What is the Definition of “Esports”?

Drew Holt-Kentwell
ILLUMINATION
Published in
5 min readJul 3, 2023

Want to know what “esports” really means? I’ll tell you in this post.

Photo by Romain Vignes on Unsplash

Disclaimer: my reason for defining the word at all is to give people who are new, or want to learn more about the industry, a framework with which to understand it. I acknowledge there are many potential interpretations of the word (now, more than ever). My intention isn’t to draw a line in the sand and tell everyone else they’re using the word wrong.

This is a highly controversial topic. There are lots of less commonly used definitions out there now which confuse people who want to understand the industry.

But, by the end of this article, I hope you’ll have a better sense of how the term is used more widely.

Many new adopters and investors of esports, especially those coming from the mainstream, or other sports, use the term to refer to a collective of games, or games as individual sports.

But the original term (e-sports, eSports, and e-Sports) was used to refer to the industry encompassing all competition in video games.

A Note On Abbreviation
The confusion of what “esports” means, or how it should be used, likely originated because traditional industry members began to abbreviate “esports industry” or “esports ecosystem” to just “esports” — the same is likely true when esports went through its boom around 2010.

The amateur side of the space was forgotten or ignored by investors, and the term “esports” was more widely adopted as a catchall phrase for the professional side of the industry that made everyone lots of money.

Singular or Plural?
There’s a tendency by industry outsiders to use the word in the singular because, well, it ends in an “S”, and rugby is a sport, not a sport.

Some of you might be saying, “Uhh, so what’s League of Legends, then?”

My reply would be: “League of Legends isn’t a sport, it’s a game that can be played competitively. It falls under the wider umbrella of ‘esports titles’”.

To look at a few common examples of the word being used (again, insofar as standard industry usage):

When referring to the ecosystem as a whole

✅ “The esports industry”, just like, “The football industry”.
❌ “I work in the esport industry”.

When referring to a specific game

✅ “Dota 2 is an esports title”.
❌ “Apex Legends is a thriving esport”.

With that out of the way, let’s launch into it and figure out the details of the word and how it’s typically defined.

The Definition of “Esports”

For the purpose of this article, and future articles or references, this is the definition I created and use in my writing (and the definition that 99% of people use who have been involved in the industry since the 2000s):

The competition between individuals or teams in video games, online or offline, usually as a hobby, for entertainment, or as a profession.

As you can see, the term is ultimately defined as a catchall sport for people competing in games.

But let’s look at the definition in a bit more detail to explain why it’s written the way it is.

Competition

Competition is an important element of the definition because:

  1. It introduces an element of stakes.
  2. It creates a distinction from the titles or industries (which are separate).
  3. There is a difference between competitive gaming (esports) and casual gaming.

Individuals or Teams

This is included in the definition such that it encompasses — but also specifically outlines — the two separate aspects of the competitive element of the sport which includes solo competition and team competition. Solo aspects of esports competition are often forgotten, or not immediately obvious for people new to the ecosystem.

Online or Offline

Both should be included in the definition given that games in each instance can be played competitively.

Offline: Early on, that was Space Invaders or Kong high scores on an arcade machine. Today, Speed Running is considered an offline esports title (and an incredibly popular one at that). Offline also includes LAN (Local Area Network) competitions.

Online: this is the more traditional interpretation of the mode of competition. Across the internet.

Hobby

Since the word is defined as a collective sport, not an industry or exclusively the premier teams and tournaments, it can be played at all levels. For example:

Cristiano Ronaldo plays football professionally. But kids playing the same sport in the park are also playing football.

In the same way, people participating in any kind of competition, casually or professionally, are still playing esports. Someone queuing for a ranked game on Apex Legends is still playing esports, just as much as a professional player is when they compete in a tournament.

The progression from amateur to pro in esports is a tricky topic in and of itself, wrought with challenges but also opportunities. I’ve written an article introducing those complexities here:

Entertainment

Personal or for the benefit of others. This is a necessary facet of the definition because most sports include this element (although not all do). The thrill of competing in an esports title, solo or as part of a team, is certainly one of the major draws to the sport. By the same token, many (if not all) esports titles (and their individual ecosystems) are made to be entertaining for others to spectate.

Profession

This is the portion of the definition which includes those competing at a professional level — the element which some people today consider to be the only element of “esports”, i.e. those salaried in teams or playing for prize money, as opposed to the other end of the spectrum where individuals can compete as a hobby

Conclusions

The word has been thrown around and tossed about for thirty years now, and many different interpretations exist. But it’s worth us trying to build a framework around a word that the majority of people can understand as clearly as possible such that they can tell others or use it in their work, schools, or mental health practices.

If you’d be open to staying up to date with all things esports, please consider following me as I attempt to decipher some of the more complicated aspects of the ecosystem for people of all interest levels!

I’m a 12-year marketing professional and entrepreneur who has experienced nearly every facet of the esports industry. My background in esports spans over 17 years, initially as a competitive player and team manager, then as the Head of Global Esports at Razer and 3 x entrepreneur.

I’m new to writing seriously on Medium and grateful for the opportunity to begin writing for ILLUMINATION and its other publications. My goal is to cast light on the esports industry for anyone who might be wanting to learn more about its history, challenges, history, and opportunities.

Please feel free to connect with me on my website, LinkedIn or Twitter.

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Drew Holt-Kentwell
ILLUMINATION

Father, esports pioneer, entrepreneur, lover of sarcasm.