Cybersport. Classification as a sport
The classification of computer games as a sport is a controversial issue, to which there is no single answer. While some point to the rise in popularity of eSports as an excuse for considering some computer games to be sports, others argue that computer games will never achieve “true sport” status.
However, popularity is not the only argument in favor of recognizing e-sports as a sport: many argue that “careful planning, accurate timing and skillful completion” should be what classifies an activity as a sport, and that outdoor exercise and playgrounds Air is not required for all traditional or non-traditional sports.
Computer games are sometimes classified not as a real sport, but as a mental sport. At the 2015 IESF World Championship, an eSports panel discussion was held with guests from the International Sports Association to discuss the recognition of eSports as a sporting field around the world.
China was one of the first countries to recognize esports as a true sport – back in 2003, despite fears that computer games are addictive. This is how the state promoted esports. In addition, esports became an official profession in China in early 2019. By July 2019, more than 100,000 people have been registered as professional players in the field, and the ministry said it expects more than 2 million employees in the profession within five years.
In 2013, Canadian League of Legends player Danny “Shiphur” Le became the first professional esports player to receive a P-1A visa in the United States, a category designed for “globally recognized athletes.”
In 2014, the Turkish Ministry of Youth and Sports began issuing eSports licenses to professional players.
In 2016, the French government began work on a project to regulate and recognize esports.
In July 2017, the Philippine Board of Games and Entertainment began issuing sports licenses to esports players approved by a professional esports team.
Cybersport is a legal sport. CSGSpositive
To promote this, several esports events have been organized alongside more traditional international sporting events. Along with these events, csgo positive bookmakers drew attention to e-sports, and during the holidays, you can get a csgo positive promo code… The 2007 Asian Indoor Games was the first major multisport event in which esports became an official discipline to win medals alongside other traditional sports. Subsequent Asian Indoor Games and their successors have always included esports as official medals or exhibition events. What’s more, the 2022 Asian Games, a top-tier multisport event, will also include esports as one of the medal-winning disciplines. Esports tournaments for games like Hearthstone, Starcraft, and League of Legends were featured as an exhibition event at the 2018 Asian Games and served as an introduction to the 2022 Games. The 2019 Southeast Asian Games also hosted six esports competitions.
One of the important arguments in the discussion is the factor that clearly separates esports from sports: traditional sports are not anyone’s property, unlike e-sports. Basketball does not belong to anyone, no one can change its rules for everyone or simply delete it, different leagues can manipulate the rules and shut down, but this does not affect the sport itself. In esports, the opposite is true: the game is usually owned by one company, which determines the rules and all other decisions about the game. This is one of the factors that makes esports difficult to classify as traditional sports. The company that owned the game could go bankrupt, in which case the entire sphere of esports based on it will die. This phenomenon does not exist in the world of traditional sports and is a visible barrier between the two parties.