Professional Documents
Culture Documents
Marc Lineback
English 1104
When many people think of sports, they think of football, soccer, basketball, maybe
even baseball. People often dont think of playing video games as anything sport related. eSports
is the term used for video game competitions, and are played by professional teams and viewed
by millions of fans. eSports has been a growing technological phenomenon that started in the
80s as a casual, among-friends type of competition that involved popular video games. Now,
eSports prize pools are closing in on $30 million, the viewership is about to surpass the levels of
American football, and teams as well as viewers are demanding eSports be recognized as a sport.
In the 2016 League of Legends(LoL) world championship, the viewing population peaked
at 14.7 million concurrent viewers, with a total of 43 million unique viewers (Bradmore and
Magus). According to Sports Illustrated, the fourth most watched sporting event of 2016 was the
AFC Divisional Playoff (Steelers/Broncos), with a total of 42.95 million viewers (The 50 Most-
Watched Sporting Events of 2016 (So Far)). This means that had eSports been included in the
list of most watched sporting events, the 2016 LoL world championship would have made
number four on the list. Keeping in mind that footballs audience is a large part American, and
eSports is an international event, the viewership is still impressive. eSports still has a lot of
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progress to make, however, since the number 1 most watched sports event was the Super Bowl,
The prize pools in eSports have gotten very large over the years, and there is a website
that has recorded many recent tournaments. The eSports Earnings website is a site created by an
eSports fan who wanted to archive all the information for every tournaments ever held, from
humble town leagues all the way to international championships. This eSports fan remains
anonymous, but goes by GGBeyond. GGBeyond created the website so the community could
add to it, with new tournaments and while discovering old ones. Dont let the name for the
website fool you, the information the website archives consists of the players, winners, losers,
payout, dates, etc. Everything about a tournament you could want to know, you can find on
championships prize pool was $24,687,919.00, with the first-place team splitting a little over
$10,00,000(The International 2017: DOTA 2.). This means that each player in this five-person
team received a little over $2,000,000 each, just to play a video game. However, this isnt just
Greg "IdrA" Fields, a former StarCraft II champion, 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" (qtd. in Stanton). This article goes on to talk about the injuries eSports athletes face,
Physical ailments like deep vein thrombosis, carpal tunnel or back strains can be common, a
result of a mostly sedentary lifestyle and the demanding schedule (qtd. in Stanton). It is not all
bad, however, there are materials and tools that help prevent these injuries, Most teams use
chairs that help with posture, and a gamer's equipment -- mice or gaming keyboards -- is equally
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important ("like a footballer's boots," O'Dell says). At a recent tournament, there was even a
physiologist doing wrist massages (qtd. in Stanton). Comparably, football players only practice
placed in the Pro Football Writers of America awards several times, and holds a Master of
LiveStrong.com, the most time spent on the field in one day could be as much as 2-3 hours
during a summer training camp, Football teams spend their most time at practice during
summer training camp. At the college and pro level, double sessions occur regularly. Teams
often practice for 90 minutes during a morning or early afternoon session and then come back
and practice for up to two hours in an evening session. (Silverman). The article goes on to say
that most coaches nowadays are getting easier on the athletes, stating Modern coaches are more
concerned about practicing in the middle of a summer day than they were generations ago.
Former Chicago Bears head coach Lovie Smith would cut practice short in training camp when
temperatures exceeded 95 degrees, or the humidity was high (Silverman). Between the
popularity, income, and training regimen, eSports is building quite the case for itself.
In light of these three components, there is still much more to support eSports becoming a
sport. Doctor Seth E. Jenny is an assistant professor at Winthrop University, who wrote a peer
reviewed article, Virtual(Ly) Athletes: Where ESports Fit Within the Definition of eSports.,
for the Quest Magazine. In this article, Jenny explores the philosophy behind what qualifies a
sport, and how the characteristics of eSports can fit into those qualifications. According to Jenny,
(governed by rules), include competition (outcome of a winner and loser), be comprised of skill
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(not chance), include physical skillsskillful and strategic use of ones body, have a broad
following (beyond a local fad), and have achieved institutional stability where social institutions
have rules which regulate it, stabilizing it as an important social practice (5). Following those
seven qualifications for sports, Jenny applies them to eSports to give a visual representation, or
graphic, of the comparison between the two, as well as providing examples that dont fit the
criteria.
When it comes to play, Jenny argues that Games have been defined as structured play
(5). This being said, eSports certainly qualifies, while any activity not intrinsically motivating
would not qualify, and therefore not be a sport. For example, watching television could not be
considered a sport, because it does not include play, nor is it intrinsically motivating.
considered a sport. In LoL, for example, there are rules and objectives, as well as a way to win
and a way to lose. On the other hand, tag could not be considered a sport because it lacks proper
organization.
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When it comes to any sport worth watching, competition is a must. As mentioned before,
any video game in the eSports league (DOTA 2, LoL, SMITE, Call of Duty, to name a few) must
be fiercely competitive, considering the amount of training and the amount of money on the line.
Additionally, a game without competition, like Solitaire, could not be considered a sport.
Jenny explains that a sport must be compromised of skill, he means that the outcome
must not be determined by chance. For example, Yahtzee could not be a sport because no matter
how much skill you have, you cant control dice. On the contrary, eSports games mentioned
before such as SMITE, DOTA 2, etc., require a very precise amount of skill in the form of fine
Having a broad following is the last, but certainly not least, of these smaller, easier to
prove characteristics that not only eSports possesses, but also makes up a sport. As stated in the
second paragraph, Sports Illustrated published an article that listed the most watched sporting
events of 2016. When comparing that data to the numbers that LoLeSports.com provides, it is
clear to see that eSports has a large, international following. However, as Jenny explains,
Clarkball could not be a sport because it is not popular, and does not have a large following (5).
With that being said, the first major category is institutionalization. As Jenny puts it,
Institutionalization refers to an activity having a long history in which: (a) rules are developed
and standardized; (b) learning of the game becomes formalized; (c) expertise develops; and (d)
coaches, trainers, officials, and governing bodies emerge (13). The importance of the
development and regulation of rules cannot be understated. The standardization of rules allows
games and tournaments of any type to be held anywhere adhering to those rules. With traditional
sports, the standardization, development, and implementation of rules are regulated by the
organizations that govern over the specific sport. As an example, Jenny uses the IOC, the
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United States Olympic Committee (USOC), the National Collegiate Athletic Association
(NCAA), and the National Association of Intercollegiate Athletics (NAIA) (13). Jenny goes on
to explain how these organizations work together: [they] work independently, sometimes
competitively, and oftentimes in concert to allow for uniform rule development and
standardization with the result of competitive structure. This has provided relative stability for
the sports under these organizations (13-14). This is important, because these organizations
have had decades to work with and around each other to institutionalize traditional sports. In
comparison to eSports, Jenny explains that, due to the fact that eSports is still in its relative
infancy, the explosion of growth has resulted in several competing organizations developing
championship events (e.g., The International, ESWC, World e-Sports Games, World Cyber
Games, etc.). This poses several potential threats for institutionalization of eSports (14).
Ironically, the explosion of growth and popularity of eSports may be its downfall as being
classified as a sport.
The next majorly debated category is inclusion of physical skill, and social institutions
that regulate it. To begin with physical skill, Jenny uses the terms Fine motor skills and
Gross motor skills (9). Fine motor skills are defined as precise movements with increased
accuracy and control which utilize smaller muscle groups (Jenny 9). For example, the small but
complex movement of the wrist when aiming a shot with a racket in tennis, or delicately
manipulating a joystick on a controller as to get just the right amount of power and direction.
Conversely, gross motor skills are skills in which large muscle groups (e.g., quadriceps,
hamstrings, gluteus maximus, etc.) produce movement (Jenny 9). Examples of this include
kicking a ball, running, jumping, and so on. Only two sports out of the fifty-six in the Olympics
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do not include gross motor movements, shooting and archery, making eSports not the first
Jenny goes on to compare the differences in virtual activity versus physical activity:
consider the gymnast, who trains for years to gain control of ones entire physical being. The
gymnast displays whole body precision in performing skills to gain victory on an event. The
gymnast risks real-world physical injury with every skill performed (Jenny 10). As the
gymnast becomes better and more skillful, an increase in physical danger occurs as the skills
become more complex. In contrast, the gamer uses fine motor movement of the hands with a
game controller to control an avatar in a game. Jenny explains that with eSports it is the avatar
that risks injury, and often is killed, but in the virtual world, and the avatar feels no pain. Neither
does the gamer as the injury and death of the avatar are virtual and no consequences exist. The
gamer simply begins a new game (10). This reasoning is a large reason why eSports has not
been considered a sport yet. Another key argument pertains to the obesity crises in America, and
Jenny explains why this is, It is possible mainstream society sees video gaming as the
antithesis of sport; empirical research has repeatedly found that sedentary screen time (e.g.,
seated video gaming) correlates to increased obesity and/or decreased exercise (10). In a
country where obesity is an epidemic, it is no wonder why people are wary to call eSports a
sport. Jenny goes on to talk about the recommended time for video games:Centers for Disease
Control and Prevention recommended that children accumulate 60 minutes of daily PA while
reducing sedentary screen time (i.e., seated video gaming). Likewise, the U.S. Department of
Health and Human Services recommends no more than 2 hours of daily television, videos, or
video games for children ages 2 to 12 years (10). Herein lies why many are hesitant of calling
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eSports a sport, parents and many citizens of America are afraid of what glorifying video games
as a sport could cause to obesity rates. Jenny goes on to conclude with, Until eSports include
motion-based video games (MBVGs) that track gross motor physical body movements within the
game, the general public may not accept eSports as real sports (10). While movement-based
video games do exist, and are popular with many households, they have not yet taken root in
eSports. This is a trivial fact when considering the growth of eSports, new games and
tournaments join leagues and competitions every year. Just as well, virtual reality games are
increasing in popularity, and becoming more available to the public, which will inevitably lead to
(governed by rules), include competition (outcome of a winner and loser), be comprised of skill
(not chance), include physical skillsskillful and strategic use of ones body, have a broad
following (beyond a local fad), and have achieved institutional stability where social institutions
have rules which regulate it, stabilizing it as an important social practice (5). When checking
boxes, eSports certainly contains play, organization, competition, skill, and a broad following.
However, there are two characteristics still up for debate, inclusion of physical skill, and
institutionalization. As for both, time is key. While MBVGs may not have taken root in eSports
yet, it is apparent that at the rate the technology is progressing, it will be soon.
Institutionalization is also achieved through time and settling, with so many different
organizations trying to be the sole governing body, it would seem that eSports is its own worst
enemy. However, becoming a sport is beneficial for all, and hopefully, eventually one or
Works Cited
Bradmore, and Magus. 2016 League of Legends World Championship By the Numbers. LoL
Esports, www.lolesports.com/en_US/articles/2016-league-legends-world-championship-
Jenny, Seth E., et al. Virtual(Ly) Athletes: Where ESports Fit Within the Definition of eSports.
http://www.tandfonline.com.librarylink.uncc.edu/doi/full/10.1080/00336297.2016.11445
Stanton, Rich. The Secret to ESports Athletes' Success? Lots -- and Lots -- of Practice. ESPN,
www.espn.com/espn/story/_/id/13053116/esports-athletes-put-hours-training-reach-
www.livestrong.com/article/457203-how-long-do-football-players-have-to-practice-a-
The International 2017: Dota 2 Championships - Tournament Results & Prize Money. e-Sports
mustard/photo/2016/07/15/50-most-watched-sporting-events-2016-so-far. Accessed 25
October 2017