Video Games in Olympics

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Running head: VIDEO GAMES IN OLYMPICS 1

Video Games in Olympics

Hatem Araar

Tunis Business School

Technical Writing

Pr. Boutheina Elkaou

27th April 2018


VIDEO GAMES IN OLYMPICS 2

Video Games in Olympics

It is the year 2018; we are at an age where innovation is a general public consistent. Life

now is essentially unbelievable without the innovation we appreciate today. Specifically, life

would not be in a manner of speaking notwithstanding computer games. While, truly, one may

surmise that computer games do not appear as vital as broadcast communications, and web-based

social networking, and all the cutting edge accommodations we have to carry on with an ideal

life, we disregard to consider exactly how much computer games impact and shape our way of

life, history, and lifestyle. Despite the fact that eSport does not require as much physical effort as

most conventional games, it requires extremely exact coordination in a fast speed, which now

and again prompt physical wounds.

History of eSports

The first big competition, which was organized by Atari in 1980, is The Space Invaders

tournament with more than ten thousand participants. When PC’s were on the rise in the 90’s the

first person shooter (FPS) game Quake became very popular. In 1997, there was a Quake

tournament called “Red Annihilation”, the winner won a Ferrari which was owned by John

Carmack, a lead developer for Quake. At this time eSport revolved around FPS games, sport

games and arcade-style games, however in the late 90’s StarCraft: Brood War was released and

the genre real time strategy (RTS) gained popularity. This genre requires more careful thought

and long-term planning in contrary to Quake whereby it was mostly about skills and fast

reflexes. StarCraft has different races with unique characters and abilities, which gives the game

limitless strategic potential; it is compared to a modern version of chess. However, RTS games

would not be as popular until after the year 2000.


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While the discourse if eSport can turn into a game grows, the eSport industry develops

unfathomably as far as economy, contenders also, onlookers. With the help of mentors, directors,

investigators also, others, proficient gamers acquire millions and progress toward becoming

understood competitors that individuals gaze upward to. They are not simply competitors from

the attitude of gamers; they are additionally competitors from the point of view of the

administration. The U.S. has been conceding P-1A visas to proficient gamers, which are assigned

for universally perceived competitors while Korea has been doing this since 2000

The development of Video games

Since June 2015, eSport has made an essential move to turn into an Olympic game. The

International Association of Athletics Federations (IAAF), which is the Olympic most

conventional and compelling sports association, has affirmed a cross-limited time bargain with

the International eSports Federation (IeSF). As indicated by IeSF President, Byung Hun Jun, the

arrangement "will improve the status of IeSF inside the universal games society" while

endeavoring to get "e-Sports… perceived as official games". The arrangement incorporates

wellness and preparing advisers for gamers and eSport demos shown by Olympic gold medalists.

Despite the fact that there is a major physical contrast between playing Rugby or a

computer game; whereby one sits behind a PC or TV screen, eSport (otherwise called Electronic

Sport or Competitive Gaming) are as yet physical. Proficient eSport players who play on PCs can

make more than 300 activities for each moment (APM). This is equivalent to five activities for

every second and is extremely testing. It alludes to what number of activities a player can

perform inside a minute. Studies have demonstrated that gaming devotees have better reflexes
VIDEO GAMES IN OLYMPICS 4

and mental dexterity contrasted with the overall public. Some gamers even get hit down with

dreary strain wounds. Other than that, numerous expert eSport mentors prompt their players to

do physical exercises as a fit body compares a fit personality, thusly numerous expert gamers eat

healthy and exercise regularly which comes about into being a superior eSport player.

Professional players who try to climb this competitive ladder are not climbing by

themselves. Since eSport is becoming more popular and more money is involved, there has been

a rise of eSport coaches and analysts who often live together in gaming houses to support

professional gamers. Not only do these teams have coaches and analysts, they have much more

in common with traditional sports teams as many eSports teams have a head coach, an assistant

coach, a manager, starters, reserves and a team captain. Gaming houses can also provide the

players and staff with other luxurious additions such as a basketball court, swimming pools,

garages, poker tables, a hot tub, pets and more depending on how prosperous the organization is.

In the case of the organization Counter Logic Gaming (CLG), they do not have just a house.

They have a gaming center.

Video games from a different perspective

Not all video games can be exercised as a sport. eSports are particularly played between

professional gamers and the most common genres of eSports are real-time strategy (RTS) such as

StarCraft, first person shooters (FPS) like Counter-Strike and multiplayer online battle arena

(MOBA) such as LoL (League of Legends). It can be concluded that the requirements for a video
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game to become an eSport is that one can distinguish themselves from their opponents through

game mechanics and strategic plays within a competition.

Nevertheless, it is not astonishing that eSport is not acknowledged as a genuine game

since the overall population does not know a considerable measure about eSport. Now, numerous

eSport amusements are very unavailable, one should be acquainted with mechanics and have a

progressed comprehension of the diversion to have the capacity to contend. With the coming of

diversions that make openness, for example, Smite and the developing group of onlookers of

computer games, eSport will soon advance into a considerably more accessible industry for the

overall population, which can prompt the acknowledgment of calling gamers competitors, and

video amusements wear.

Conclusion

The industry is relatively new and it will take time to receive public acceptance similar to

the process of Basketball and American Football. Unfortunately at this stage, eSport is rather

associated with a kid playing Mario than a legitimate athlete who has a lot in common with the

traditional athlete.
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References

Fernandez, M. (2018, March 19). Professional competitive gaming on the rise, Overwatch shows

Olympic potential. Variety. Retrieved from http://variety.com/2018/digital/news/esports-

video-games-olympics-1202709110/

Gregory, S. (2018, February 8). Competitive video gaming could be the newest Olympic sport.

Here’s what it would look like. Time. Retrieved from http://time.com/5136962/e-sports-

olympics-pyeongchang-video-games/

Orland, K. (2018, March 13). Violent video games not welcome for Olympic eSports

consideration. Arstechnica. Retrieved from https://arstechnica.com/gaming/2018/03/olympic-

committee-open-to-esports-but-only-without-violence/

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