Generated by GPT-5-mini| The International (Dota 2) | |
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| Name | The International |
| Sport | Esports |
| Game | Dota 2 |
| Established | 2011 |
| Organiser | Valve |
| Region | International |
| Venue | Various |
| Prize pool | Variable (largest esports prize pools) |
The International (Dota 2) The International (Dota 2) is an annual premier tournament for the multiplayer online battle arena game Dota 2 organized by Valve Corporation. It assembles top professional teams from regions including China, Europe, North America, Southeast Asia, South America, CIS and Oceania to compete for one of the largest prize pools in esports. The event has influenced organizations, players, sponsors, broadcasters and competitive structures across titles such as League of Legends, Counter-Strike: Global Offensive, StarCraft II, Overwatch, and PUBG.
The International showcases elite teams like Team Liquid, OG (esports), PSG.LGD, Evil Geniuses, Virtus.pro, Natus Vincere, Fnatic, and Team Secret in a staged format at venues including Benaroya Hall, KeyArena, Mercedes-Benz Arena, KeyArena, Rogers Arena, Mercedes-Benz Superdome, Stark Arena, and Rexall Place. Valve funds the event and coordinates with partners such as ESL, FACEIT, PGL (esports), Beyond the Summit, DreamHack, Twitch, YouTube Gaming, Huya, and NetEase. The International introduced high production values similar to The Game Awards and inspired competitive initiatives from entities such as ESPN, ELEAGUE, BBC Sport, SixtyFPS, and Red Bull Esports.
The International began after Valve launched Dota 2 in 2011, following the legacy of Defense of the Ancients and community figures like Guinsoo, IceFrog, Eul, and Steve Feak. Inaugural teams included Ninjas in Pyjamas, Alliance (esports), Mousesports, DK (esports), LGD Gaming, and Invictus Gaming. Over the years the event evolved through partnerships with regional qualifiers such as DOTA Summit, DreamLeague, MDL Chengdu Major, EPICENTER, ESL One, MDL (Mars Media), and The Shanghai Major. Valve refined rules alongside stakeholders including PGL, Perfect World, Twitch, Beyond the Summit, and tournament directors like Hernan "H2K" de la Fuente and Jorien "Sheever" van der Heijden. The International’s trajectory intersected with broader media events like Gamescom, E3, DreamHack Winter, and IFA (trade show).
Format iterations incorporated double-elimination brackets, best-of-one group stages, best-of-three upper-bracket series, and best-of-five grand finals used in iterations involving teams such as Team Liquid and OG (esports). Valve published rule sets clarifying roster locks, player substitutions, hero selection and bans influenced by patch updates from Dota 2 Reborn, Source 2, and balance changes authored by IceFrog. Officials mediate disputes referencing precedents from organizations like ESL, FACEIT, PGL (esports), and governing bodies such as Esports Integrity Commission on match-fixing, doping, and betting regulations involving companies like Betway and Unikrn. Broadcast rules coordinate with platforms including Twitch, YouTube, Huya, Bilibili, and rights holders like ESPN and Sky Sports.
Valve established a model where a portion of in-game sales from the Compendium, later the Battle Pass, contributes to the prize pool—an innovation paralleling crowdfunding efforts by titles like Path of Exile (supporter bundles) and Rocket League (treasure sales). Initial prize pools saw contributions from community purchases tied to cosmetic items produced by studios such as Valve Corporation and third-party creators like WePlay! Esports. Crowdfunding milestones featured record pools supported by entities including Wings Gaming fans, LGD sponsors, PSG partners, and celebrity backers. The accumulation mechanism influenced monetization strategies at Epic Games and Riot Games.
Notable editions include the inaugural 2011 championship won by Natus Vincere; the 2016 upset of Wings Gaming; OG’s historic back-to-back championships in 2018 and 2019; and record prize pools breaking milestones against events like Fortnite World Cup, League of Legends World Championship, CS:GO Major Championships, and The International 2016. Individual records highlight players such as Johan "N0tail" Sundstein, Anathan "ana" Pham, Topias "Topson" Taavitsainen, Amer "Miracle-" Al-Barkawi, Sae "SumaiL" Hassan, Danil "Dendi" Ishutin, Zai (e-sports), Kuro "KuroKy" Salehi Takhasomi, and organizations like Team Liquid with regional achievements across South America and Southeast Asia.
Broadcasts expanded from Twitch streams to multi-language productions on YouTube Gaming, Huya, and television partners like ESPN and Sky Sports. Coverage included talent such as Chobra (Pires), Toby "TobiWan" Dawson, Nathan "TobiWan" Schmitt, Owen "ODPixel" Davies, Jake "SirActionSlacks" Kanner, Rachel "Seltzer" Quirico, and analysts from organizations like GosuGamers and Dot Esports. Media partners produced documentaries analogous to Free to Play (film), while outlets including The New York Times, Reuters, Bloomberg, The Guardian, Polygon (website), Kotaku, and IGN reported on economic impact, viewership records, and cultural significance.
The International reshaped professional pathways for players from Brazil, Philippines, Ukraine, Russia, China, Sweden, Denmark, Finland, Norway, Poland, and Canada, influencing sponsorship from corporations like Red Bull, Intel, Corsair, Monster Energy, HyperX, and Logitech G. Its crowdfunding model affected monetization in games such as Fortnite, Apex Legends, and Hearthstone and informed policy discussions at the Esports Integrity Commission and governmental hearings like those referenced by UK Parliament cultural committees. The event’s cultural footprint includes museum exhibitions akin to The Smithsonian and educational initiatives at institutions like MIT, Stanford University, University of California, Berkeley, and University of Washington exploring game studies, digital economies, and spectator culture.
Category:Esports tournaments