For several years now, I have been gradually working on referencing the various video games’ competitive scenes. Indeed, if esports has its flagship games (e.g. League of Legends, Counter-Strike: Global Offensive, Dota 2, Fortnite Battle Royale or Overwatch), whose Internet audiences are massive and whose international finals fill stadiums (e.g. LoL Worlds Finals, IEM Katowice, The International, Fortnite World Cup, Overwatch League Playoffs), many competitive scenes exist in a relatively anonymous way and are nevertheless rich in terms of commercial and/or societal levers.
By soliciting different communities’ experts of each genre since several years, I have been trying to map all these “esports disciplines”, whether they are very active or definitely extinct, particularly structured or totally community-based, professional or amateur, highly popular (in terms of numbers of players, audiences and media coverage) or destined to remain confidential.
Here is the result of this work, which began in 2016 and which I regularly update. The last version is from this July 2019, but I also make available the evolution of the different versions over time.
PS: the numbers that appear in front of some games on the latest version correspond to their ranking according to the Esports Games Tier List and Index created by Jens Hilgers and regularly updated by The Esports Observer.