Академический Документы
Профессиональный Документы
Культура Документы
Thumbs Off Controllers and Up for Esports: Should Esports be Considered a Real Sport?
Esports is the new and revolutionary way to compete against others. This SPORT
changes the way the games are played. It forces people to use their brain more than their
physique. This is why people should be more informed about esports and should recognize it as a
sport. Other than being played locally. Esports can also be played internationally with teams all
over the globe. Esports biggest controversy is debating whether it’s considered an official sport
or not based on the definition of sports. By Oxford dictionary, the definition of sport is “An
activity involving physical exertion and skill in which an individual or team competes against
another or others for entertainment” (Oxford 1). Esports should be considered a real sport
because it requires equal or more skill than other traditional sports, it would open a
doorway for many businesses, also esports includes its own strict guidelines similar to other
sports.
Based on this definition by Oxford dictionary, many claim to say that esports isn’t a
official sport as it requires “physical exertion”. Although holes may be poked through this
ideology of esports not needing physical exertion, many say it can require equal or more skills
than other sports need. Take soccer for a example, a player would need to know simple control
of the ball along with other basics as passing the ball to another player without the ball
interfering with another player , or kicking the ball with precise aim to score a goal without the
goalkeeper stopping the shot. As far as esports goes, a player would need to know how to make
quick and reasonable decisions, have extremely fast reflexes, have very accurate aim and an
enormous amount of in-game sense mix with very strategic tactics to outplay their opponents.
Comparing the two can show what one another lacks but the only major difference in esports is
Besides the needed “physical exertion” under Oxford diction of the word sport, all else
applies for esports, even things that general sports include such as guidelines. Many sports have
strict guideline and rules that is followed by the players to keep a fair and safe environment.
Esports follows under this with having strict guidelines, rules and code of conducts with each
player. Some of the listed guidelines would be offenses as “Serious public criticism of, or
inappropriate comment in relation to, an incident occurring in a Match or Event or any Player,
Player Support Personnel, Official or Team participating in a Match, irrespective of when such
criticism or inappropriate comment is made”(ESIC 1), written in such formal matter covering
many type of offenses along with rules. In the guidelines, they are heavily strict on cheating
matters with penalties leading up to suspension of esports and related events between 12 months
or a lifetime, and depending on the level of offense, a fine of all of the match or event’s prize
pool. Esports also goes in depth with many other rules and violations in their guidelines and code
Violationing the guidelines or code of conduct can lead to harsh penalties or fines in
esports. For example, Dallas fuel player, Félix “xQc” Lengyel was recently fined $2,000 and
suspended for four matches in the Overwatch League on January 19, 2018 on violating the code
of conduct for the Overwatch League. Félix violated the code of conducts during his individual
livestream when making homophobic remarks towards a another Overwatch League player,
Austin “Muma” Wilmot, who is openly gay after Dallas fuel followed a loss to the team Austin
plays for, (Good 1). To put this in perspective, this shows how serious esports is with its
guidelines, to even suspend a player while not undergoing an official match or in related events.
Actions like this occurs in other sports as well, for example, NFL team, New England Patriots,
were caught cheating by the team videotaping the coaches’ signals from the New York Jets
during a game back in September 9, 2007. Patriots head coach Bill Belichick was fined $500,000
by the NFL, along with the team being fined with $250,000 and losing their first round pick in
Athletes train practically everyday to keep their bodies in shape and to keep improving
the basics of the sport they play professionally to further advance their skill. Training can be
typically be from 5-6 hours for professional players on varies different sports, although each
training varies as well for each sport. In esports, some players train harsh hours everyday to
perform better and may even differ for each player and each game. Former StarCraft II
champion, Greg “IdrA” Fields says, "When I played in Korea [from 2008 to 2011], the training
schedule excluded any activity that wasn't eating, sleeping and practicing." Basically, Fields said,
in 2013 "we played for 12 hours a day with one or two days off a month” (Stanton 1). As
extreme as this training may seem, it is very likely other pro players can follow a harsh schedule
like this. Even when not training for such long hours, at average teams would probably train for
Training varies for each sport and what position you’re placed in. A quarterback in
American football prime focus would be towards their arm strength and footwork, while in
soccer, a goalkeeper’s prime focus would be leg and arm strength along with diving practices. In
esports, players would be training on their reflexes, aim and callouts. Knowing what each role
practices, helps one understand that it is also important to know how each is practiced. A
quarterback would practice by lifting weights to help improve how far he may throw the ball, as
for footwork, a quarterback may practice by memorizing weak routes towards him or
memorizing plays to predict which way a sack may come from. For a goalkeeper, squats,
crunches and most calf building workouts are highly recommended and used, as for diving
practice, it’ll be predicting when the ball may be kicked and understanding what parts of the net
For a player in esports, since there is a variety of games, each set with different roles, or
similar roles that may need a different ways of approaching it, they practice by playing these
matches called scrims. Scrims are when two teams with similar skill level are set to face off
against each other under competitive set rules for practice (Internetslang 1). Scriming helps
improve not only individual skill sets such as aim and reflexes, it as helps these pro players
communication and callouts along with what other players weaknesses may be or even a players
strength. Typically, teams would continuously scrim with other teams for approximately six
hours to enhance their skills. Although scrims are a common way to train in esports, there is
other basic methods to help with training. This can including training along with your teammates
to practice and comprehend complex strategies and tactics, or to rather just practice individual
Esports potential revenue would likely start to spark connections with major companies
and corporations as it is continuously growing. Esports revenue in 2015 was around $325 million
dollars and then later on proceeded to generate $493 million and last year for $696 million
dollars (Warman 1). Each year esports is increasing with revenue of up to 41.3% on a year to
year growth and is expected to grow even more. Along with esports revenue exponentially
growing, big corporations are also getting themselves involved in this potential billion dollar
business. For example, well-known business Amazon, purchased a popular live streaming
platform called “Twitch” for nearly $1 billion dollars (Borg 1). Revenues in other sports such as
the NFL goes up to $14 billion dollars in 2017 (Florio 1), but esports revenue is projected to hit
$1 billion in 2019, and is only expected to continue growing till its revenue is similar in numbers
Along with esports revenues, comes their viewership. In 2016, the championships of role-
playing game League of Legends gained 43 million unique viewers (Syracuse 1). This was the
most number of views ever in esports history, they even surpass the amount of views for the
2014, World Series which gained 15.8 million viewers, and the NBA Finals, Heat against Spurs
with 15.5 million viewers (Schwartz 1). In fact, esports is projected to hit around a 600 million
global audience by 2020. Getting into the demographics of esports, in the United Kingdom there
is approximately an esports audience of 6.1 million, with 3.1 million of those fans being called
what is know as a “esports enthusiasts” (BBC 1). Over the years, esports continues to grow in
With the audience growing and rising revenue, esports potential opportunities start to
expand. In fact, esports potential has enormously bloomed to where it has its own section under
ESPN (Lowe 1). This accomplishment shows that esports is finally gaining recognition towards
its popularity. Esports path is still continuously opening many doors of opportunities, but one of
the greatest possible milestones would be being a category for the Olympics. This years 2018,
olympics are hosted at Pyeongchang and major corporation Intel brings esports ahead of this
years winter olympics. International Olympic Committee Managing Director for Television and
Marketing Services, Timo Lumme says, “We are proud to have our Worldwide TOP Partner
Intel bring this competition to PyeongChang in the lead-up to the Olympic Winter Games 2018.
Following on from the Olympic Summit last week, the IOC will now explore esports’
relationship with the Olympic Movement further. This is just the start of an exciting future and
we’re interested to see how this experience will play out.” (Ioc 1). This insight shows that in the
near future, possibility of esports taking part of the olympics are more than likely.
In conclusion, esports can be considered a real sport because of the strict guidelines
within this sport. Esports also shows great potential in high possible income, therefore having a
high chance of invests from major businesses. Esports not only shows high possible income, but
a high amount of skills as in quick decision making, insanely fast reflexes, great communication
among teammates and amazing eye and hand coordination. With esports having global audience
of 385 million, and plenty of esports enthusiast who follow, esports many just be on its way to
the road of the olympics. Esports matters because although it is an early start, it still has a long
bright path to go with many supporting. Society has yet to recognize how big esports is and with
some people having no idea what esport is. In the future, esports would soon be seen as just an
everyday sport, with fans viewing highlights from previous matches or games, esports having
international teams participating in the olympics and competing like any other sport.
Work Cited
BBC. “Esports 'Set for £1bn Revenue and 600 Million Audiences by 2020' - BBC Sport.” BBC
were-caught-cheating/.
Borg, OJ. “Is Computer Gaming Really Sport?” BBC IWonder, BBC,
www.bbc.co.uk/guides/zygq2hv.
integrity-programme/code-of-conduct/.
Florio, Mike. “NFL Will Reach $14 Billion in 2017 Revenue.” ProFootballTalk,
billion-in-2017-revenue/.
Good, Owen S. “Overwatch League pro Suspended for Homophobic Remark on
www.polygon.com/2018/1/20/16913072/overwatch-league-pro-suspended-homophobic-remark.
Internetslang. “What Does Scrim Mean?” What Does SCRIM Mean? - SCRIM Definition
Ioc. “Intel Brings Esports to PyeongChang Ahead of the Olympic Winter Games.”
esports-to-pyeongchang-ahead-of-the-olympic-winter-games.
67b86ce4c15b.html.
Schwartz, Nick. “27 Million People Watched the 'League of Legends' World
Championship (More than the World Series or NBA Finals).” USA Today, Gannett Satellite
viewership-esports-world-series-nba-finals.
Stanton, Rich. “The Secret to ESports Athletes' Success? Lots -- and Lots -- of Practice.”
www.espn.com/espn/story/_/id/13053116/esports-athletes-put-hours-training-reach-pinnacle.
Syracuse. “With Viewership and Revenue Booming, Esports Set to Compete with
www.onlinebusiness.syr.edu/blog/esports-to-compete-with-traditional-sports/.
Warman, Peter. “Esports Revenues Will Reach $696M in 2017 and $1.5Bn by 2020.”
reach-696-million-in-2017/.