Terminology matters: defining the esports athlete (2024)

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Terminology matters: defining the esports athlete (1)

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Front Sports Act Living. 2023; 5: 1232028.

Published online 2023 Aug 25. doi:10.3389/fspor.2023.1232028

PMCID: PMC10485553

PMID: 37691641

Kabir Bubna,1 Michael G. Trotter,Terminology matters: defining the esports athlete (2)2,* Remco Polman,3 and Dylan R. Poulus4

1. Introduction

There has been increasing interest in esports from participation, spectator, and academic perspectives. Concerning the latter, there have been discussions about whether esports can be classified as a sport and its definition (1). A range of academic disciplines have started investigating the esports industry [e.g., Business, Sport Science, Law, Cognitive Science; see (2)], and have provided several differing definitions for esports. We believe that within these definitions, there is a need to consistently distinguish between individuals who play the various esports titles as a form of leisure compared to those who play them competitively. A commonly adopted definition of esports was proposed by Pedraza-Ramirez et al. (3), who view esports as “the casual or organized playing of competitive computer games facilitated through in-game ranking systems or organized competitions” (p. 6).

Studies examining whether esports can be called “sports” provide compelling evidence that this is the case. Campbell et al. (4) suggest that sports sit on a continuum between those which are predominantly physical (e.g., weightlifting) and those which are more cognitively focused (e.g., chess). Esports generally meet the criteria of various definitions of sports (5). The clear distinction between the two domains (sports and esports) lies in the fact that performance is enacted through different mediums, most esports do not adhere to the definition of “sport” presented by Connor (6) “a sport is a game involving physical exertion” (pg 15) whereas, in esports performance is conducted through electronic systems where the use controls an avatar. However, esports and sports share similarities in the sense, that in most cases there are organised teams, there is an element of competition (i.e., winners and losers), and with the professionalisation of esports, counters hours are dedicated to training and refining skill for competetitve success (7). Hence, many of the characteristics attributed to sports also apply to esports (2, 8).

Generally, the term “athletes” refers to those who participate in sports. However, when referring to competitors of specific sports (especially team sports), athletes are also referred to as players (e.g., football, hockey players). We will argue in this paper that a similar hierarchical structure of naming individuals engaging in esports should be adopted in esports research to facilitate clarity on the sample and enhance comparisons across (e)sports.

As esports are widely considered sports, we seek to establish clarity about which term should be used regarding individuals who participate within the vast esports ecosystem. Having consistent terminology that differentiates between the recreational gamer and competitive gamer is an important issue for several reasons. Firstly, this reduces the confusion that might occur across the esports literature. Secondly, it allows comparisons with sports and exercise literature. Thirdly, it allows for a more accurate description of the different groupings of esports participants.

Developing a clearer understanding of how we define those who play video games competitively will allow more targeted research and comparisons. For example, this would allow for research to explore how esports athletes differ from games in terms of health behaviours like physical exercise, nutritional practices, smoking, and drinking as well as psychosocial characteristics like social support and self-regulation.

2. Key terminology within esports literature

Across the range of literature, there is a clear incongruence in the terms used to describe esports athletes (see Table1). Terms such as esports player, esports athlete, gamer, and video game players can all describe the individuals who interact within the vast esports ecosystem in any competitive manner (i.e., ranked play or structured competition). At times, when referring to the more formal and organized categories, terms may be prefaced, such as “elite” e-athletes, “professional” video gamers, and “competitive” esports players. Due to the nature of esports, and following the definition provided by Perdraza-Ramierez et al. (3), all esports feature some in-game or external ranking system that categorizes players into various rankings indicative of their skill. For example, League of Legends (LoL) features a ranking system that spans from Iron (the lowest) to Challenger (the highest). With a majority of the player base placed between Silver and Gold, and with ∼1% of the participants populating the Master, Grandmaster and Challenger tiers (24). However, not everyone within these tiers participates for a ranking or within a structured and competitive system. Many align themselves with content creation or streaming, providing high-quality live or on-demand entertainment for a larger audience. Cases like this are not exclusive to LoL but feature across almost all prominent esports titles, further highlighting the need to create clear terminology between athlete, entertainer, and player to avoid future ambiguity as the scientific literature within esports develops.

Table 1

A range of terminology used in existing literature pertaining to esports.

DisciplinePaper/AuthorsTerminology usedDefinition
BusinessReitman et al., (2)Video game players; cybersportN/A
Huttermann et al., (9)Esports athletes or playersN/A
PsychologyTrotter et al., (10)Esports Athletes (e-athletes)“We define e-athletes as those who play an esport and have an official ranking for that esport.”
Poulus et al., (11)“Elite” esports athletesN/A
Leis et al., (12)Esports Players; “Professional” Esports PlayersN/A
Smith et al., (13)Players; Gamers; Elite esports competitorsN/A
PhysiologyDiFrancisco-Donoghue et al., (14)Esports playersN/A
McNulty et al., (15)Esports Players; Professional League of Legends PlayersN/A
Kari & Karhulahti (16)E-athletes; professional e-athletes“As defined by their team contracts or achievements in international tournaments”.
Injury & HealthMcGee & Ho., (17)Esports competitors; Professional playersN/A
McGee et al., (18)Esports competitors; competitive gamersN/A
Trotter et al., (19)Esports player; Esports athleteEsports are video games specifically designed with competition in mind. Video games, on the other hand, are a leisure activity designed to entertain.
Computer SciencesTȕrkay et al., (20)Collegiate Players; Esports PlayersN/A
Khormov et al., (21)Esports Athletes; Esports Players“In this research, we define an athlete as a professional player with a work contract with a professional eSports team… A player is a person without the eSports contract while having relevant game skills or status.”
CoachingWatson et al., (22)Esports playersN/A
Bubna et al., (23)Esports Athletes; professional players; professional gamersN/A

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3. Current research and definitions

As mentioned previously, many academic domains have started to pay attention to the world of esports. In doing so, they have created a range of definitions and terminology. Although not an exhaustive list, Table1 briefly explores the current literature available across various academic fields (i.e., business, psychology, physiology, injury & health, computer sciences, and coaching) to evidence the terminology used.

4. Critique of current terminology

When examining Table1, it is clear that many papers interchangeably use the terms athletes, competitors, and players when discussing esports. This further highlights the need for clarity within the terminology, with considerations taken to define what is considered aligned to an esports athlete and who is encapsulated when discussing the casual gamer. Secondly, out of the sixteen papers outlined within the table, only four papers explicitly define their population, further emphasizing the need to understand the specific distinctions between them.

5. Discussion

We argue that esports athlete (or e'athlete as an abbreviation) is a suitable term that encapsulates individuals who compete in any esports to achieve an in-game ranking or who compete in a formalized competition. Esports athlete (e'athlete) should be used similarly to the umbrella term “athlete”, broadly referring to the players of all types of sports (25). Furthermore, the term “player” can be used when referring to players within a specific esports title [e.g., LoL player, Counter-Strike: Global Offensive (CS:GO) player]. Standardising this terminology across each academic discipline will help differentiate and offer clarification between esports-specific research (competitive games) and video game research (non-competitive games).

An example comes from studies by Trotter et al. (19, 26). In their 2020 study, they compare the health and psychical activity behaviours of e'athletes with those of normative data. Future research could compare e'athletes with gamers, athletes, or normative values. Similarly, the study by Trotter et al. (11) explored the efficacy of a school-based esports program. Future studies could examine how e'athletes would benefit from esports-specific interventions to enhance health behaviours (e.g., physical activity; see 27).

The aim of this piece was to briefly discuss the various terms used in academic research to describe esports participants and highlight the need for consistent terminology across academic research. The absence of a cohesive naming convention or terminology poses a challenge within the field, hindering researchers' ability to consolidate existing literature and derive significant, cross-study conclusions. This issue becomes particularly evident when conducting systematic reviews or meta-analysis, where the lack of a unified approach complicates the synthesis process.

Looking towards sporting research, the use of “athlete” is generally a broader term used to describe athletes across any range of sports, however, in sports, athletes are often categorized by their level of eliteness (28), expertise (29) and competition level (i.e., national/international, county, university, and club; see (25). However, due to the infancy of the esports industry and esports research, no guidelines exist to help delineate between eliteness, expertise, or competition standards, which leads to the generalization of populations within the ranking system. Further research is still required to understand the appropriate adjectives used to delineate the expertise of esports athletes (i.e., amateur, semi-professional, professional and elite), which can help researchers be more specific within their sampling across the various disciplines that have started to investigate esports.

Author contributions

KB: writing original draft preparation. KB, MT, RP, and DP: writing—review and editing and project administration. MT, RP, and DP: supervision. All authors contributed to the article and approved the submitted version.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Publisher's note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

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Articles from Frontiers in Sports and Active Living are provided here courtesy of Frontiers Media SA

Terminology matters: defining the esports athlete (2024)

FAQs

Terminology matters: defining the esports athlete? ›

We argue that esports athlete (or e'athlete as an abbreviation) is a suitable term that encapsulates individuals who compete in any esports to achieve an in-game ranking or who compete in a formalized competition.

What defines a pro esports player? ›

An esports athlete is someone who plays games competitively on a professional level. For some with a traditional mindset they might seem far away from the definition of an athlete, however, they play their games very competitively in a sportive way which makes them an esports athlete.

What defines an esport? ›

Esports (/ˈiːspɔːrts/), short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams. Players competing in a League of Legends tournament.

What are the attributes of an esports player? ›

Game knowledge also assists with team coordination. Both are key factors, and players need to be able to move strategically and communicate effectively. Effective communication can eliminate a lot of trouble, especially when teams coordinate roles.

What do you call esports players? ›

Esports Athletes; professional players; professional gamers.

What defines a pro athlete? ›

A Professional Athlete is one who obtains greater than 50% of their income through their sport. This includes income derived from endorsem*nts, sponsorship and any other income obtained as a direct result of the athlete's activity in the sport.

What qualifies you as a professional gamer? ›

Compete professionally

Joining a team allows you to compete in seasonal competitions and gives you the training to compete professionally. If your team can win these competitions, you can then qualify for live competitions. These tournaments are where people from around the world compete.

Does esports count as an athlete? ›

A Federal Judge Rules Esports Don't Count as Athletics Under Title IX. Here's Why That Matters.

What makes a good esport? ›

Producing high-quality, competitive esports events involves careful planning and attention to detail to ensure both the excitement of the competition and the engagement of the audience. This includes the selection of games, the structure of tournaments, and ensuring fairness and transparency in competition.

What is the characteristic of esports? ›

Esports can be played at a professional or amateur level, at international or local events, in person in a venue or at a studio, or purely online from home or anywhere with an Internet connection. In most cases, esports involve the creation and distribution of video content, mostly through live streaming or broadcast.

What defines a good gamer? ›

A player needs to have good playing skills and high-level knowledge of the game, which makes him better than average gamers. This includes good mechanical skills, strategic skills and game management skills.

What are the hard skills for esports? ›

Teamwork: Esports teams must work together in order to succeed. This requires a strong sense of collaboration, communication, and compromise. Leadership: Esports players must be able to take charge and lead their teams in order to win. This requires strong organizational and management skills.

What are the stereotypes in esports? ›

While negative stereotypes about video gaming, such as being harmful or addictive, affect females, they are spared from certain stereotypes predominantly directed at males, such as being socially inept or “couch potatoes” (Faust et al., 2013, Kowert et al., 2014, Madden et al., 2021).

What is another word for esports? ›

Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports.

How do E-athletes compare to real athletes? ›

The results of the study indicated that professional esports players have characteristics that are similar to those of traditional athletes with regards to the performance of complementary training, involvement in other physical activities, and the risk of injury.

What is a professional esports player? ›

A professional gamer (in the purest sense of the term) is someone who competes at major esports competitions and takes their preparation every bit as seriously as a footballer or tennis player might do for their respective discipline.

What does it take to be an esports pro? ›

To evolve as a player, it's important to take a well-rounded approach to training — one that includes developing social skills, expanding your knowledge of the game, finding positive sources of motivation, and maintaining a healthy lifestyle.

When can you call yourself a pro gamer? ›

A pro video gamer is someone who plays video games professionally in competitions. Professional video game competitions, or esports competitions, can have prizes worth millions of dollars. Pro video gamers primarily make their money through these big competitions, which happen in many countries.

What age do you become a pro in esports? ›

When do eSports Players Go Professional? As stated above, any player who has the mind of retiring early must also join a professional team at an early age. It is estimated that eSports players usually go professional between ages 16 and 18, and retire between ages 22 and 24.

How much do pro esports players make? ›

eSports salaries vary by team and players. Professional eSports gamers can earn between $12,000 and $187,200 annually, not including additional income from sponsorships and bonuses. However, players in winning and well-sponsored teams often receive considerably more than this.

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