The Potential Problems With Esports in the Olympics

The potential inclusion of esports in the Olympic Games has created a great deal of debate among fans, athletes, and organizers. On one hand, the sport’s exploding popularity would guarantee unprecedented levels of global viewership — but on the other hand, it raises several key questions about safety, equity and fairness that must be addressed before esports can become an official Olympic event.

This article will review several concerns related to the inclusion of esports in the Olympic Games in order to provide readers with an understanding of the various challenges faced by those involved in this debate.

Why Should Esports Not be in the Olympics

The possibility of esports being included in future Olympic Games has been an ongoing discussion and debate for some time now. While there are some potential benefits to including esports in the Olympics, there are also some potential problems and drawbacks to consider. In this article, we’ll discuss some of the potential problems associated with esports in the Olympics.

Lack of Physical Activity

One of the major potential problems surrounding the inclusion of esports in the Olympic Games is the lack of physical activity. The International Olympic Committee (IOC) has historically been hesitant to embrace gaming, as it promotes sedentary lifestyles versus the active and healthy lifestyles that traditional sports promote.

In response, some organizations have proposed ways to integrate physical activity into each respective sport. However, this could complicate game play and goes against one of the founding pillars of esports—that they are a form of entertainment. If a balance cannot be struck between allowing athletes to remain competitive while at the same time promoting a more active lifestyle amongst players, there is a chance that this could be seen as an obstacle in bringing esports into mainstream competition and acceptance on an international scale.

Lack of Representation of Women

The main potential problem with esports in the Olympics is a lack of representation of women within the space. Compared to traditional sports where men and women both participate, esports lacks official representation from female gamers. This means that many women’s voices are not heard within the gaming community and their perspectives may not be fully taken into account by decision makers.

It is important to note that while the overall proportion of female gamers is lower than average, there are still a large number of female athletes and streamers who have made great strides in the industry. Additionally, this lack of representation does not point to any malice on behalf of esports organizations or stakeholders—it is simply an issue that needs addressing.

Since the International Olympic Committee (IOC) recently voted to include esports as a medal event at 2024 Paris Olympics, there has been significant attention paid towards this issue. The IOC has put a great emphasis on promoting equality in all aspects of esports – including opportunities for engagement by all genders. Organizations such as GIRL GAMER FESTIVAL, Global Game Jam, and GamerGrrlz are making incredible strides in pushing for gender-inclusive game development, streaming events specifically aimed at showcasing female talent and increasing awareness about enhancing fair playing conditions for young girls who are passionate about gaming.

By providing the right support to create more widespread acceptance of all genders within traditional sports competition – and especially esports – we can ensure full access to games regardless of gender identity or sexual orientation while also moving towards tackling any existing sexist cultural systems which could be hindering some players’ chances at success.

Difficulty in Regulating Cheating

The key to successful gaming in the Olympics is fair competition, but that can be hard to regulate with esports. Cheating in esports involves gaining an unfair advantage, whether it’s through hacking or manipulating software. This can range from minor violations such as using game settings that are not allowed in tournaments to more serious offenses such as wall-hacking, which allows a player to see opponents through walls.

Many organizations have put measures into place to prevent cheating, such as randomly checking players’ computers for signs of manipulation and having referees monitor games closely. However, some cyber-crimes are hard to detect and there have been cases of players finding ways around the anti-cheating measures. Some competitors may deliberately use prohibited settings or programs for an easier victory and this could lead to the unfair representation of players who abide by the rules.

The Olympics could also face obstacles in regulating outside sources enabling cheating such as online coaching services similar to online tutoring services. It is possible for someone outside of a tournament setting can provide competitor insights and strategies that give them an advantage over other competitors in a game setting although it may not be considered direct cheating itself. It could serve as an obstacle if athletes rely on outside resources for victories rather than their own skillset and strategy within the game which could potentially create a bias within players with varying access abilities or means of support leading up to competitions or throughout them.

Difficulty in Judging Performance

Esports present several unique challenges for judging performance, particularly if the game being played requires multiple players. Games such as Overwatch, for example, require teamwork and collaboration between players in order to achieve success. This makes it more difficult for judges to accurately evaluate the performance of a particular team or player within a larger context.

In addition, judging criteria in esports can vary depending on the genre of game being played and may include elements such as reaction time, accuracy, strategy and/or decision-making. As a result, any guidelines or criteria set forth by Olympic authorities will need to be carefully evaluated and make sure they are suitable for apply across all types of esports titles.

Another difficulty faced when judging performance lies in the fact that esports often involve elements of randomness (e.g., random item drops in some games) that are out of the player’s control. This could lead to discrepancies between how performances are judged since some players may be fortunate enough to receive better “drops” than others during a match or tournament – something that is out of their control but could still have an impact on their overall performance. Ensuring consistency with regards to evaluating players’ performances in these circumstances would be challenging but essential for maintaining fairness at any competitive level.


In conclusion, there are many potential problems that could be encountered if esports are included in the Olympic program, although they may not necessarily prevent the implementation of esports. In any case, it is clear that esports in the Olympics will raise some critical issues, from lack of infrastructure and limited international regulations to concerns about demonstrating incorrect values for athletes.

Nevertheless, there is much enthusiasm for introducing esports into the traditional sports system due to the immense popularity of this type of gaming and its wider economic implications for both players and spectators. As such, it may still prove to be an exciting move for sports fans and a very viable way to fulfil Olympic ambitions.