As the President of the IOC it is my duty to inform the public on the inclusion of Esports
into the Olympic Games. This was a very controversial topic understandably so however we
believe we have made the right choice as an organization to not only give young people the
opportunity to show their talent on the biggest stage in the world but also to grow the Olympic
Games as a culture and as an event.
The first thing the committee will address is the controversy surrounding the impact of
violent video games on children. The committee wholeheartedly wants parents to keep bringing
their children to the olympic games and so we have looked into the research on the topic and
found that much of the research supporting the correlation between video games and adolescent
violence has a biased data collection. Many are self-reported which skew the data due to the fact
that parents have to notice their child is violent 1st then report it. Healthy households don’t
typically look for studies on violence to report to. In addition to the lack of unbiased research
done on the topic, Oxford University did a study of their own which concluded that there is no
correlation between video games and adolescent violence. This study used random selection and
the adolescent and their carer were tasked to answer different questions. The teen’s were asked
about their video game usage in the last month and their emotional state. Meanwhile the carers
were asked about the teen’s behavior in that month and whether they had violent tendencies. The
study found no correlation between the time spent on video games and violent behavior. This
should reduce the hesitation of the parents who wish to show their children the olympics in the
future.
Another contention to the addition of Esports to the Olympic Games is the popularity,
this idea is mostly spread by the uninformed however due to the fact that most sports revenue is
based on arena sales and merchandise. Esports Arena sales are not very high comparatively to
other olympic sports however they’re streaming numbers are really where their fanbase is. BBC
news reported that although the League of Legends Championship in 2014 only had 40,000 fans
in the arena, they had over 27 million unique viewers through streaming. They also reported that
in 2016 Esports global audience had reached 320 million people. Thats nearly the population of
the entire united states and thats based off of data from 8 years ago. Esports audience has over
doubled since then and according to statista is expected to reach 896 Million by 2029. That being
said the audience for Esports is definitively there.
A contention made within the Olympic Committee is the revenue Esports would bring,
we are a company after all so we need to know that any sport or community we accept into the
Olympics will not only entertain our fans but also be a profit for us. This is a non-issue however
due to the fact that Esports already takes in more revenue than most Olympic sports. BBC
reported that in 2016 Esports brought in a revenue of 493 Million dollars. Comparatively a
historic olympic sport such as tennis was reported by the International Tennis Federation to bring
in 98 million in 2022. Both sports have grown since but the difference is stark. Esports not only
has the fanbase, but also the popularity and revenue to be a heavy hitter among the Olympic
Sports.
Esports has already had massive success on a worldwide scale not only bringing in
millions in revenue through private companies but also being featured at the 2022 Asian Games
in Hangzou, China which brought in over 84 million dollars. The highest revenue amount ever
recorded at that particular event. Not only has the scale reached a worldwide recognizable level
but Esports is revolutionizing how sports revenue is tracked. Streaming has exploded onto the
scene as a medium for both audiences and advertisers. Esports itself has given the opportunity
for many young people who would have no other medium to show their talent and dedication to
a craft. Even though we do have a Paralympic Committee, Esports allows those with disabilities
to play alongside able bodied people and diversity and inclusivity is a main foundation of the
olympics.
So to conclude, I believe the inclusion of esports in the Olympic Games represents a
unique and timely opportunity to engage a new generation of athletes and fans. Esports
exemplifies the values that the Olympics seek to celebrate, such as dedication and tenacity, as
well as innovation in sport and technology. Competitive gaming requires high-level skills, such
as strategic thinking, and rapid decision-making, both of which align with the physical and
mental demands of traditional sports.
Including esports can also help modernize the Olympic Games, ensuring they remain
relevant and engaging for younger audiences globally. With a massive fan base across the world,
esports has the potential to draw in millions of new viewers, particularly from this new digital
generation which may not typically engage with more traditional Olympic events.
Finally, esports presents an opportunity to enhance our approach to inclusivity. Virtual
competition can break down physical barriers, allowing competitors from all backgrounds and
abilities to participate in a way that complements our values of unity and solidarity through sport.
As we move toward the future, incorporating esports can serve as a bridge between tradition and
innovation, fostering a more comprehensive global and Olympic community.
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%207)%2C,reached%20290%2C000%20on%20October%201.