Esport or electronic sport is the organised competition among players and teams using video games. A quick look on any search engine will reveal just how popular and competitive playing video games has become. Major tournaments and competitions are held annually, featuring persons from across the globe competing either individually or as teams.
Despite its massive popularity, there are still those who do not classify esport as a sport. The International Olympic Committee (IOC) has acknowledged the growth of esport and has commented on it possibly being recognised as a sport in the future. This, however, has not been done as they have pointed out that the violence and discrimination in some of the popular games were not aligned with IOC values. This has not stopped other countries from classifying it as a sport. China, the United States of America, South Korea, France and Italy, among others, have acknowledged esport and have even paved the way for citizens to participate. If one were to carefully examine the parallels, one would recognise that esport shares the characteristics of traditional sports.
Physical demand – Esport athletes are required to maintain sustained postures for 7-10 hours continuously whilst carrying out repetitive movements. To do so safely requires muscle strength and endurance and this requires physical training. Failure to maintain high levels of fitness will affect performance, as fatigue, pain and discomfort sets in. Depending on the game, players can record cortisol levels similar to that of a race-car driver. Additionally, pulse rates can reach values that exceed maximal target heart rates during exercise and reports of heart rate values ranging from 160-180 beats per minute is not uncommon. At the professional level, players must hit the gym daily and many utilise personal trainers.
Skill training – Like any other sport, esport demands skill. Amateur and recreational players are easily distinguishable from professionals who invest significant time to train and perfect their craft. At the elite level, the players’ life revolves around training and competing, the same as for any other sport. Team meetings, where strategy is discussed, are followed by training which can last 6-7 hours on each occasion.
Injuries –Esport athletes must also deal with injuries that can be debilitating or career-ending. These include tendonitis, back injuries and neck injuries. The focus on equipment design to prevent injuries and improve performance is also the same for esport as for any other sport.
Revenue stream - Revenues in the esport sector are expected to reach US$196 billion by 2022. Esport athletes are beginning to attract base salaries and endorsements that are comparable with those of athletes in other traditional sports. In China, for example, players employed to teams can earn monthly salaries ranging between US$3,000 to US$5,000. Top professional players can earn significantly more than this.
High stake competitions with large numbers of competitors and spectators are essential to the revenue stream. In July 2019, for example, popular game Fortnite by Epic Games had their very own ‘Fortnite World Cup’. Approximately forty million players from various regions competed online, vying for the top 100 spots. The winners earned more than US$2.5 million. Over 2.3 million spectators were recorded, and this did not include the viewership data for China.
Like any other sport, the revenue stream extends to gambling among the spectators, as bets are placed on individuals and teams.
Doping – Doping also occurs in esport. Recently, one professional team admitted to the consumption of amphetamines. Other players have also revealed their usage of these drugs while some indulge in relaxants and even marijuana to relieve tension for better gameplay. The International esport Federation has published rules and regulations governing competition that were developed in collaboration with the World Anti-Doping Agency (WADA). This 63-page document is as comprehensive as that governing other sports.
Spectators – Though much lower than the top traditional sports, esport has a steadily growing spectator base. It is estimated that viewers will reach 646 million by 2023. Football and cricket remain at the top of the list with a spectator base in the billions. Esport is poised to make it in the top ten this year, bumping down sports like rugby, baseball and golf.
Scholarship opportunities –Sports scholarships provide a means of obtaining tertiary level education, especially for those from low socioeconomic groups. In the USA, more than 50 colleges have a varsity programme for esports and provide scholarships for players. Several Asian countries have recognised esport’s players as professional athletes distributing licenses and special visas.
Against this background, one may want to stop and think twice before declaring that esport is not sport.
Justin Mesquita is a candidate in the MSc Sports and Exercise Medicine programme in the Faculty of Sport and Dr Sharmella Roopchand-Martin is the head of the Mona Academy of Sport.