Professional Documents
Culture Documents
Recommendation Report
Recommendation Report
Final Report
EFFL-1002-9
November – 13 - 2023
E-sports is a competition between teams at the worldwide title
for a game and every company does a yearly tournament on their
own game and usually, the players are proficient at the game. There
are ample Esports tournaments organized yearly in various countries.
Qatar will select the best representative in the next e-sports
tournament. The following report will discuss 3 criteria of selection
to represent it criteria that we have to choose the players to
represent the national team and what the conditions and rules we
had.
The QESF was established in 2022 with the goal of promoting esports and
official event in the Summer Olympic Games for the first time in 2024. As a result, the QESF
must determine eligibility criteria for gamers wishing to try out for Qatar's national Olympic
gaming team. Esports refers to organized, competitive video gaming events and leagues
(Thiel & John, 2019). It has grown into a major industry and professional sport worldwide.
The International Olympic Committee voted to add esports to the 2024 Paris Olympics based
on gaming's popularity among youth, its development of physical and cognitive skills, and
the inclusiveness of its coed teams. A key consideration is how team eligibility standards can
align with the QESF mission of furthering inclusivity, gender equality, and non-violence.
This report will analyze different eligibility criteria to recommend the best approach. Figure 1
This section will discuss each solution and evaluate it based on each criteria. Three
potential solutions for determining eligibility for Qatar's Olympic gaming team were identified:
basing eligibility on gaming expertise, intellectual ability, or age. To evaluate these options,
three key criteria were established: feasibility, objectivity, and accessibility. This section will
analyze how well each proposed solution meets the criteria to determine the optimal
Gaming Expertise
Basing eligibility on gaming expertise is highly feasible. There are established metrics
for assessing expertise such as rankings on leaderboards, tournament results, and hours
played. Data on players' expertise is readily available through tracking leaderboards and
al., 2020). Metrics like tournament placements reflect demonstrated skill levels. However,
bias could arise in selecting which tournaments and games to prioritize (Darvin et al., 2020).
Setting clear, predefined standards for evaluating expertise would promote objectivity.
Focusing on gaming expertise alone may limit accessibility. Factors like gender,
socioeconomic status, and geography can impact opportunities to gain expertise. Women and
minority gamers face additional barriers. Explicitly considering expertise across multiple
Academic records or standardized test results could be submitted during the application
process. However, this information may not be available for all applicants. GPA and test
scores are considered objective measures of intellectual performance. Nonetheless, they have
biases regarding gender, race, disability status and access to education (Funk et al., 2018).
Weighing them too heavily could undermine objectivity. Over-prioritizing intellectual ability
would limit accessibility. Many strong gamers may not excel academically or have the
opportunity to take standardized tests. Access to education varies greatly. Relying heavily on
Age
Proof of age could be verified easily. Age ranges could be set based on categories used in
other Olympic sports. Age is a fully objective criterion for eligibility. There is no subjective
judgment or bias in determining an applicant's age (Thiel & John, 2019). Age limits would
significantly reduce accessibility. Many expert gamers are young. Excluding them would
prevent Qatar from fielding the most competitive team possible. Strict age requirements
Analysis
To determine the best eligibility criteria for Qatar's Olympic gaming team, the
strengths and weaknesses of each potential solution will be evaluated against the
key criteria of feasibility, objectivity, and accessibility. This analysis will evaluate the
pros and cons of basing eligibility on gaming expertise, intellectual ability, and age.
Detailed discussion about the comparison of the solutions will come after Table 1.
Significantly reduces
Intellectua
using GPAs Fair accessibility
l Ability
Based on the analysis in the selection matrix, basing eligibility on gaming expertise
emerges as the strongest solution. While no approach is perfect across all criteria, gaming
expertise has high feasibility and the potential for objectivity while maintaining reasonable
further improve objectivity. Considering expertise across multiple platforms and games can
also enhance accessibility. Age and academic ability are more limiting. Therefore, basing
eligibility primarily on gaming expertise aligns most closely with QESF's mission of
inclusivity and gender equality while fielding Qatar's strongest possible Olympic gaming
team.
Recommendation
the Qatar Esports Federation base eligibility for its Olympic gaming team primarily on
academic metrics like GPA, gaming expertise is a more direct measure of a competitor's
qualification in the relevant skills needed for esports. High GPAs do not necessarily correlate
with gaming talent. Furthermore, compared to age cutoffs, gaming expertise is a more
inclusive, equitable standard that provides opportunities based on demonstrated ability rather
than an arbitrary factor like age. Younger gamers who have developed expertise through
practice should not be excluded based solely on age. Because gaming expertise reflects the
specific abilities needed for excellence in esports, while avoiding biases that can arise from
academic or age criteria, it is the fairest and most effective way to determine which gamers
are most qualified to represent Qatar. This solution optimizes both gaming performance and
Chung, T., Sum, S., Chan, M., Lai, E., & Cheng, N. (2019). Will esports result in a higher
Darvin, L., Vooris, R., & Mahoney, T. (2020). The playing experiences of esport participants:
Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport
https://doi.org/10.1016/j.smr.2017.07.008
Thiel, A., & John, J. M. (2019). Is eSport a “real” sport? Reflections on the spread of virtual
https://doi.org/10.1080/16138171.2018.1559019