Electronic games are sports? Find the answer!

Let’s face it: professional gamers undergo all kinds of pressures. They are submitted to intensive programs that involve individual, collective, psychological assessments and even physical exercises. Due to repetitive movements, for example, cyber athletes need to live with injuries and constant pain in regions of the body such as the neck, elbows, wrists and fingers.

Effort. Subject. Courage. Overcoming. The values ​​of the electronic sports (eSports) are the same of any other traditional modality. From the arduous training routine of cyber athletes, to balanced nutrition, through exercises to keep body and mind balanced: electronic games, in no way, owe to “conventional” sports. However, one of the most recurrent arguments of critics concerns the “absence” of physical exertion during and after competitions.

“I would leave ESPN if I were to cover events like that, where the athletes are nerds who still live in their mothers’ basement,” Colin Cowherd, then SportsNation host on ESPN2, said clearly against legitimacy. of electronic games like sports.

Let’s face it: professional gamers undergo all kinds of pressures. They are submitted to intensive programs that involve individual, collective, psychological assessments and even physical exercises. Due to repetitive movements, for example, cyber athletes need to live with injuries and constant pain in regions of the body such as the neck, elbows, wrists and fingers.

“Professionals play for up to 14 hours a day. They do not stop for stretching, nor do they raise their arms to stretch them a little. It’s a very intense charge for the body, “said Levi Harrison, a North American doctor who specializes in treating professional players.

The e-sports ecosystem

The maturity of the ecosystem is visible. Electronic sports have been attracting bold investments over the years and becoming stronger as one of the biggest drivers of the digital economy. A good indication is the bet that big companies like best UK betting sites are doing in actions aimed at consumers in this market.

Another type of charge is the psychological one. Just like in traditional sports, pro players need to deal with the demands of fans and with emotions such as enthusiasm, anger, confidence and frustration. They have to develop strategic thinking and competitive spirit; in tune, of course, with the technical level of the game in question, whether collective or individual.

However, unlike sports like football, basketball or swimming, organized in a corporative and territorial way (they must necessarily have physical environments to happen), eSports are “diffuse”. That is: the games competitions are online and streamed live by streaming platforms.

Another difference is the fact that the disputes are coordinated by a group of companies and producers of games, that promote national, continental and even world tournaments. However, the most relevant is the great popularity among young audiences. While the televising audience of some traditional modalities have cleared in the last decade, the one of the electronic games crossed the inverse way.

This year alone, eSports gathered a base of 385 million unique viewers around the world, earning about $ 700 million. The number is expected to rise to $ 1.5 billion by 2020. In short: Electronic sports are excellent means to connect with young people today, completely disconnected from traditional TV. The games are increasingly inserted in the day to day of this target. They are important part for fun and for engagement.

From the information above we can conclude that the difference between e-sports and physical sports will be smaller in the coming years. But there is always a fundamental difference between the two.

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