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Is Gaming a Sport? Why it's just not that simple, but it should be

Sian Clarke discusses the debates around gaming as a sport - and what that label means for both industries.

Photo Credit: Minecraft.

By Sian Clarke, Second Year Ancient History

Unfortunately, whether or not gaming is a sport is not the open-and-shut case of yes, that it first suggests. Gaming itself is constantly evolving, shaped by ground-breaking technological advancements such as VR and AI. Whilst it contains many of the elements we associate with sports: the skill needed to win, constant competition, and the engaging spectacle it creates, the virtuality and costs of gaming make the matter far more complex.

It’s impossible to ignore the immense skill that professional gaming demands. Whether someone is mastering the swift reflexes and staggering accuracy needed to professionally succeed in Call of Duty, the hand-eye coordination and strategy to win in FUT Champs on FIFA, or even the speed and creativity required for the intense Minecraft mini-games - skill is abundant. These players dedicate hours to perfecting their craft, competing on massive online global stages with millions of viewers. It’s an artificial arena where precision and dedication reign supreme, not unlike the more traditional sporting competitions.

But the debate isn’t just about skill. The idea of gaming as a sport challenges our understanding of what sports are - and perhaps, what they could be. By including gaming as a sport, it shifts the very definition of what a sport is. Yet, this is not necessarily a bad thing. With the rise of technology, who knows what the future of traditional sports will even look like? The line between physical and digital is already blurring, and gaming, in particular through VR, is undeniably a massive part of that transformation.

Take accessibility, for example. Traditional sports are often seen as easy to pick up and play. Almost anyone can kick a ball around with their mates, and a game of basketball needs little more than a hoop and a ball. Gaming, on the other hand, has a higher entry point. A reliable device, a decent internet connection, and, often, expensive devices are essential.

That said, traditional sports at a professional level aren’t exactly cheap either. The dream of becoming a top-tier athlete requires resources: coaches, equipment, and training facilities that can cost thousands. While the financial barriers in gaming are more upfront, reaching the elite levels in any field - be it cricket or COD -requires immense investment. The difference, perhaps, is that gaming doesn’t have the same open accessibility that lets kids play with nothing more than a ball and a patch of grass.

Minus the costs, gaming’s vast variety means there’s something for everyone. You don’t need to be tall, strong, or fast; you just need a screen and a dedication to the game. Sporting inclusivity allows for the needed respect of gamers and streamers alike, rather than shutting out millions of people for not entirely fitting the status quo. Gaming’s accessibility may have financial caveats, but its digital nature means it’s opening doors that physical sports have often kept closed.

This shift, however, comes with challenges. Gaming’s stereotypes—the image of lazy, anti-social individuals glued to their screens—are still harmful and pervasive. Calling gaming a sport may help combat this stigma, giving legitimacy to those who dedicate themselves to it. At the same time, though, it risks homogenizing two distinct fields. Gaming isn’t just about competition; it’s also about creativity, storytelling, and building communities. By forcing it into the mould of traditional sports, we risk flattening its highly unique appeal.

And it’s not just the public perception of gamers at stake. By calling gaming a sport, we’re also redefining what sports mean. Are all competitive games- from Minion Rush to League of Legends - sports? I may have been the best Subway Surfers player in the UK at sixteen, but I certainly couldn’t outrun a police officer. Not every game demands the same level of dedication, strategy, or skill as esports and that’s okay. The extreme range of gaming is what has created so many gamers in the first place. Not every game needs to fit into the same box nor have real-world applications. Both games and sports allow for mental escapism from the worriers and hardships of reality - improving the mental health of the player, and criticising gaming's often unrealistic simulations diminish this.

The world of gaming doesn’t need to be separate from the world of sports - but it doesn’t need to copy it either. Gaming is already an industry worth billions, and its cultural significance is only growing. By including gaming in the world of sports, we acknowledge its skill, competition, and community. But perhaps the real value lies in gaming’s ability to challenge the way we define and think about sports altogether.

While playing games won’t make you traditionally athletic, it strengthens your reflexes, enhances your hand-to-eye coordination, and provides a well-needed sense of community. It's a form of competition, of creativity, an unparalleled shared experience, bringing people together regardless of their physical abilities. And that's something worth celebrating.


What do you think? Should Gaming be classified as a Sport?

Featured image: Minecraft

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