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E-sports on the Olympic Games

Ever since the 2024 Summer Olympics in Paris first expressed interest of possibly adding electronic sports to the Olympic Games program, we’ve seen a growing interest by the International Olympic Committee (IOC) in e-sports — traditionally defined as any “organized video game competitions.”

Recognizing the growing interest in e-sports, the organizing committee of the 2024 Summer Olympics in Paris said: “The youth are interested, let’s meet them.”

As an Olympian and former world class high jumper, I struggle with the notion of e-sports becoming an Olympic sport. I am not alone. Conversations I’ve had with other Olympians reveal concerns about comparing the physical skill and demands of traditional athletic competition with e-sports. Given the IOC’s advocacy role for physical activity, e-sports seems to be a conflict with its push for an active society.

Given the growth in popularity, it’s understandable why the IOC would want to partner with e-sports. The IOC generates more than 90 per cent of its revenue from broadcast and sponsorship. Partnering with e-sports, where revenue is generated mostly through sponsorship but where more money is coming from broadcasting, could be complementary and attractive.

The marketing firm Newzoo estimated last year that with brand investment growing by 48 per cent, the global e-sports economy will reach almost $1 billion in 2018.

Still, the question remains, is e-sports — “organized video game competitions” — actually a sport?

To answer this question, perhaps we need to revisit the academic definition of sport. While differences may exist in their granular descriptions of sport, researchers appear to converge on three central attributes: The sport involves a physical component, it is competitive, and it is institutionalized, meaning a governing body establishes the rules of performance.

While e-sports can be argued to be competitive and institutionalized, the first criteria of physicality is where it falls short.

Central to the Olympic Movement and nestled within the criteria of accepting a new sport is gender equality. Interestingly, this has been an area in which e-sports has been heavily criticized.

A study that reviewed gender and gaming determined that even though there are approximately equal numbers of males and females who play video games, most professional gamers are male. Moreover, female players who achieve some level of success are marginalized. Researchers concluded the “video game culture is actively hostile towards women in the private as well as the professional spheres.”

Adaptado de: theconversation.com

Com base no texto, responda, em português, aos itens a seguir.

  1. a) Identifique as motivações para a inserção de e-sports nos Jogos Olímpicos. Justifique sua resposta com trechos do texto.

  2. b) Relacione a posição social do autor com o seu ponto de vista sobre a inserção dos e-sports nos Jogos Olímpicos, explicando as razões que justificam esse posicionamento.