The three pillars of Dragon are VIP Gaming, iGaming and eGaming, this guide focusses on eGaming and takes a peek at the history behind the industry.

In the early 1970s, Atari began to sell what many consider to be the first real video game - Pong, which arguably went on to become the catalyst for today’s burgeoning industry. A stroke of marketing genius saw Pong consoles installed in several chain restaurants who wanted to capitalise on the hot new craze.  Players flocked to the consoles fiercely competing for the privilege of seeing their initials displayed in pixelated 2D glory next to their high scores.  

Accelerating forward just over a decade to 1987 sees the new Atari ST console launching.  This allowed up to 16 consoles to be connected locally, unlocking multi-player capabilities that we are blessed with today.

Meanwhile, the 'grammar' of gaming was being written with games such as Wolfenstein 3D, Doom and Time Crisis exploding onto the scene, offering a first-person perspective on things.  

Original Doom game cover - circa 1993

The creator of Doom is reputed to have said that their first-person viewpoint was created simply because their programme wouldn't allow other views.  The original Space Invaders appeared in green thanks to a piece of green plastic glued to the inside of the screens, highlighting the way that the industry is one packed full of invention and innovation.

The genuinely immersive scariness of Doom ensured its popularity with gamers wowed by its unpredictability and the mechanics of the game which granted the ability to roam freely through the game.  Doom should perhaps go down in history being the first sandbox game, however back in 1993 the real revolution in gaming came in the form of large local area network (LAN) tournaments.  These, and later the Internet, opened up online multi-player gaming or eGaming as it is better known as.

12,000 LAN party goers turned at DreamHack Winter in Jonkoping, Sweden

The global games market is predicted to exceed a colossal $138 billion in 2019, this combined with the fastest growing fan-base, means it is rapidly evolving into one of the hottest and most profitable entertainment industries.  With the ever-present smartphone being carried around in people's pockets, casual gaming on mobile devices now accounts for a staggering $70 billion generated in Asia alone.  

Mobile gamer playing multiplayer online game "PUBG" on their smartphone in Ji'nan city, China

With these staggering figures, perhaps it should come as no surprise why eGaming is a crucial component of Dragon co-founder Paul Moynan’s three Pillar vision. The segments of VIP Gaming, iGaming and eGaming, are all independent of the crypto market, yet all overlap and benefit from Dragon Blockchain Innovation.

By being able to place wagers on various live eGaming competitions and events, the combined elements of chance and financial returns neatly marrying up the appeal of betting with the popularity of competitive gaming.  The eGaming industry has flourished by appealing to fans of betting and gaming alike through the similarities they share.  Both sides of the screen are incredibly competitive by nature and driven by success, be it monetary or reputational.

As video games have matured, they also attract a younger audience drawn to the stunning graphics of next-generation consoles and richer, more interactive storylines providing a fully immersive experience.  As a by-product of this, society is slowly beginning to realise the true potential of virtual worlds for learning and enrichment.  Allied with the growth of the video and eGaming we can expect to see the 'gamification' further develop across many industries, with education being at the forefront.

As in all industries, remittance systems have played a significant part in the growth of eGaming. Central banks have been unable to keep pace yet continue to demand excessive fees with slow processing times of up to 3 days for payments to clear.  Commonly used SWIFT payment structures have fallen behind and are unsuitable for the average gamer who needs to be able to operate in the virtual and physical worlds.

Dragon Coin (DRG), the world’s number one entertainment coin, and the Dragon Social Wallet immediately solve these problems allowing gamers around the globe to have virtually instant purchasing power at their fingertips. Whether it’s getting hold of the latest merchandise, purchasing more in-game lives or providing their favourite character with that must-have new skin.

At eGaming events, fans can come along and support their favourite teams, and perhaps send their favourite players a Dragon Coin because they have done well in a game; all while enjoying some food and drink purchased using their DRG.  The Dragon Social Wallet allows gamers to enjoy their sports and to not only engage with the games but also use their DRG in the real world, as part of a seamless, user-friendly experience.  The imminent unlocking of the messaging functionality in the Dragon Social Wallet will drive this concept further forwards, enabling like-minded individuals to collaborate at events like never before.

eGaming takes advantage of not only the technological capabilities of modern computer gaming, but it also fosters a strong community spirit in players and interested viewers. Estimates vary, but there may be as many as more than half a million people across the world are watching some form of e-game / esports. Free games such as Fortnite and viewing platforms like YouTube and Twitch have played a crucial part in this, allowing virtually anybody to put themselves in front of a global audience.

The first half of 2019 has seen Fortnite knocking the likes of CS:GO and Dota2 from the top spots bringing in a prize pool of $14.7 million so far, with $12.08 million of that coming on the ten weeks of the Fortnite World Cup qualifiers.  Epic games have pledged another $30 million for the Fortnite World Cup which runs from 26thto 28thJuly.

Whether the popularity of Fortnite tournaments will last is anybody's guess; however, long-standing community favourites Dota2 and League of Legends have a long history of tournament play.  Due to having to master complicated strategy while employing technical moves, the International Olympic Committee is investigating including games such as these in future Olympic games.  South Korea is a country that has recognised the benefits that e-gaming can bring and has influenced the growth of e-games within its territories by improving the capacity and quality of its broadband Internet.

A sold-out audience fill the seats of KeyArena for The International Dota 2 Championships

So while gamers wait with bated breath to see if eGaming will become a feature in the Olympics, the one sure thing is that the growth and popularity of eGaming is not looking like slowing down anytime soon.  Get hold of your Dragon Coin and the Dragon Social Wallet now to become part of the evolution of the entertainment industry.