught the eye of the judges and will now be brought to life on stage in this year’s Christmas pantomime, Rapunzel, at the Torch Theatre.
Freyja said she was “ecstatic” to hear the news.
“It was really good news to have. Drawing and creative writing is something that I enjoy and have a passion for, so to be given this opportunity and to win was incredible. I’d like to say well done to everyone else who entered – it was a fun competition to be part of.”
A sea monster with a story
So what exactly is the Aquantis?
“She was once a tiny kraken with a big heart,” Freyja explained. “She has special powers and shoots slime balls that can paralyse her victims – and during the paralysis phase they are completely under Aquantis’ control. She swims joyfully through the enchanting depths of the sea with a love of exploring every corner of the ocean.”
Freyja said her imagination and a recent snorkelling trip inspired the creature.
“My idea for the Aquantis came through my imagination, after deciding what backstory I wanted to create for her. I can’t say I’ve seen any sea monsters up close, but I’ve recently been snorkelling in the Red Sea so that helped give the Aquantis an edge. I’m really honoured to have been chosen and can’t wait to see it all come together on stage.”
Workshops inspire young artists
This year’s project was delivered in partnership with the Arts Society West Wales, whose representatives joined Torch Theatre professionals for day-long creative workshops in three Milford Haven primary schools. The aim was to help pupils imagine, design and model their own scary sea monsters.
The children’s enthusiasm and creativity were clear throughout the sessions, with dozens of colourful, sci-fi-inspired designs produced. All entries are now on display in the Torch Theatre Gallery.
Torch Theatre’s Artistic Director, Chelsey Gillard, said she was so impressed by the range of ideas that several of the friendlier creatures will also feature in Rapunzel, voiced by members of the Torch Youth Theatre.
Rapunzel this Christmas
Rapunzel runs at the Torch Theatre from Saturday 6 December to Sunday 28 December.
Tickets: £24.50 | £20.00 concessions | £78.00 family.
Relaxed Environment Performance: Saturday 13 December at 2:00pm.
BSL Interpreted Performance (Liz May): Tuesday 16 December, 6:00pm.
Entertainment
Artistic licence brings comedy classic noises off to the Torch Theatre
PEMBROKESHIRE theatre company Artistic Licence is preparing to bring the much-loved farce Noises Off to the Torch Theatre in Milford Haven from Thursday 5 to Saturday 7 February.
It is 25 years since the National Theatre’s ground-breaking production of Michael Frayn’s comedy first wowed audiences. Now Artistic Licence is presenting its own take on what critics have long hailed as “the greatest farce ever written”.
Packed with slamming doors, flying sardines and backstage mayhem, Noises Off follows a theatre company whose production is falling apart both on stage and behind the scenes. The result is a chaotic tribute to live theatre – and the perfect night out for anyone who has ever been on stage, or simply sat in the audience.
Local cast takes centre stage
The entire cast is drawn from Pembrokeshire performers. Artistic Licence, which champions local talent, has assembled a strong ensemble for the show.
The company includes Kerry Steed as Dotty/Mrs Clackett, Marcus Lewis as Lloyd, Alex Jukes as Garry/Roger, Laura Barrett as Brooke/Vicki, Will Oliver as Frederick/Phillip/Sheikh, Janine Lewis as Belinda/Flavia, Frank Tobin as Selsdon/Burglar, Hun Benbow as Tim/Stage Manager, and Chloe Wheeler as Poppy/ASM.
Artistic Licence was founded by Carol Mackintosh, Trisha Biffen and Marcus Lewis to bring classic plays and quality comedy to local audiences, while giving Pembrokeshire actors the opportunity to perform at the county’s only professional producing theatre.
“We’re so excited to be bringing Noises Off to the Torch,” said Carol, Tricia and Marcus. “It’s one of the funniest plays ever written, and it’s a real treat to work with such a talented group of local performers. Artistic Licence is all about celebrating great writing and giving Pembrokeshire talent a chance to shine – and Noises Off is the perfect show for that.”
How to book
Performances take place in the Torch Theatre’s Main House from 5–7 February 2026. Tickets are available now from the Box Office on 01646 695267 or online at torchtheatre.co.uk.
For anyone who loves theatre, laughter and a generous dose of organised chaos, this is one not to miss.
Entertainment
Will new broadband work bring faster internet to rural Wales by early 2026?
Wales is moving forward with plans that bring real internet coverage to areas where speeds fall short. The project now launched is built on data, fieldwork, returned funding and a clear digital objective. The timing and the scope are fixed, the tools are known, and the outcome is firm. Rural parts of Wales can expect change early in 2026.
A plan built for areas still waiting
The Welsh Government set aside £70 million to bring high-speed broadband to premises where 30Mbps is still out of reach. These areas sit outside all commercial and public rollout activity confirmed for the next three years.
The new effort uses returned funds from BT’s Superfast Cymru phase. Take-up levels went up, the clawback clause activated, and now the amount is being put back into the ground.
There are two LOTS in the framework. LOT 1 carries £60 million and targets clusters with 1,000 or more premises. LOT 2 carries £10 million and goes to smaller sites with fewer than 1,000.
The tender was open until November 26th, 2025. Contracts are expected to be handed out on 20 January 2026. Once awarded, the build can begin. The first results are expected soon.
Coverage gaps are actively targeted
As of mid-2025, around 97.6 percent of premises across Wales reach 30Mbps or more. Roughly 87.8 percent of those can access gigabit speeds. However, smaller areas still remain with lower coverage. These are the homes, farms, outbuildings, and business spots now included in the new plan.
The open market review defines the list. It checks all current commercial and government plans and picks only those premises outside them. That keeps the focus on gaps. It also stops money from going to areas already covered.
Installation cost per premise stands around £2,400. That is slightly higher than figures under Project Gigabit, which usually run under £2,000. Reaching these remote spots takes more work, more equipment, and more time. FTTP is the main option here, as fibre to the Premises means fast, direct access right at the socket.
Where the difference will be felt
This rollout reaches people and places with low speeds, weak lines and poor access to online services. The reach includes people working from rural homes, small business owners, live streamers, and residents who rely on online platforms for everyday tasks.
New coverage will also change how users access data-heavy services like online gaming, app-based tools, and systems that demand instant response and secure payments.
Faster internet helps with media, support platforms, and site features that rely on strong upload and download signals. Those who play online casino games on established gaming platforms will notice smoother delivery.
This type of gaming in the UK has grown steadily in recent years. It is driven by the ease of access from home and the steady shift toward digital formats. With stronger networks, features like live tables, high‑speed slots, and timed promotions can perform more reliably.
With the broadband upgrade, performance will be more consistent, and the interface will become more responsive, especially where visuals or payouts are involved.
Research that helped target the project
The Welsh Government commissioned Cwmpas to gather feedback from those living and working in the most affected areas. This research reached across all parts of Wales and focused on rural users. Respondents included students, self-employed workers, remote professionals, and community leaders.
The biggest age group was 54 to 63, which made up 31.4 percent of replies. The group with the lowest reply rate was 16 to 25, at just 1.45 percent.
Many users saw FTTP as the best solution. They wanted something that worked now, but they were ready to accept bridging options until the final system could be built. Every user surveyed asked for fast and reliable service. No one wanted to wait another three years.
UK Government feedback from similar research confirmed the trend. Those living in areas with limited coverage said they wanted better access for basic online actions, work‑from‑home tasks, and information services. Businesses said they needed faster lines for productivity, better access to cloud tools, and system stability for customer contact.
Support, structure and who builds it
The Welsh Government worked alongside Building Digital UK and local councils to avoid overlap and make sure that funding reached places without confirmed service. City and growth deals across Wales also had input. Coordination across all levels was a key part of planning.
The grant process will include requirements for environmental awareness. Past broadband builds asked providers to show how they would manage biodiversity, and this project will carry the same. Civil works for fibre take weeks, so early notice and open communication help ease disruption in each area.
While this is an infrastructure project, some users face extra difficulty once it goes live. Low income and low digital confidence can slow take-up. This was flagged in early assessments. Providers may offer setup guidance and local signposting to make sure coverage turns into real access.
The build also gives support to third sector groups. These groups use online tools to manage funding, communicate with teams and run outreach. Reliable broadband makes this simpler. The same applies to people using online learning, public service portals or tools with streaming content. It keeps users in touch with what matters.
Fixed timetable, clear impact
The contracts close in late 2025, and awards follow in January 2026. The first build phase starts just after that. Over time, the network will stretch into farms, valleys, border towns, hill properties, and distant coast spots. Each home and business added gets stable signal and a future‑proof line.
The aim is always steady access. Rural areas take longer to build into, but the model here has been tested and planned with care. Providers like Openreach, Ogi, Netomnia and Virgin Media all match the project size. Some need more backing than others, and some may only go after one LOT.
Service helps people stay productive. It lets platforms run with fewer errors. It removes the weak points in a stream or feed. Once the new lines go live, the full package of modern tools and services can follow. Wales stays online without lag, skips the drop, and cuts out the wait.
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