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:

  1. It is widely accepted as real sport.

  2. It represents the ideal version of sport.

  3. 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.