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Apart from consolidating their status as efficacious means of entertainment, games, in the

form of virtual sports, have managed to gather considerable momentum with remarkable
appearances in manifold global competitions. Regarding this, many supporters appreciate
games’ intrusion into contests, while a host of skeptics express their concerns about
potential aggravation of game addiction, which is engendered by the ever-increasing
prevalence of video games. Personally, although games can offer enormous benefits, they
are extremely pernicious towards children.

On the one hand, gaming tournaments pose severe hazards to adolescents. The first problem
concerns large-scale adoptions of sedentary lifestyles among young people. In particular, the
gradual replacement of esports with many obsolete ones has a disproportionate impact on
children’s habitual patterns. In other words, these youngsters inevitably shift their focus on more
modern games in search of a larger player pool and trendiness, necessitating a prodigious
amount of time in front of the screen.For instance, a survey in Philippines showed that, in 2019,
only 20% of adolescents spent over 2 hours a day for football, compared to 55% in 2008, during
which CS:GO was yet to be a part of Sea Game. Unfavorably, this endeavor is further facilitated
by the demolition of playing fields for the furtherance of gaming centers and cybercafes. Another
potential peril is the emerging trend of prematurely dropping out of schools. To clarify, allured by
the financial opportunities of esport tournaments, manifold gamers wannabes attempt to quit
school, which they deem frivolous to their career, in that they can fully focus on their pursuits.
This practice, in turn, adversely creates a fertile breeding ground for illiteracy, engendering social
instability. Hence, the ubiquity of gaming competitions can play havoc on young children’s self-
development.

On the other hand, not only are esports feasible alternatives to traditional sports, they are
also advantageous in resolving multiple socio-economic obstacles. Firstly, video games
overshadow conventional games across financial and physical criterias. The primary
rationale is that computer sports exclude physiological factors which would otherwise
inequitably interfere with contestants’ performance when it comes to physical plays. To
demonstrate, it is a unanimous fact that developed countries, which boast specialized
departments and modern facilities prerequisite for athletics’ development, infallibly assert
dominance over underdeveloped ones, whose civilians are characterized by malnourishment
and unprofessionalism, in terms of arduous competitions. Consequently, electronic sports,
aided by the propagation of technological tools in even the most financially hamstrung
regions, can serve to redress the balance between each nation’s competitors in that gaming
practices require only negligible corporeal effort. Ame, a professional Chinese Dota 2 player,
exemplifies this, as he was able to surpass all opponents in TI, a famous Dota 2 tournament,
even when suffering severe ricket. Moreover, gaming events prove a potential panacea for
the prevalence of game addiction and its corresponding repercussions, namely massive
unemployment among adults. Undeniably, the number of jobless people is rapidly escalating
and a significant proportion of them spend most of their time on video games, which places a
huge financial burden on the government. Meanwhile, the arrival of esport tournaments
enables these lost causes to establish and pursue definite objectives pertaining to incomes
and popularity, ergo entailing appreciable economic contributions in the form of competition
prizes in case such men become professionals. In turn, governments can also reduce
spendings on unemployment benefits. For example, Sumail, a professional dota 2 player,
successfully secured a glamorous life as well as contributed to the elimination of poverty in
his hometown Pakistan with $18,429,613 earned from Ti 2015.

In conclusion, despite being serious culprits behind youngsters’ passivity and lack of education,
virtual sports contests can counterbalance the effects of game addiction and be a catalyst for
nations' economy.

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