A Sport By
Any Other Name
Directly associating gaming competitions with traditional sports
by name has been a gift and a curse. On the one hand, the
comparison offers an easy shorthand by which organizers,
competitors and enthusiasts can translate their world to outside
investors and potential fans. You may not know who Daigo Umehara
is, but if someone told you he’s the Michael Jordan of “Street
Fighter” players, you’d understand his reputation. On the other
hand, comparing esports to conventional athletics leads to
semantic arguments over what constitutes a sport and conceals
competitive gaming’s unique challenges and opportunities.
“Unlike traditional sports, which nobody officially owns, each of
these games is owned by the developer that made it and the
publisher that distributed it,” said André Thomas, an associate
professor of practice in PVFA and director of the LIVE Lab, who is
leading Texas A&M’s esports and gaming efforts. Thomas is an
industry veteran, having spent more than two decades as a visual
effects artist for films such as “Men in Black” and as head of
graphics for EA Sports’ football games, including its blockbuster
“Madden” series.
“No single outside entity governs esports or organizes
competitions for each game,” Thomas continued. “We’re still very
much in the movement’s early stages in that way.” Without a
unifying NCAA-like institution managing collegiate esports, teams
at schools across the nation often enter one-off tournaments and
contests held by independent organizers or the developers and
publishers behind the games themselves. And since most players
only specialize in one or two games, esports programs have to
operate like miniature athletic departments, recruiting and
coaching talent across multiple teams at once.
While esports’ decentralized nature makes for some logistical
obstacles, it also provides a uniquely engaging fan experience
unmatched by its traditional predecessors. Despite football’s
popularity, significant barriers keep most people from playing the
sport at a remotely high level. Gender alone bars half of
Americans from the game, and men without the genetics, talent or
opportunities to compete at a young age are left watching from the
bleachers. Most spectators at Kyle Field simply have no idea what
it’s like to throw a perfect thirty-yard back-shoulder spiral into
the endzone and never will.
Video games, by comparison, are much more accessible. Fans
attending a “League of Legends” tournament will have likely spent
hundreds of hours playing the game themselves. While they may not
possess the same skill as professional players, they’ll have
experienced what it’s like to learn the basic mechanics, pick up
their first few wins, get steamrolled by veteran players and
steadily improve over time. They’ll have made game-winning
last-second plays, choked away massive leads, formed friendships
with their online teammates and maybe even exchanged some trash
talk. They’ll have experienced the thrill of victory and agony of
defeat over and over, right from their bedrooms. So when they see
the professionals do something incredible in the game they love,
appreciation won’t take any imagination. The fans will know magic
when they see it.