Abstract: Hutchins argues that sports and esports both evolved in the same manner, through media and technology. He analyzes the effect of technology and the effect of initiatives such as the World Cyber Games among others which help promote the idea of esports.
The culture of digital games and gaming is characterized by ‘speed and acceleration, which presents a significant challenge for those attempting to study them. The rapid growth of the gaming industry, the pace of development in computing processor power and memory storage capacity and the capricious tastes, fervid devotion and varying experiences of gamers mean that ‘[w]hat is published [about games] in paper today has already been debated to death online yesterday’
This is metaphorical for both the expansion of technology and gaming as an esport as well as discussion. The idea of gaming has always been fast paced, its to ensure both efficiency as well as excitement. But in this new age of technology, information spreads incredibly fast and can be swept away in the blink of an eye. Sure they can be uncovered again, but it takes some sleuthing around. Fast paced tactics, fast paced forum discussions. Information is both analyzed and compiled incredibly fast. It is this idea of fast media and discussion that contributes to esports growth.
There is no suggestion here that an event such as the WCG means the obsolescence of what is popularly understood about the media and sport. Such a notion is ridiculous and would deny the effort and energy devoted to coverage of and participation in football, baseball, basketball and the like. Rather, the WCG and the activities of cyber-athletes signal the advent of a qualitatively distinct phenomenon: e-sport.This term has been coined and entered into (semi-)popular usage because competitive organized gaming represents both continuity and marked discontinuity with the established relationship between broadcast media and sport.
Contrary to Seeger’s idea that esports may act as competition towards actual sporting in terms of stealing audience. Hutchins proposes that they are two completely separate entities. What they do share in common in is how they both came into being as well as formatting. Neither esports or regular sporting is going anywhere and they both represent a distinctive field. The rise of events such as the World Cyber Games is solely the birth of a well founded esports community and should not be confused as competition for sports media. It’s just that when modern sports came about there wasn’t another institution already in place like what esports is currently dealing with.