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Report Eng 2010
Report Eng 2010
English 2010
21 April 2020
Esports. A brand new kind of entertainment. Competitive video games, and childs new
dreams. Players practice countless hours in hopes of being sponsored, or winning tournaments
they enter. But are they sports? This essay will be an evaluation and put down criteria of which
esports meets to “qualify” as sports. There will be talk of similarities and talk of the physical
To start, most people would define esports as just competitive video games, and nothing
else to it. This is terrible as it neglects the opportunities that esports brings to the table.
Especially when its community is growing exponentially and even competes at top levels of
viewership with other sports like football specifically the super bowl. Last year in 2019, the LCS,
the major video game league for League of Legends, received about 100-150 million viewers,
whereas the superbowl only peaked at 99 million viewers. Evidence shows that this is clear that
In an interview with Spencer Garner A.k.a Bestness is the Super Smash Bros. Ultimate
community. He is ranked #1 in Utah and currently ranked #43 in the world. He has good
placings and has been in the scene for 5+ years. Good to say he knows his way around. He was
asked about the esports community and how he feels about esports as a whole. To summarize,
He basically mentions that the community is growing and is growing fast, and people are quick
to judge esports, and that is something that needs to change. “The next generation is going to
take advantage of what Esports has to offer and careers in Esports will be more common than
ever.” To say, Spencer definitely believes that esports need the recognition and the respect in
order to continue growing healthily. So how is that done? First it's needed as a whole to
recognize esports as a sport. In doing so, people for one, don't downplay the concept of esports
as a whole, and two it will encourage more players, and more skillful talent to come out of the
shadows, as it becomes a more viable career. A survey taken on thetylt.com did a poll on their
twitter and facebook on why or why not esports competitors be considered athletes? The end
result ended really close with 52.5% voting that they are not athletes, and 47.5% voting they are.
Now this concludes that there is already for one a huge community that believes so, and that this
argument isn’t just some small issue. Now to say that there are still more people that believe that
it’s not an issue, and we’re here to change that. Now the word athlete can mean a lot of things, A
competitor, sports player, and even a video game player. All three have been used under the
word athlete. Most would argue that esports would never meet the physical requirements of a
real athlete. During a ted talk by Anthony Betrus titled, “Esports is Real Sports” he talks about
the direct relations to physical activity during esports. Scientific evidence shows that eSports
professionals are real athletes. “... The amount of cortisol produced by those playing video games
professionally was equivalent to that of a race-car-driver.” esports professionals also have high
pulse, sometimes reaching 160-180 beats per minute, equivalent to someone during a very fast
run, or a marathon. On a keyboard, esport athletes reach up to 400 movements on the keyboard
per minute. Four times as much as the average person. Esports as a whole is just as demanding if
not more demanding than most other sports. Now obviously, there are exceptions to the rule, and
also how you would define how physically taxing it really is, but at a top level, esports
professionals have to have very good endurance and proper practice in order to keep up with the
other top players. Now as it hits criteria, it becomes more obvious that esports can fit in the
definition of sports. Although, that isn’t all. Next is talking about the other aspects of sports such
as the community, teams, sponsors, and more. In Uriah Tagle’s scholarly article titled, “As North
American Esports Level Up, Its Players Lag Behind.” Has plenty of information on just the
statistics of jobs inside of esports, and all the regulations to uphold. For one, many esports have
age regulations where you have to be a certain age to join. OWL and NBA2KL two gaming
leagues both require you must be 18, or a legal adult to be on a professional team. LCS requires
you to be at least 17, and other leagues go as low as 14. Now these are completely legitimate
jobs with sponsors and teams. They must “go to work” and practice all day. The Shanghai
Dragons, an OWL team, practice for 13 hours a day together in order to meet the jobs standards.
The salary for these kinds of jobs aren’t as big as regular sports, but are salaries to not scoff at.
LCS players have the highest minimum salary of 75k a year, with OWL players guaranteed at
least 50k a year, and NBA2KL a base of 32k. Besides NBA2KL, the other 2 leagues pay salaries
that are higher than those of the average salary in most states. The reason these leagues can do so
well is because of broadcasting. Broadcasting brings in millions of viewers and plenty of revenue
to pay for the leagues, and its players, specifically those who win. These are all things similar to
sports. The fact that esports basically have the same process as regular sports, is also a reason to
be mind boggled at the fact that they aren’t recognized yet. In Michael Arin’s scholarly article,
His whole article talks about an additional side to esports, something regular sports don’t even
have. The fact that there are plenty of leagues, there are also certain esports that get by without
sponsorships from their official games. LCS, OWL are examples of huge leagues where they get
help from the original game developers and are officially sponsored by them. Games like Super
Smash Bros. Melee, a 2001 hit, doesn't get official sponsorships from Nintendo. So these
tournament organizers of the years, have built up their own leagues, usually their own
tournaments, and have major showings from hundreds of players, and the best of the best show
up, and broadcast it, and make enough to keep the tournaments coming each year. Something
regular sports don’t have. They rely on major leagues to uphold and present new opportunities to
allow more players in. Anyone could become an esports player. Not everyone can become a
major sports player. On viewsonic.com they have an article titled, “Is Esports a Sport?” and have
divided esports into categories that can easily be shown they hit criteria specifically, Skillful,
Strategy, Teamwork, Competitive, Professional, Success, Celebrity, and Business. All of which
can be found under sports regularly as they go hand in hand. The rest of the article goes through
the definition of sports and the different definitions found on different dictionaries, and then
follows through to find all the evidence for the criteria met. Another article by Jack Stewart
titled, “Why esports ARE real sports:” goes through just similar arguments, but has a stumble
specifically around the area of athleticism. Which in very simple terms, can be an issue, it is true
that esports professionals have to spend very little time exercising to get to the point they are at.
It's all mental, even if their hearts get up to similar bpm as other athletes, it still doesn’t have the
same taxing toll on the body. It will always be less. Now while that's true, it's not a big enough
reason to disregard esports as a sport. They still have to perform at a top level all the time which
does take its toll on the body, even if it isn’t the exact same as playing a regular sport.
Next, another interview, more specifically on the lifestyle of an esports professional. Keith
Markovic, a professional CS:GO player on the professional team, Team Liquid, talks about his
experience on the team as a whole. Keith talks about the experience they have on the big stage
and all the pressure put onto them, the interview specifically takes place during a new york
tournament where Keith was playing for 250 thousand dollars, a huge sum of money. Keith also
mentions that unlike other teams they do all live in seperate apartments, and not in a team house
together, but work together in a huge industry team liquid building together. There is also
mention of the amount of merchandise that is purchased by the fans, and also after the
tournament they had a fan signing afterwards. The esports life is something Keith says he wants
to live the rest of his life with. He believes that he is an athlete and will continue providing for
team liquid as a professional esports player. Also within the interview there is a player with the
name of, Emily Oeser, an Overwatch team captain of her University team, believes she’s an
athlete and should be recognized for her talent, she goes through all the struggles of being a
woman within these predominantly male scene, but makes a name for herself and her team. The
point under this interview was to point out how universities are putting hundreds of thousands of
dollars into the industry within their own universities. These colleges recognize the value under
which they could have players play under them, and also the value in esports. With all of the
evidence shown, it's obvious that esports fits the criteria under sports as a whole, whether that's
under physical activity or under the competitive side, how big esports is, the communities behind
it, the game scenes that help run it all, and finally the salaries within the industry are all valid. It
all fits together in one ecosystem. Esports is a real sport, and real professional athletes play
Leagues.” Minnesota Law Review, vol. 104, no. 3, Feb. 2020, pp. 1585–1646. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=aph&AN=142016255&site=ehost-live.
Betrus, Anthony. “Esports is Real Sports” Ted: Ideas Worth Spreading, August 2019
www.viewsonic.com/library/entertainment/is-esports-sport/.
Mailonline, Jack Stewart For. “Why Esports ARE Real Sports.” Daily Mail Online, Associated Newspapers, 24
Markovic Keith, “From playing at home to the arena, inside a billion0dollar eSports industry” ABC News. 22
Tagle, Uriah. “As North American Esports Levels Up, Its Players Lag Behind.” Texas Review of
Entertainment & Sports Law, vol. 19, no. 2, Spring 2019, pp. 81–87. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=aph&AN=136705147&site=ehost-live.
www.cnn.com/2016/05/31/sport/esports-is-professional-gaming-a-sport/index.html.