E-sport is one of the leading non-physical sports generating plenty of buzz lately. It is true some people don’t consider it a sporting activity just yet, largely because of its lack of physical activity. The new sport requires skills, perseverance, and strategy when competing with other teams.
In terms of greater engagement and expanding acceptance as a part of the larger sports ecosystem, e-sports made tremendous progress in 2020. This occurred as a result of the coronavirus epidemic suspending traditional sports.
Esports and streaming have expanded, and traditional sports have since resumed play. In November 2020, Twitch recorded a record 1.7 billion hours viewed, and in 2020, YouTube Gaming declared it had achieved an astounding 100 billion hours watched.
Why is it considered a sport?
Because it emphasizes skills and strategy in the same way as other physical sports. Despite not placing as much attention on the physical level, it meets all the requirements. If you aren’t physically fit, you won’t be able to see your best self. Together, one’s physical, emotional, cerebral, and spiritual faculties must work. They are linked together.
The following are the reasons why itβs the best non-athletic sport:
Technology and social interaction are key.
This sport’s main component is its participatory nature. Whether you meet in person or online is not essential. Online, you are either actively playing or competing against someone.
You get to interact and play with individuals from all over the world. All of this while simply playing on your computer.
Esports are accessible to anyone.
Anyone can become interested in the sport, regardless of age. Before playing, you don’t always have to be a teenager. This sport is all about equality because there is no gender divide in any way. It provides both genders an opportunity to compete with one another.
It should not be viewed as a game only nerds can play because anyone can play it.
The demographics are in favor of the new generations.
The GenZ and GenAlpha generations are slowly becoming the center of the e-sport. They are primarily the ones enjoying themselves while playing video games online.
It is the main reason why the game is slowly acquiring worldwide appeal. It’s also getting people interested in the sport’s concept.
Very low entrance obstacles and easy access.
Getting a computer or phone is all you need to do to start this activity. Additionally, a reliable internet connection is required.
No need to hunt for equipment, facilities, or even travel is required. The benefit is that participating in the sport doesn’t cost much money.
Additionally, you can play anytime and anywhere in the world. It also has a social component because you can meet new people.
Potential Olympic Status
E-sports receiving Olympic recognition has been heavily discussed. According to recent statements from the IOC, playing competitive video games requires similar levels of physical exercise as more traditional sports. E-sports will be an official sport at the LA Olympics in 2028, and a demonstration sport in Paris in 2024 would not be shocking.
E-sports will become an official sport in 2022, as announced by the Asian Games. While other traditional sports leagues like the Premier League, UEFA, and Formula 1 have also embraced e-sports by establishing their own leagues, so have others.
Sponsors and media
Around 46% and 23% of the USD 1.1 billion in total e-sports revenues are attributable to sponsorships and media rights, respectively. Both sponsors and the media are recognizing the vast opportunity in this area. It’s improbable that the current growth rate in popularity and money will ever stop. More money may be invested in leagues and prizes thanks to the larger earnings, which will undoubtedly increase the number of supporters.
Gamification
Traditional sports can benefit more from e-sports’ popularity. Big football teams have already hired athletes for e-sports, like Ajax, Manchester City, and PSG. There are reputable e-sports soccer contests in which well-known real-life professional teams compete.
Formula One follows suit. Other sports will undoubtedly do the same. In addition to this tendency toward gamifying actual sports, already existing games may develop into physical sports in which E-athletes compete while wearing VR goggles in a large arena.
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