Esports and its popularity among young people
Introduction: why young people choose esports
For Romanian teenagers and students, esports is about community, competition and self-fulfillment. It connects friendly tims, local cyber clubs and large arenas where the finals of national and regional leagues are held. The most important success factor is availability: enough PC or console, stable Internet and meeting place (online or offline).
Discipline map: what they look at and what they play
CS2 is the main competitive discipline with a strong club culture and a "shooter" school.
League of Legends - student and amateur leagues, mix of strategies and team synchronization.
Valorant is a fast-growing tactical shooter that appeals to a new audience.
EA FC (formerly FIFA) - cyber football as a bridge between fans of real sports and the gaming scene.
Dota 2, Rocket League, PUBG Mobile, etc. - niche but stable communities.
Places of power: where the scene lives
Bucharest - hubs of cyberclubs, media and studios, large LAN events and streamer collaborations.
Cluj-Napoca - arenas and multi-format festivals (BTarena and other venues), a strong role for universities.
Iasi, Timisoara, Brasov, Constanta - local leagues, cyber cafes, municipal tournaments, school and student starts.
Cyber clubs have evolved into social hubs: fast PCs, low pings, team training, mini-leagues in the evenings and weekend "long runs."
Universities and schools: "league of the young"
School and student tournaments become the gateway to the stage: the guys assemble teams, learn discipline and team communication, try roles - captain, coach, analyst, content manager. Universities are increasingly supporting esports with clubs, coaches and audiences to watch finals together.
Streaming, influencers and media culture
Twitch, YouTube and TikTok form the media layer of the scene: highlights, guides, reactions, "road to rank." Popular streamers are role models: they set communication standards, show the way "from the room to the stage," teach basic analytics and timing.
For brands, e-sports is a platform for soft marketing: collaborations, challenges, prize funds, scholarships for young people.
Economics and career: not only about "being pro"
Esports in Romania - ecosystem of professions:- Player, captain, coach, analyst.
- Broadcast and production: broadcast director, observers, editing/graphics, sound, studio presenters.
- Marketing and community: SMM, partnerships, tournament management, merch, events.
- Tech block: network engineers, cyberclub admins, anti-cheat officers, QA for tournament platforms.
Young people see real career tracks: from volunteering at a local tournament to a paid position in a league or studio.
Tournaments and formats
Online leagues: fast seasons, rating divisions, flexible schedules after study.
LAN finals: arenas and sports palaces, fan zones, autograph sessions and show matches.
Mix formats: school/university cups, municipal championships, corporate tournaments with the participation of local IT companies.
The organizers use tournament platforms with anti-cheat, account verification and match calendars, as well as "hype content" before the playoffs.
Technology and Infrastructure
Internet: optics in cities gives "low pings" and comfort for the praquis.
Hardware: PC pools at 240 Hz, fine-tuned peripherals, room stations for streaming/analytics.
Software: anti-cheat, command voice services, replays and analytics services (analysis of demos/re-recordings).
Security: moderation of chats/servers, zero tolerance policy for toxicity and cheats.
Health, balance and digital hygiene
Esports are attractive, but it is important for young people to maintain a balance:- Mode 8-8-8: study/work - sleep - hobby/sport.
- Overload prevention: warming up the hands/back, "20-20-20" for the eyes, hydration, ventilation.
- Team psychology: rules of communication, conflict analysis, respect for timeouts.
- Study in the first place: grades and deadlines - before screams; the tournament plan is built around the session/exams.
Inclusion and code of conduct
The modern Romanian scene relies on a safe and open environment: the participation of girls and juniors, anti-bullying politicians, moderation of voice and chats, understandable sanctions for toxicity. Tournaments form the fan code: respect for the opponent, zero alcohol and aggression on the court, support for fair play.
How to get started: Quick route for schoolboy/student
1. Select discipline and base role (e.g. support/IGL/sniper).
2. Join a local community: school/university server, cyberclub, city league.
3. Assemble a team of 5-6 people with a clear schedule of praks (2-3 times a week).
4. Record a demo and keep a log: what happened/what did not, individual tasks for the week.
5. Play seasons: online divisions → city tournaments → LAN finals.
6. Learn from the content: guides about the economics of rounds, maps, timings and smokes, reactions and "crisis calls."
The role of large brands and cities
Municipalities and private partners see e-sports as an instrument of urban politics: weekend festivals, congress centers with an exhibition area, weekend tourism. Brands gain youth audience loyalty through education, internships, scholarship programs, and support for women's/school leagues.
Frequent rookie mistakes
Only ranked and zero team practice.
Lack of schedule (study suffers - the team falls apart).
Toxicity and "solo heroism" instead of role and plan.
Ignore healthy lifestyle: wrist/back pain, fatigue, "night marathons" before school.
The solution is structure: calendar, roles, training plan, physical training and respect for study.
Trends 2025-2030
1. The growth of school/student leagues and the transition of the best teams to the semi-intermediate level.
2. Urban hubs with arena finals and fan festivals (music, cosplay, developers).
3. Profiled courses: demo analytics, broadcast production, cyber event management.
4. Women's divisions and mixed leagues as standard.
5. Anti-cheat and behavioral moderation technologies at the major sporting event level.
6. Hybrid offline/online: Weekend LAN schools + regular online seasons.
7. Partnerships with the IT sector: internships, grants for equipment, projects with universities.
Esports in Romania is a social lift and a cultural phenomenon for young people. It teaches teamwork, role responsibility, time planning, media literacy and healthy competitive ambitions. When the infrastructure of tournaments, schools and universities, cyber clubs and brands act together, there is a steady path from the school server to the arena finals, without sacrificing health and study.