
A primeira edição da Copa das Nações de Esports (ENC) está prevista para começar em novembro de 2026, com um investimento total de US$ 45 milhões feito pela Esports World Cup Foundation (EWCF). O valor será destinado a prêmios, incentivos e fundos de desenvolvimento. Reunindo competidores e seleções de todo o mundo em 16 jogos diferentes, a ENC 2026 acontecerá em Riade, Arábia Saudita, entre 2 e 29 de novembro de 2026. Comentando sobre o investimento de US$ 45 milhões,more

Em um revés jurídico de peso para a dona da maior plataforma de jogos de PC do mundo, um tribunal do Reino Unido autorizou que uma ação coletiva de £656 milhões (cerca de US$ 900 milhões) contra a Valve Corporation siga para julgamento. O processo, movido em nome de aproximadamente 14 milhões de usuários britânicos da Steam, alega que a empresa abusou de sua posição dominante no mercado para cobrar valores excessivos dos jogadores. Com o Competition Appeal Tribunal (CAT)more

A Strafe Esports foi recentemente convidada para participar de um evento de imprensa organizado pela Esports World Cup (EWC). Nele, aconteceu uma mesa redonda sobre a EWC 2026 e os planos para os próximos anos, esclarecendo algumas das principais dúvidas em torno de um dos organizadores de torneios de esports que mais cresce no mundo. O encontro contou com a presença de Mike McCabe, vice-CEO e COO da Esports World Cup Foundation (EWCF), além de Fabian Scheuermann, Chief Games Officermore
StarCraft is a military science fiction media franchise created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance between three species in a distant part of the Milky Way galaxy known as the Koprulu Sector. The series debuted with the video game StarCraft in 1998.
As a real-time strategy (RTS) game, StarCraft's gameplay revolves around resource gathering, base building, technological advancement, and combat. Players must manage two primary resources: minerals and vespene gas. The game is known for its three distinct and asymmetrically balanced playable races:
Development on StarCraft began at Blizzard Entertainment in 1995. The game was officially announced at E3 1996 and, after a lengthy development period, was released for Windows in March 1998. An expansion pack, Brood War, was released in November of the same year.
The franchise primarily consists of a series of real-time strategy games that carry the main storyline.
The original StarCraft (1998) and its expansion, Brood War (1998), are considered by many to be among the most important and influential video games of all time. Brood War added new units for each race and continued the storyline, significantly refining the game's balance and strategic depth. It became the definitive version for professional competition for over a decade.
The sequel, StarCraft II, was developed as a trilogy, with each installment focusing on one of the three races:
StarCraft II introduced new units, updated graphics with a 3D engine, and a new multiplayer ladder system on an overhauled Battle.net platform.
In 2017, Blizzard released StarCraft: Remastered, a carefully updated version of the original game and its Brood War expansion. It features high-definition graphics, support for modern display resolutions, updated audio, and new online matchmaking and ladder systems, while preserving the original gameplay and balance.
StarCraft, particularly Brood War, is recognized as a foundational pillar of esports. Its competitive scene established many of the structures, formats, and cultural touchstones of modern professional gaming.
The game's high skill ceiling and strategic depth, combined with the multiplayer capabilities of Battle.net, fostered a competitive environment shortly after its release. Player-run tournaments quickly gave way to professionally organized events with significant prize pools.
Nowhere did the competitive scene flourish more than in South Korea. The game's popularity coincided with the rapid expansion of broadband internet infrastructure in the country. This led to the emergence of professional gamers, salaried teams with dedicated training facilities ("team houses"), and televised broadcasts of matches. Two dedicated 24/7 cable channels, OnGameNet (OGN) and MBCGame, were launched to broadcast StarCraft competitions, turning top players into national celebrities. The Korea e-Sports Association (KeSPA) was formed in 2000 to manage and promote esports in the country.
While South Korea was the epicenter, StarCraft also developed significant competitive scenes in other parts of the world, including Europe and North America. The release of StarCraft II in 2010, with Blizzard's direct support for a global competitive circuit, further expanded its international reach. The game was instrumental in the growth of live-streaming platforms like Twitch.tv, where fans could watch professional players practice and compete.
The history of competitive StarCraft is defined by its legendary players.
Brood War Era:
StarCraft II Era:
Professional teams have been central to the StarCraft scene, providing salaries, coaching, and practice partners for players. Notable Korean teams include SK Telecom T1, KT Rolster, CJ Entus, and Samsung Khan. Internationally, teams like Team Liquid, Evil Geniuses, and later Shopify Rebellion have fielded top-tier players.
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