Soon, no one can deny the huge coverage and influence of eSports, in the name of a true sport.
The Guardian world famous magazine calls e-sport as Sport 2.0. They have extremely reasonable reasons for their own to set that name, most notably: because Sport 2.0 is coupled with the rise of technology.
Digitizing has transformed this world, changed the way we shop with online shopping, how to chat – with chat and video calls, how we date – with apps like Tinder, and how we compete dispatching – using social networks as a tool for mass appeal. Old sports can’t help but follow the trend: we have a great World Cup that is also a lot of trouble, with the advent of VAR technology.
In all of the above examples, we all see one thing in common is how “technology enhances all aspects of life”. But sports has its own unique features.
eSports is made up of a series of video games, organized into large events with the participation of professional gamers. The scale will depend on the coverage of the game, the amount of money that sponsors and game developers can afford. It can be small from the “grass” level – local competition to the international tournament – the world award.
Young people, who are attached to technology and every step of technology, surely affirm eSports is a sport. But older people in society will not easily accept (and believe) playing computer screens, clicking mouse and keyboards or holding electronic play handles, as a sport.
But the numbers don’t lie. They will be the most definitive proof for any individual who sees the rise of eSports in the modern world. The game has been and will become a culture full of humanity’s identity.