![]() Mr Aleef also said new forms of e-sports also provided opportunities for new players to join the community. T hose in the community know that “this isn’t e-sports”, he added. “But to call it e-sports, that’s a completely different realm.” “That way, we can understand and draw some links from physical sports versus virtual sports,” said Mr Eu. The 27-year-old, who has been live commentating since 2012, said the selection would be understandable if the IOC kept to its previous branding of the Olympic Virtual Series. “It’s a very questionable decision to use these games and call it the Olympic Esports Series,” said e-sports commentator Eugene Eu. None of the titles on showcase at Olympic Esports Week - such as the archery-influenced Tic Tac Bow - made it to the top 25 list of most popular games in Asia, according to YouGov. “Instead of working with existing game publishers or well-established tournaments, it seems that the Olympic committee has instead decided to use this event as a marketing vehicle for brand-new, poorly thought out, unlicensed mobile games,” he added.ĭata released by market research company YouGov showed that 80 per cent of e-sports followers resided in the Asia Pacific, with the multiplayer battle arena game League of Legends (LoL) ranked as the most popular globally and in Asia. The co-founder of London-based e-sports agency AFK, Matt Woods, told the Guardian newspaper he was "a little embarrassed”. IOC also said it was important that the featured games align with Olympic values such as participation inclusivity and "avoiding any personal violence".īut initial reactions across the globe were that of dissatisfaction and disappointment. “This is why we have focused first on virtual and simulated sports games in the Olympic Esports Series,” it added, referring to the tournaments leading up to the live finals at Olympic Esports Week in Singapore. He told CNA on Wednesday that the event seemed "tone-deaf" and "not an accurate representation".Įarlier in the year, in response to media queries on the lineup, the IOC said the primary goal of the Olympic agenda was to develop virtual sports. The Olympic selection has raised eyebrows among both global and local e-sports personalities, with several echoing Mr Tan's earlier remarks. Nowhere to be seen: Popular video games like Valorant, Dota and Mobile Legends, which typically headline major e-sports competitions around the world. In March, the International Olympic Committee (IOC) unveiled a lineup for Olympic Esports Week comprising mostly virtual recreations of physical sports.įrom Thursday (Jun 22) to Sunday at the Suntec convention centre, simulated versions of archery, baseball, chess, cycling, dance, sailing, tennis, taekwondo and motorsport will be contested by more than 110 players from across the world, with 17 representing Singapore. “To say that ‘e-sports is not just gaming’ and not include actual e-sports programmes seems to be overlooking the efforts of all the people in our nation who are immensely passionate about actual e-sports.” “E-sports have primarily always been about gaming in the past 15 plus years,” said the two-time World Cyber Games champion in real-time strategy title Warcraft 3. This drew a response in the comments from one Marcus Tan, whom eagle-eyed netizens would have recognised as one of Singapore’s top e-sports players, more commonly known by his alias Revenant. SINGAPORE: Late in 2022, when Singapore’s Culture, Community and Youth Minister Edwin Tong announced on Facebook that the country would host the first-ever Olympic Esports Week in 2023, he made the point that “e-sports is not just about gaming”.
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