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I can't play, my WiFi is down...

The Australian Sports Commission (ASC) defines sport as 'a human activity, capable of achieving a result requiring physical exertion and/or physical skill, which by it's nature and organisation, is competitive and is generally accepted as being a sport.'

By definition, eSports are 'competitive video gameplays, between internet-connected players and the fandom that cheer them on.' eSports are already established as a multi-billion dollar industry with an enviable global viewership and a unique ability to compete internationally from the 'comfort' of ones living room.

So having been exposed to a variety of differing opinions over the last couple of weeks in Australia, I feel it only appropriate to delve further into these to establish whether we can learn anything from Generation Z's contribution to our sporting landscape.


Australia is a relatively young contender in the eSports arena, hitting the start button in 2016 when Sydney hosted the Intel Extreme Masters event for the first time on the continent. Now approximately 66% of 18-30 year olds are engaged in the phenomenon. It was also in 2016 that the ASC launched the concept of 'Physical Literacy' into the nations strategy for Participation in Sport. They defined it as, 'the integration of physical, psychological, cognitive and social capabilities that help us live active, healthy and fulfilling lifestyles.' The question lies in whether or not eSports entails enough need for the above capabilities to constitute as a sport.

Over the last couple of weeks, I've heard both sides to the argument. Those in favour of eSports as a sport propose that the activity gives millions a sense of belonging, a community to be a part of. The Australian eSports League (AEL) have four core values; inclusiveness, social responsibility, integrity and excellence. The organisation was formed in 2013 and their vision is to provide the most entertaining, most engaging and most respect eSports experience in the world.

League of Legends creators released a video in 2017, titled 'Our Game - Not Just a Sport, Our Sport.' It campaigns through clips of commentary, discussion and eSports action the following that eSports have and the love of the fandom surrounding it. It's an emotive attempt to persuade eSports cynics like myself that competing as an international gamer is just as impressive as competing as an international athlete.



No argument in support attempts to make out that eSports require physical exertion, however colleagues in the university sport sector that I have spoken to in Australia, emphasise the mental exertion participating entails, alongside the ability of eSports to unite some excluded groups of students, notably those from Asian countries where eSports are 'booming'. They also argue that eSports are truly and wholly inclusive, with minimal physicality required, accessibility increases. One could say that sport is more than the 'on field' activity people participate in or spectate, it's about the team work, the decision making capabilities, the common mentality and drive in a group of people to achieve a joint goal.

Much like I did with coffee (in a previous insert), I'm going to use the principle of correlation regarding eSports and the levels of participation, to identify factors that could later be applied to how we run sport and physical activity.

John O’Sullivan (The Changing Game Project) states, “In video games the needs, values and priorities of the person are at the centre of the experience”

With that in mind, the following could be said;

- eSports put the person in control, whilst traditional sport is owned by a coach, official and/or captain.
- eSports are action packed 100% of the time and inclusive of all participants, whilst some organised sport can involve time off the pitch, on the bench - the 'fear of not getting picked.'
- eSports can allow creativity to build ones own reality whereas traditional sport imposes rules upon an individual.
- eSports carry no risk of direct physical injury so anxiety that one may have about this, drawing on the intense pressure of masculinity for some, is reduced or non-existent.
- eSports actively promote international correspondence and connectivity which unless performing at a high enough level doesn't exist in traditional sport.

It could be argued that a persons ability to determine success in their own way, within their own virtual reality promotes increased positive mentality as success is more likely to occur due to the unstructured nature of eSports.

However, as much as we can learn from the above and attempt to implement an increased ability to manufacture ones own success, it doesn't sway my opinion on it being a sport. I put a question to a primary school teacher in Melbourne, "If you asked your class what their favourite sport was and an individual said 'Fifa' would you challenge it?" Her answer, "yes." That may be the voice of one person, but I am using it as a example, depicting a collective view of many I have spoken to about whether we should be encouraging the current generation of young people to sit in front of a screen, for what is measured at an average 14 hours a week (in Australia) as a substitute for physical activity.

With obesity levels in Australia so high and mental health proving a costly factor within the health service it is a worrying concept that static, technology based activity could be considered a sport. The Australian Football League (AFL) has recently tapped into the eSports market, with 21% of their fans being interested in eSports, they clearly see the value and potential of financial benefits from the industry. In an argument in favour of eSports being a recognised sport, AFL General Manager, Darren Birch states "these individuals train for several hours a day, review game tape and have coaches, nutritionists and dieticians." It could also be argued that reflexes and reaction time are key to success in the eSports arena, these are considered physical aspects that an individual can improve through training.

The discussion could proceed into further depth regarding the impacts eSports can have on cognitive functioning, whether or not it promotes excessive violence, or even if it can isolate individuals who are playing at a recreational level not in a stadium of people. For now, my mind is yet to be changed - I would classify eSports as an activity, a hobby or past time, not a sport. Even though there is room in the ASC's definition to house eSports, I don't think we should be encouraging inactivity in the bid for an active nation.

With Parisians bidding for eSports to be included in the 2024 Olympics and the IOC stating they'll explore the options as long as it doesn't infringe on the Olympic values, it may not be long before we see traditions challenged and opinions overridden. However for now, I believe we should be looking to implement elements of eSports' success into our delivery of sport, look to increase opportunity of creativity, control and reduce perceptions of physical risk associated with sport. Let's harness the positives that the eSport concept has, utilise the ability to engage with those who may not otherwise be engaged and promote healthy and active lifestyles alongside what is undeniably an e-force to be reckoned with.

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