E-Sports are not Sports
Study Guide: E-sports are Not Sports (Jim Parry)
1. Main Argument
The author argues that e-sports should not be considered sports because they fail to meet the criteria for what he calls Olympic sport.
His conclusion:
Competitive computer games may resemble sports
But they lack essential characteristics of sport
2. Definition of Sport / Olympic Sport
Parry defines sport (specifically Olympic sport) as:
“An institutionalised, rule-governed contest of human physical skill.”
This definition is central to the entire argument.
3. Six Necessary Conditions for Sport
The author identifies six logically necessary criteria.
1. Human
Sports are human activities.
Humans must be the direct competitors.
If machines or animals determine the outcome, it is not sport.
Example:
Robot competitions are not sports.
2. Physical
Sport requires physical movement that directly produces the outcome.
Examples:
Kicking a ball
Throwing a javelin
Shooting a target
Non-examples:
Chess
Bridge
Computer games
These involve movement but the movement itself is not decisive to the outcome.
3. Skill
Sports require significant physical skill development.
Activities without enough skill include:
Jogging
Walking
Basic exercise routines
Sports involve learned, complex skills.
4. Contest
Sports must involve direct competition between participants.
Example:
Tennis
Football
Boxing
Non-examples:
Mountaineering
Casual dancing
Solo activities
These are challenges, not contests.
5. Rule-Governed
Sports must follow clear formal rules.
Rules determine:
How the activity is played
How winners are decided
Without rules, an activity is not sport.
6. Institutionalised
Sports require formal organizations and governing bodies.
Examples:
International federations
National governing bodies
Organized leagues
This provides stability and regulation.
4. Why E-sports Are Not Sports
1. Lack of Direct Physicality
Players:
Sit and manipulate controllers
Affect a virtual environment
The competition occurs digitally, not physically.
2. Separation Between Action and Outcome
In sport:
Physical movement → directly produces result
In e-sports:
Physical movement → triggers digital actions on screen
This creates a gap between execution and outcome.
3. Limited Physical Skill
E-sports involve mainly fine motor skills (fingers/hands).
Sports require:
Whole-body skills
Coordination of large muscle groups.
4. Weak Institutional Structure
Sports:
Governed by independent organizations
E-sports:
Controlled by game publishers
Games are owned commercial products
This prevents stable sport governance.
5. The Olympic Model of Sport
The author focuses on Olympic sport because:
It is widely accepted as real sport.
It represents the ideal version of sport.
Many activities try to become Olympic sports by meeting these criteria.
6. Important Examples Used in the Article
The author compares e-sports to several activities.
Activities NOT considered sports
Chess
Bridge
Speed-eating
Mountaineering
Gardening competitions
These examples help show why physical skill and competition must meet specific conditions.
7. Author’s Final Conclusion
E-sports are not sports because they:
Lack direct physical competition
Do not require whole-body athletic skill
Occur in virtual environments
Lack stable sport institutions
Therefore:
Computer games are games, not sports.