As a new type of competition that adds enjoyment to people's lives, it is important to help electronic sports, or esports, develop in a wholesome way.
The popularity of esports is erupting the world over: Computer game competitions are being perceived as sporting events.
At the 2018 Asian Games held in Jakarta this summer, esports demonstration events were held, and a pair of Japanese players won gold medals in one of the events. Esports will be an official event at the Asian Games to be held four years from now in Hangzhou, China. Some have also talked about having esports events adopted at the Olympics.
The most popular esport game, "League of Legends," involves teams competing to capture an opponent's camp. The game is played by as many as 100 million people, mainly young players.
The venues of competitions are usually overflowing with energy, while the number of worldwide esports viewers, many of whom watch events broadcast online and through other media, is said to reach 300 million.
The global esports market is estimated to be worth 100 billion yen annually. The market is projected to grow by 80 percent over the next three years. It is only natural that ordinary companies, not only firms in the gaming industry, have focused on esports by sponsoring competitions, among other forms of support.
Japan, a country in which home video game machines were ubiquitous, initially lagged behind such nations as the United States and South Korea in esports, which are mainly played online. As the Japan esports Union (JeSU), which is committed to such tasks as supporting gamers, was established recently, recognition has risen sharply.
Prevent addictions developing
Even the Nippon Professional Baseball Organization (NPB) will launch an eBaseball league in November to be played by 12 teams.
Young people learn about baseball through esports, and later develop an interest in professional baseball, so it is desirable for both conventional sports and esports to develop synergistically.
In promoting esports, it is necessary to pay attention also to its negative aspects. Does it lead to a rise in the number of game addicts? Some negative outcomes that have been highlighted include growing children cutting back on outdoor exercise or reducing the time spent on other activities.
Eliminating games that involve gratuitous violence and cruelty must not be ignored, either.
It has been noted that esports have such advantages as helping enhance a person's reflexes, power of concentration and ability to think strategically. Another appeal is that esports can be played by people regardless of gender, physical ability or age. It should be developed as a competition that many people can enjoy.
Opinions seem to differ as to whether esports can be considered a sport. The amount of physical exercise involved in playing esports is limited. The dominant image of traditional sports is an activity that involves moving one's body and working up a refreshing sweat.
Wouldn't it be possible to establish a genre called esports independently, even if it does not necessarily fall under the category of sports?
(From The Yomiuri Shimbun, Oct. 22, 2018)
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