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Esports: Sport or Not?

The document presents the work plan for a student group's presentation on whether esports is a real sport. It includes an introduction defining esports and its history, a comparison of esports and traditional sports, a planned survey of students' perspectives on esports, recommendations to increase support for esports, and a conclusion. The group will discuss the physical and mental skills in esports versus sports, the different platforms and equipment used, and controversies on classifying esports as a sport. A survey of 122 students at Vinh University found most knew about esports but fewer had played relevant games, and opinions were divided on whether esports is a sport and on supporting esports as a career.

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0% found this document useful (0 votes)
63 views17 pages

Esports: Sport or Not?

The document presents the work plan for a student group's presentation on whether esports is a real sport. It includes an introduction defining esports and its history, a comparison of esports and traditional sports, a planned survey of students' perspectives on esports, recommendations to increase support for esports, and a conclusion. The group will discuss the physical and mental skills in esports versus sports, the different platforms and equipment used, and controversies on classifying esports as a sport. A survey of 122 students at Vinh University found most knew about esports but fewer had played relevant games, and opinions were divided on whether esports is a sport and on supporting esports as a career.

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thienhuonglvt
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© © All Rights Reserved
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You are on page 1/ 17

VINH UNIVERSITY

FOREIGN LANGUAGES DEPARTMENT


-------&&-------

PRESENTATION 1
SUBJECT: LISTENING & SPEAKING 2

Topic: Is Esport a real sport?

Instructor: Master. Hoang Tang Duc


Class: 62A1TN - Group 4
No Name Student code

1 Nguyen Thien Huong (Leader) 21571402311038

2 Pham Thi Minh Diep 215714023110009

3 Nguyen Thuy Hang 215714023110056

4 Dinh Thi Yen Nhi 215714023110124

5 Phan Ba Thong 215714023110206

VINH, 2023
A. WORK PLAN
I. Introduction (Nguyen Thuy Hang)
1. Introduction about topic, members
2. Definition of Esport
2.1. History of Esport
2.2. The development and popularity of Esport
2.3. Definition of MMOG
II. Comparison (Dinh Thi Yen Nhi)
1. Physical activities
2. Platform and Equipment
3. Skills and training
III. Controversies (Phan Ba Thong)
IV. Survey (Pham Thi Minh Diep)
Survey: FLD students’ perspectives on esports in Vinh University
- Ages: 19-22 years old
- Research scope: Vinh University
Questionnaires
1. Do you know what Esports is?
2. Have you ever played video games like League of Legends, PUBG, Valorant, CS:GO?
3. Do you think Esports should be considered as a real sport?
4. Do you think being an Esports athlete is a profession?
5. Do you support young people pursuing a career as Esports athletes?
=> Comment
V. Recommendations (Nguyen Thien Huong)
1. Solutions for schools/education
2. Solutions for families
3. Solutions for Esports organizations
4. Solutions for young generation
IV. Conclusion (Nguyen Thien Huong)
- Summarize key points
- Give conclusion

B. SCRIPT
I. Introduction (Thúy Hằng)
Since emerging, Esports has seen a huge explosion in popularity. The gaming industry
has been breaking its stereotypes and broadening its audience. As video games have
become increasingly popular, recognition of eSports has grown steadily. But some people
say that eSports aren’t real sports. And though each individual is entitled to their own
opinion, let’s shine some light on this. To start, we’ll take a look at the definition of
Esport.
1. Definition of Esport
1. Esport is a video game played as a competition for people to watch as entertainment.
(Oxford Learner’s Dictionary)
2. Esport is the practice of gamers playing video games in a competitive environment
against other individuals or teams. (Hansmitt, 2022)
3. Esport is video games that are played in a highly organized competitive environment.
(Leroux-Parra, 2020)
2. History of Esport
- In the 60s: the beginning of Esports history
On October 19, 1972, the Artificial Intelligence Laboratory at Stanford University hosted
the world's first Esports tournament, named the "Intergalactic Spacewar Olympics."
- In the 2000s:
In 2003, the first Esports World Cup (ESWC) was played in Poitiers, France.
In 2005 , the"CPL World Tour" (Cyberathlete Professional League) was the first eSports
event to be sponsored with one million dollars.
→ In almost 70 years of computer gaming history, eSports has now established itself in
many countries around the world. Some of the most successful Esport games: League of
Legend, CSGO, PUBG Mobile, …
Larch, F. (2023, August 2)
The development and popularity of E-sport
Murko, D. (2023, June 29)

As we can see in this statistic, there was a considerable increase in the development and
popularity of E-sport from 2017 to 2022, hitting the highest point in 2021 at about 3.092
billion Hours Watched.

3. MMOG
(“Massively Multiplayer Online” game) is an online video game in which thousands of
people can play at the same time. (Oxford Learner’s Dictionary)

II. Comparision
II. Comparison (Nhi)
1. Physical Activity:
Sports require great physical activities such as running, jumping, and tackling, which you
can often see in football or basketball. In contrast, esports players sit on a chair from the
beginning to the very end of the game with intense mental focus and hand-eye
coordination.
2. Platform and Equipment:
Sports are played on physical fields, courts, or tracks, with specific equipment like balls,
bats, or racquets. Esports, on the other hand, are played on electronic platforms, such as
computers or gaming consoles, using specialized controllers, keyboards, or mice
And you can see the same with MMOG type, with a large number of players, they can
play online together in the same way.
Additionally, the majority of sports change very little over time: they use the same
equipment and follow the same rules with only minor modifications. While esports grow
strongly in tandem with advances in technology that affect the equipment.
3. Skill Sets and Training:
Sports demand a range of physical and athletic abilities, such as speed, strength, and
endurance. Athletes typically undergo heavy physical training and conditioning to
enhance these skills. In contrast, esports require a different skill set, including hand-eye
coordination, reaction time, strategic thinking, decision-making, and teamwork. Esports
athletes often focus on practicing and honing these skills through regular gameplay and
strategic analysis.
Moreover, most collegiate and professional athletes have teams of coaches working with
them on strength and conditioning, strategy, and other attributes of their game to help
them improve. Esports athletes are generally self-coached with little outside input.

III. Controversies
IV. Survey
In relation to this particular subject, we inquired about the extent to which e-sports is
officially recognized as a legitimate sport. Additionally, we explored the attitudes and
support of the younger generation towards e-sports. As a result, our team conducted a
survey comprising 5 questions:
1. Do you know what Esports is?
2. Have you ever played video games like League of Legends, PUBG, Valorant, CS:GO?
3. Do you think Esports should be considered as a real sport?
4. Do you think being an Esports athlete is a profession?
5. Do you support young people pursuing a career as Esports athletes?
The survey is mainly conducted online, within 5 days from October 19 to October 23,
2023. And the survey subjects are FLD students studying at Vinh University.
Now I will analyze the group's survey data. With 122 participants, ranging in age from 19
to 22.
Chart 1

So in the first question "Do you know what E-sports is?" We received 97 “yes” answers,
and 25 “no” answers. That means even though we are in the younger generation, there are
still more than 20% of participants who do not know what E-sports is.

Chart 2
Next, with question 2 "Have you ever played video games like League of Legends,
PUBG, Valorant, CS:GO?",_ the most famous games in the E-sports world. We got
results that 51.6% of participants have never played, and 48.4 % of participants have ever
played, But especially, after analyzing the results, we realized that among 97 people who
know about E-sports, there are 38 people have never played the above games meanwhile
the 25 answers that did not know about e-sports, there were still 4 people who had played
the above games, so it inferred that There are still a few people who play games without
knowing what e-sports is.
Chart 3
Coming to the third question, "Do you think E-sports should be considered as a real
sport?" Despite the fact that e-sports is a real sport, there are still have 33.6%, or 41 out
of 122 participants, disagreed with this.

Chart 4

Besides the participants' support for E-sports being real sports, we are also interested in
asking participants whether E-sports competition is a profession? and the answer we
received was 75.4 %, 92 people acknowledged it, and the rest did not
Chart 5
Finally, with question 5 "Do you support young people pursuing a career as E-sports
athletes?" My group received 3 streams of answers with 54.4% agreeing; 11.4% not sure ;
and 34.2 disagree. With this result we can see that, although the target audience is young
people, only more than 50% agree; The rest are still hesitant or even disagree to support
this profession. So we can say athletes competing in e-sports, or the e-sports industry are
still not very popular or are even thought of in a negative way by today's youth.

V. Recommendations
1. Solutions for schools
- Firstly, the integration of esports into educational curricula can effectively highlight the
educational potential of gaming. By introducing coursework on game design, coding,....
- Moreover, highlighting the availability of esports scholarships can underscore the
academic and career prospects that esports can offer. Additionally, emphasizing the
career development opportunities can inspire young people to consider gaming not only
as a hobby but also as a potential career path.
2. Solutions for families
Encouraging parents to take an active interest in their children's gaming activities,
learning about the games they play, and attending gaming events helps bridge the
generational gap and fosters understanding
3. Solutions for Esports organizations
- Mentorship programs connecting experienced gamers with novices can provide not only
gaming skills but also responsible gaming habits.
- Equally significant is the promotion of local esports tournaments and community events
- Public awareness campaigns that elucidate the constructive aspects of esports
4. Solutions for young generation
- Media literacy education, teaching young people to critically assess how esports and
gaming are portrayed in the media, allows them to distinguish between fact and
sensationalism, promoting informed views.
- Instilling the values of sportsmanship, fair play, and respect within the gaming
community is vital, encouraging young players to be responsible competitors and positive
contributors to the world of esports.
VI. Conclusion
The debate surrounding esports is largely a matter of perception, and bridging the gap
between traditional sports and esports is essential to ensure its continued growth and
recognition. We cannot entirely alter the perspectives of the young generation regarding
their views on the esports discipline. Esports has proven itself as a legitimate, exciting,
and evolving form of competition, and it's time for it to be recognized as such by a
broader audience.

C. PAPER
Title: Is Esport a real sport?
Authorship: Group 4 – K62A1TN
I. Abstract
The question of whether esports qualifies as a genuine sport has sparked extensive debate
and discourse in recent years. Esports, or electronic sports, represent a burgeoning
industry that has rapidly gained global recognition and have a fervent following,
primarily driven by the popularity of massively multiplayer online games (MMOG). This
article presents a short overview on the history of esports and tries to delve into the heart
of this controversy, offering a comprehensive examination of the essential elements that
define a sport. We scrutinize the physical, mental, and organizational aspects of
traditional sports and compare them to the characteristics of esports to determine if
esports can rightfully lay claim to the title of "sport."
Keyword: Esport, massively multiplayer online games (MMOG)
II. Introduction

The rise of electronic sports, commonly known as esport, has sparked a contentious
debate among sports enthusiasts, scholars, and the general public alike. With its
exponential growth in popularity, esport has garnered attention from media outlets,
sponsors, and even traditional sports organizations. However, the core question remains:
can esport truly be considered a real sport?

The definition of what constitutes a sport has evolved over time, taking into account
physical exertion, competitive elements, and adherence to established rules.
Traditionally, the term "sport" has been associated with physical activities that demand
stamina, athleticism, and coordination. However, the emergence of esport challenges
these preconceived notions, as it primarily relies on mental agility, strategic thinking, and
hand-eye coordination.

This article aims to delve into the multifaceted dimensions of esport, examining its
characteristics and comparing them with the traditional framework of sports. By
exploring the arguments both for and against categorizing esport as a real sport, we hope
to shed light on the ongoing discourse surrounding this topic and contribute to a more
comprehensive understanding of its nature.
III. Literature review
1. The Ongoing Debate: Should Esports Be Classified as Sports?

The question of whether esports should be considered real sports has sparked a lively
debate. Some people think it should be recognized as a sport, just like traditional sports,
while others disagree, mainly because they believe it doesn't require as much physical
activity.

2. A Champion for Esports: Michal Blicharz's Viewpoint

Michal Blicharz, a former judoka from Poland who now organizes esports events
worldwide, stands for esports being considered true sports. Blicharz emphasizes that
esports require both physical movement and mental acuity. Players must clearly know
about "strategy, technique, and opponents" to secure victory, highlighting the dedication
and effort essential in the world of esports (Borg & Live, n.d.). Blicharz even goes as far
as to draw parallels between esports and sports like darts and snooker, which involve
minimal physical exertion, positing that if these are recognized as sports, then esports
should receive the same acknowledgment (Borg & Live, n.d.).

IV. Methodology
1. Study design
To investigate whether esports qualifies as a genuine sport we use a survey-based
research design. This research will utilize a structured questionnaire consisting of the
following questions in English:
1. Do you know what E-sports is?
2. Have you ever played video games like League of Legends, PUBG, Valorant, CS:GO?
3. Do you think E-sports should be considered as a real sport?
4. Do you think being an E-sports athlete is a profession?
5.Do you support young people pursuing a career as E-sports athletes?
The study will target Vinh university students, aged 19 to 23, residing in the city. The
survey questionnaire has been developed based on the need to gather insights and
opinions regarding E-sports, its recognition as a sport, and the perspective on E-sports as
a profession. The questions were designed to assess participants' knowledge, experience,
and attitudes towards E-sports. Additionally, the questionnaire aims to explore whether
individuals support young people pursuing a career in E-sports.
The data collected from the survey will be meticulously entered and processed using
Google Forms, a suitable statistical software. Various statistical methods, including
correlation analysis, will be applied to examine the relationship between respondents'
knowledge, attitudes, and experiences related to E-sports. We aim to understand how
these factors may influence their perceptions about E-sports as a sport and a potential
profession. By analyzing these survey responses, we hope to gain insights into the
evolving landscape of E-sports and whether it should be recognized as a legitimate sport
or profession.
This research design promises to offer comprehensive insights into the multifaceted
world of E-sports, gauging public sentiment and understanding about the subject. The
analysis of these aspects will help us understand the perspectives of individuals on E-
sports, its recognition, and its appeal to aspiring athletes. Furthermore, it can provide a
valuable reference for educators, parents, and policymakers when making informed
decisions about the future of E-sports and its potential impact on youth pursuing careers
in this field.
2. Data analysis
The survey responses were assessed using Google Forms, and the analysis involved
calculating the percentage and frequency for each item in the questionnaire to interpret
the percentage scores. As shown in Table 1, if an item achieved a percentage score
ranging from 0% to 20%, it was considered indicative of low agreement with the item
statement. In accordance with conventional standards, a score between 21% and 49% was
regarded as an average score, while a score of 50% or higher was considered a strong
agreement with the statement.
Table 1. Interpretation of percentage scores

Percentage score Score interpretation


0% - 20% Low
21% - 49% Moderate
50% - 100% High

3. Findings
With 122 participants, ranging in age from 19 to 22, and 100% study at Vinh University.

Table 2. Do you know what E-sports is?

Content Percentage score Score interpretation


Yes 79,5% High
No 20% Low

A substantial majority (79.5%) of the survey participants indicated that they are familiar
with the term 'E-sports.' This high level of awareness underscores the widespread
recognition of E-sports among the respondents.

Table 3. Have you ever played video games like League of Legends, PUBG, Valorant,
CS:GO?
Content Percentage score Score interpretation
Have 48.4% Moderate
Haven't 51.6% High

One of the key findings is the participation rate of the participants in E-sports games. A
substantial 51.6% of the respondents indicated that they have never engaged in video
games typically associated with E-sports, such as League of Legends, PUBG, Valorant,
or CS:GO. Conversely, a significant 48.4% reported having experience with these
popular E-sports games. This division between those who have played and those who
have not highlights the varied exposure and involvement of the participants in the world
of E-sports.

Table 4. Do you think E-sports should be considered as a real sport?

Content Percentage score Score interpretation


Yes 66,4% High
No 33,6% Moderate

The research further explores the participants' views on whether E-sports should be
recognized as a legitimate sport. A notable 66.4% of the participants are in favor of this
recognition, affirming the belief that E-sports deserve to be considered as a real sport. In
contrast, 33.6% of participants hold a different perspective, implying that they do not
regard E-sports as equivalent to traditional sports.

Table 5. Do you think being an E-sports athlete is a profession?

Content Percentage score Score interpretation


Yes 75,4% High
No 24,6% Moderate

The data reveals an intriguing aspect of the participants' perspectives on E-sports as a


profession. A considerable 75.4% of the respondents acknowledge that being an E-sports
athlete can be a valid and viable profession. This majority recognition indicates a positive
attitude toward the professionalization of E-sports. On the other hand, a portion of the
participants do not share this viewpoint, suggesting that they do not perceive E-sports as
a legitimate profession or career choice.

Table 5.Do you support young people pursuing a career as E-sports athletes?

Content Percentage score Score interpretation


Yes 54,4% High
No 34,2% Moderate
Not sure 11% Low

The research also delves into the participants' level of support for young individuals
aspiring to pursue a career in E-sports. The data reveals a diversified range of opinions:
- Approximately 54.4% of participants express their support for young people venturing
into E-sports as a career choice.
- Approximately 11.4% of participants indicate uncertainty or mixed feelings regarding
this career path.
- About 34.2% of participants do not support the idea of young individuals pursuing a
career in E-sports.
V. Recommendations
The ongoing debate about whether esports qualifies as a real sport continues to generate
discussions and differing opinions. While traditional sports have long been associated
with physicality and athleticism, the evolution of competitive gaming has given rise to a
new breed of athletes who engage in mental challenges, precise hand-eye coordination,
and intense strategy development. Esports is the worldwide phenomenon that has rapidly
evolved around competitive video gaming and the millions of fans who watch
professional teams play, in person, on TV, and predominantly on digital platforms.
1. Solutions for schools/education
To foster greater understanding and acceptance, it is essential to acknowledge that
esports, like traditional sports, demands significant skill, dedication, and an unwavering
commitment to improvement. Firstly, the integration of esports into educational curricula
can effectively highlight the educational potential of gaming. By introducing coursework
on game design, coding, and critical thinking, educational institutions can underscore that
esports goes beyond entertainment and possesses academic value. Moreover, highlighting
the availability of esports scholarships and the potential for financial assistance in
pursuing higher education through gaming achievements can underscore the academic
and career prospects that esports can offer. Additionally, emphasizing the career
development opportunities within the esports industry, such as game development,
streaming, event management, and content creation, can inspire young people to consider
gaming not only as a hobby but also as a potential career path.
2. Solutions for families
Parental involvement plays a pivotal role in shaping a positive view of esports among
young individuals. Encouraging parents to take an active interest in their children's
gaming activities, learning about the games they play, and attending gaming events helps
bridge the generational gap and fosters understanding
3. Solutions for Esports organizations
Mentorship programs connecting experienced gamers with novices can provide
invaluable guidance, imparting not only gaming skills but also responsible gaming habits.
Equally significant is the promotion of local esports tournaments and community events,
creating structured and supportive environments for young participants to showcase their
skills and develop a sense of camaraderie. Public awareness campaigns that elucidate the
constructive aspects of esports and draw parallels with traditional sports can help dispel
misconceptions and stereotypes, promoting a more balanced view.
4. Solutions for young generation
Media literacy education, teaching young people to critically assess how esports and
gaming are portrayed in the media, allows them to distinguish between fact and
sensationalism, promoting informed views. Ultimately, instilling the values of
sportsmanship, fair play, and respect within the gaming community is vital, encouraging
young players to be responsible competitors and positive contributors to the world of
esports. In embracing these multifaceted approaches, we can help the younger generation
develop a well-rounded and positive view of esports, emphasizing its potential for
academic growth, personal development, and fruitful career paths while ensuring that
their engagement is responsible and balanced.
VI. Conclusion
The debate surrounding esports is largely a matter of perception, and bridging the gap
between traditional sports and esports is essential to ensure its continued growth and
recognition. We cannot entirely alter the perspectives of the young generation regarding
their views on the esports discipline. Esports has proven itself as a legitimate, exciting,
and evolving form of competition, and it's time for it to be recognized as such by a
broader audience.
VII. References

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