RUDN Journal of Studies in Literature and JournalismRUDN Journal of Studies in Literature and Journalism2312-92202312-9247Peoples’ Friendship University of Russia named after Patrice Lumumba (RUDN University)2695010.22363/2312-9220-2021-26-2-325-330Review ArticleESports: a Review of Foreign and Russian Media ResourcesChernyavskayaAlina G.<p>PhD student, Department of Mass Communication, Philological Faculty</p>alya_z@inbox.ruPeoples’ Friendship University of Russia (RUDN University)0207202126232533002072021Copyright © 2021, Chernyavskaya A.G.2021<p style="text-align: justify;">Millions of people all over the world watch ESports matches and follow the news about favourite teams and players. Due to the COVID-19 pandemic ESports market has received unprecedented growth of audience. The present paper is aimed at exploring and comparing specific features of ESports internet resources development around the world. The author observes the most visited ESports sites in such countries as South Korea, China, the USA, and Russia. Also, this article examines website traffic statistics to analyze the popularity of ESports internet resources among an audience. The data is based on the number of views and visitors for each country during the day, month, and year. The study showed that the Asian ESports media market prefers to use video format for providing content compared to the USA and Russia. The USA and Russia still use text and video formats.</p>cybersport media spaceonline journalismmedia consumptiongamesstreamingnetwork communicationsкиберспортивное медиапространствоонлайн-журналистикамедиапотреблениеигрыпотоковое вещаниесетевые коммуникации[Paris, D., & Herweck Paris, S. (2016). History of video games. California, Teacher Created Materials.][Volkova, I.I. (2017). Video games and new media: Game approach to communications within virtual space. RUDN Journal of Studies in Literature and Journalism, 22(2), 312-320. (In Russ.) http://dx.doi.org/10.22363/2312-9220-2017-22-2-312-320][Josh, G. (2020). History of ESports (21st century skills library: ESports live). Cherry Lake Publishing.][Troupe, T.K. (2019). Fighting game ESports: The competitive gaming world of super smash bros, street fighter, and more! Minnesota, Capstone Press.][Goetomo, F. (2016). ESports in Korea: A study on League of Legends team performances on the share price of owning corporations. CMC Senior Theses. Paper 1356.][Elsden, T. (2020). Five trends shaping the Chinese esports landscape. Retrieved February 7, 2021, from https://www.sportspromedia.com/opinion/china-esports-trends-tencent-league-of-legends-media-rights-sponsorship][Lord, T.J. (2016). The history and future of ESports in America. Retrieved February 26, 2021, from https://www.fandom.com/articles/history-future-esports-america][Rodie, S. (2020). How Europe’s tech hubs are pushing ESports to the next level. Retrieved March 9, 2021, from https://www.bdo.global/en-gb/blogs/tech-media-watch-blog/december-2020/how-europe%E2%80%99s-tech-hubs-are-pushing-esports-to-the-next-level][Russian E-Sports Federation, accreditation in the ministry of sport. (2017). Retrieved February 18, 2021, from https://ie-sf.org/news/3632][Kim, A., Qian, T.Y., et al. (2020). Growth in sport media and the rise of new sport fandom. Multidisciplinary Perspectives on Media Fandom (pp. 150-171). Hershey, IGI Global.][Chernyavskaya, A. (2018). Specificity of eSports broadcast. Mass Communication in a Multipolar World: Problems and Prospects. Materials of the IX All-Russian Scientific and Practical Conference (pp. 255-259). (In Russ.)][Larch, F. (2019). Seoul - the Home of eSports. Retrieved March 7, 2021, from https://www.ispo.com/en/markets/seoul-how-city-addicted-esports]