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Recognition of eSports as a form of legitimate sports

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Video game-facilitated competition, commonly known as eSports, has been practiced ever since the inception of video games, and surged in popularity in the 21st century. Whether or not eSports is a legitimate form of sports or not is a controversial issue. Proponents often state that the skill and planning required to perform in eSports is comparable of any other sport, while opponents believe that competition not involving significant physical activity cannot qualify as a sport.

Background[edit]

eSports, usually among professional gamers, refers to an umbrella term for organized competitive computer gaming, which has been in existence since the 1970s. During the past 40 years, eSports has evolved tremendously and grown to an international scale. In 2014, there were 205 million viewers dedicated to eSports; the 2013 League of Legends world championship had as many as 32 million online viewers, doubling the numbers of that of baseball's World Series and even NBA finals. Other than online viewership, the 2014 League of Legends world champion attracted nearly 40,000 fans to attend the event in person in Sangam Stadium in Seoul, which was the same arena for soccer World Cup semi-final in 2002.[1]

While South Korea is considered as the leader of the development of eSports, other places, such as those in Europe and North America, are catching up. In August 2017, The International 2017 was held in Seattle at the KeyArena, awarding highest prize pool in eSport history of nearly US$25 million dollars, with the winners of the tournament taking home more than 10 million.[1]

Differences and comparisons[edit]

Consumption motives[edit]

eSports has been attracting attention all over the world, the scientific community has investigated the phenomenon.

The International Council for Health, Physical Education, Recreation, Sport and Dance (ICHPEP-SD)’s Journal of Research published an article focused on the consumption motives of eSports and Traditional Sports. To be specific, the article explored 15 motivational factors affecting the amount of time spent on eSports gaming through a survey sample of 515 college students and traditional sports event viewers. The result of the survey shows that the competitive nature of eSports gaming is significant in determining one’s time spent on gaming while peer pressure is another marginal factor. Subsequent analysis in the article suggests that marketers of eSports may find focusing on creating competitions among players and higher rewards for winning beneficial in expanding their industry. In addition, as peer pressure is another motivational factor, the article suggests that more emphasis shall be put on the interactive nature of games.[2]

Strategy[edit]

In traditional sports, strategy separates elite and good sportspeople. Usually, sportspeople adopt different strategies against different opponents, depending on their opponents' strengths and weaknesses. Moreover, different conditions also require a corresponding tactics.[1]

Fitness and health[edit]

eSports players do not have to be as physically fit as traditional sportspeople. On average, an elite pro-gamer spends 14 hours a day in front of their computer. Nevertheless, because of the belief that better body fitness improves the wellness of minds, many eSports players are very conscious of their meals and exercise levels. The use of physical fitness trainers has been increasing by top players.[3] The Overwatch League, an eSports competition run comparably to North American professional sports leagues with permanent teams, requires team owners to provide their players with fitness activities, physical therapists, and sports psychologists.[4].

Also, the use of computers or video-game consoles for long sessions or repeatedly can lead to physical injuries and/or occupational hazards[5]. Since eSports are relatively new as a mass consumption technology, the effects in health because of abuse are yet to be acknowledged publicly.

Recognition by country[edit]

Philippines[edit]

The Games and Amusements Board, the regulator of professional sports in the country, has been issuing athletic licenses for Filipino eSports players since July 2017.[6] An eSports athlete applying for a license must undergo a drug test, pay a fee, had their track record evaluated and they must be vouched for by a professional eSports team.[7]

South Korea[edit]

In South Korea, games are broadcast on live television and have a viewer base as many as one million viewers. Also, in a country where professional gamers are considered celebrities, the gaming industry not only dominates certain sectors of the local market but also has a global influence.

Since the 21st century, online gaming has established itself as "huge Internet-based leisure activity and a popular and expanding form of entertainment" in South Korea. Moreover, the country has also developed and led various areas of online gaming, most notably eSports. The rapid development of eSports in South Korea is intertwined with the media. With multiple platforms dedicating to game competitions, professional gamers often become celebrities, with a very lucrative salary and huge fan base. As a result, many people aspired to become a famous professional gamers, which contributes to the national fervor for online gaming as a sport. Moreover, there is significantly fewer concerns for the "geek" taboos that gamers have to live with in western countries. All these signify the social recognition level of eSports in South Korea.[8]

Japan[edit]

Prior to January 2018, Japan's anti-gambling laws have also restricted the ability for a citizen to be a paid professional athlete, though in other sports like baseball, athletes can apply and qualify for licenses that exempting them from these laws, allowing those sports to have professional leagues. With the upcoming 2020 Summer Olympics set in Tokyo, and current discussions to allow eSports to be a medal-winning sport at the 2024 Summer Olympics in Paris, the government of Japan has looked to change its policies on eSports. Since September 2017, at the suggestion of the Tokyo Olympic Games Committee for the 2020 Games, four eSports organizations have worked with Japan's leading consumer organization to exempt eSports athletes and tournaments from the anti-gambling law restrictions. Takeo Kawamura, a member of the Japanese House of Representatives and of the ruling Liberal Democratic Party, led a collation of ruling and opposing politicians to support eSports, and said they would be willing to pass necessarily legislation to further validate eSports as a professional sport.[9] By February 2018, eSports players can now apply for these exemption licenses from the newly-formed industry group JeSU, allowing them to legally play in a professional manner.[10]

References[edit]

  1. 1.0 1.1 1.2 Dirs, Ben. “Is computer gaming really sport?”. Bbc.co.uk. Web. 26 May 2016.
  2. Lee, Donghun, and Linda J. Schoenstedt. "Comparison Of Esports And Traditional Sports Consumption Motives." ICHPER-SD Journal of Research 6.2 (2011): 39-44. ERIC. Web. 26 May 2016.
  3. Video Gamers Head To The Gym To Enhance Competitive Edge
  4. Hill, Nathan (December 5, 2017). "The Overwatch Videogame League Aims to Become the New NFL". Wired. Retrieved December 29, 2017.
  5. eSports Injuries Are on the Rise, Ignored at Gamers' Peril
  6. Sheldon, David (22 October 2017). "Philippines Officially Recognizes eSports As A Real Sport". Casino Org. Retrieved 22 October 2017.
  7. Regalado, Pia (10 October 2017). "The Philippines' new athletes: eSports gamers". ABS-CBN News. Retrieved 22 October 2017.
  8. Jin, Dal Y. Korea's Online Gaming Empire. Cambridge, Mass: MIT Press, 2010. Internet resource.
  9. Yuji Nakamura , Emi Nobuhiro , and Takako Taniguchi (January 18, 2018). "Shinzo Abe's Party Wants Japan Ready for Video Games in Olympics". Bloomberg Businessweek. Retrieved January 19, 2018.CS1 maint: Uses authors parameter (link)
  10. Nakamura, Yuji; Furukawa, Yuki (February 8, 2018). "You Can Now Officially Play Esports for Money in Japan". Bloomberg Businessweek. Retrieved February 13, 2018.

Further reading[edit]

  • Lee, Donghun, and Linda J. Schoenstedt. "Comparison Of Esports And Traditional Sports Consumption Motives." ICHPER-SD Journal of Research 6.2 (2011): 39-44. ERIC. Web. 26 May 2016.
  • Jin, Dal Y. Korea's Online Gaming Empire. Cambridge, Mass: MIT Press, 2010. Internet resource.
  • Herrman, John, and Nick Wingfield. "ELeague Adapts TV to the Gaming Sensibility." Nytimes.com. N.p., 24 May 2016. Web. 26 May 2016.
  • Dirs, Ben. “Is computer gaming really sport?”. Bbc.co.uk. Web. 26 May 2016.
  • G|League. “Rick Fox: Entering LCS, Experience in Esports vs Sports, and the Echo Fox”. Online video clip. YouTube. YouTube, 24 Jan 2016. Web. 26 May 2016.


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