Why Esports Should Have a Place in the Olympics
Morris, Craig (2023)
Morris, Craig
2023
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202302222694
https://urn.fi/URN:NBN:fi:amk-202302222694
Tiivistelmä
After esports made an appearance as a demonstration sport in the Jakarta Asian Games, it has once again come into question whether esports can be a sport in the Olympics. Although in recent times, esports has seen a meteoric rise in not only popularity but also social acceptance in some parts of the world, it is still far from global acceptance as a sport. This study was conducted to discover if esports has a legitimate opportunity to become an Olympic sport, and if there are any prohibiting factors that it faces, as well as how it can benefit the Olympic Committee.
This study discusses the difference between esports and simple e-games, sets the foundation for the history of esports and its newfound social acceptance, as well as presents the statements of the Olympics for esports becoming a part of its games and the values they represent. The study used aca-demic literature, and reputable sources for information and various articles to argue the place of es-ports in society today and dispel all doubts of the International Olympic Committee in attempts to provide a convincing argument for esports becoming a part of the Olympic games. This includes es-ports’ ability to adhere to the Olympic values, answering the questions of the value esports can bring to the Olympics, and shows that some worries were unfounded or outdated. This study also tries to overcome any barriers to becoming an Olympic sport before ending with the conclusion.
With the assistance of esports organizations around the world to communicate with the International Olympic Committee, esports would be able to prove itself as legitimate and known to the world. These same organizations should help discovering the advantages that esports can provide as well as pro-mote its popularity in a global scale. Likewise, game developers should strive to create esports games with the goal of longevity and stability, such as the very notable example of Super Smash Bros. Melee. This study may provide some meaningful value for the cause of esports representation in the Olympics, and worthwhile reading.
This study discusses the difference between esports and simple e-games, sets the foundation for the history of esports and its newfound social acceptance, as well as presents the statements of the Olympics for esports becoming a part of its games and the values they represent. The study used aca-demic literature, and reputable sources for information and various articles to argue the place of es-ports in society today and dispel all doubts of the International Olympic Committee in attempts to provide a convincing argument for esports becoming a part of the Olympic games. This includes es-ports’ ability to adhere to the Olympic values, answering the questions of the value esports can bring to the Olympics, and shows that some worries were unfounded or outdated. This study also tries to overcome any barriers to becoming an Olympic sport before ending with the conclusion.
With the assistance of esports organizations around the world to communicate with the International Olympic Committee, esports would be able to prove itself as legitimate and known to the world. These same organizations should help discovering the advantages that esports can provide as well as pro-mote its popularity in a global scale. Likewise, game developers should strive to create esports games with the goal of longevity and stability, such as the very notable example of Super Smash Bros. Melee. This study may provide some meaningful value for the cause of esports representation in the Olympics, and worthwhile reading.