Tag: esports

  • New esports arena opens in downtown Las Vegas

    New esports arena opens in downtown Las Vegas

    Las Vegas’ huge array of entertainment options has a new addition: a facility solely for esports tournaments and events.
    Called “thE Arena”, it has been created in downtown Las Vegas at the Neonopolis by Millennial Esports Corp – a company that owns and operates some of the leading mobile apps in esports.
    The 15,000-square foot studio and arena will be Nevada’s first permanent esports centre and is wired for live streaming and casting, hosting players and facilitating tournaments 24 hours a day, 365 days a year. It will seat up to 500 people and feature a state-of-the-art main stage with built-in broadcast capacity and DJ booths.
    Speaking to Host City ahead of thE Arena’s opening on March 3, Millennial Esports Corp CEO Alex Igelman said: “We are extremely excited to have been pioneers in the design, planning and construction of the first permanent esports facility in Nevada.”
    The opening will be marked with a Millennial Esports Halo World Championship Open at the venue. Custom-made gaming stations will occupy centre stage with theatre-like seating and VIP areas. Audio and visual components include an LED video wall with advanced lighting and sound plus cinema projectors.
    Three years in the making, Igelman explained how the venue concept was devised. “It was in November of 2014,” he said. “I still remember the day. I was meeting with my colleague Chad Larsson and one of the original investors.
    “I told them the future of this industry was in Las Vegas and that we had to build an area and studio there. At first both of them were skeptical, but when I laid out the overall vision they both warmed up to the concept.
    “The feedback from the esports community has been unbelievable. We have received many unsolicited emails congratulating and thanking us for building thE Arena from local, national and international esport fans and community members. We are truly overwhelmed by the response.”
    In 2016 a report published by SuperData Research revealed that the global esports industry captured a record 213 million viewers and generated $892 million dollars in revenue.

  • eSports made medal sport for Hangzhou 2022 Asian Games

    eSports made medal sport for Hangzhou 2022 Asian Games

    [Source: OCA] The Olympic Council of Asia and Alisports of China has announced a strategic partnership to bring the electronic sports video game phenomenon to the official sports programme of the 2022 Asian Games in Hangzhou, China.
    eSports, which is enjoyed by millions of youngsters around Asia and the world, has already been added to the OCA’s 5th Asian Indoor and Martial Arts Games (AIMAG) in Ashgabat, Turkmenistan, this September as a demonstration sport.
    It will also feature in next year’s 18th Asian Games in Jakarta and Palembang, Indonesia, again as a demonstration sport. By the time of the 19th Asian Games in 2022, however, eSports will become an official medal sport – reflecting the rapid development and popularity of this new form of sports participation among the youth.
    Alisports, which was established in 2015 as the Alibaba Sports Group by the Chinese e-commerce giant Alibaba Group, will work closely with the OCA to develop the marketing of eSports.
    The OCA President, HE Sheikh Ahmad Al Fahad Al Sabah, said: “The Olympic Council of Asia has constantly been committed to the heritage, development and improvement of Asian sports, and we are extremely pleased about the strategic partnership with Alisports. 
    “We look forward to further collaboration with Alisports in regards to digital sports concepts along with sporting events. We are sure that the extensive organising capabilities of Alisports, and their experience in e-sports, will assist the OCA in developing all sports.”
    Alisports founder and CEO Mr. Zhang Dazhong said: “I would like to thank the Olympic Council of Asia for their faith in Alisports. Together we will work on providing the sponsors of the Asian Games with more opportunities and maximising the market value, so that the OCA enjoys optimum benefits and advantages.”
    eSports to be contested at the 5th AIMAG this September include FIFA 2017, MOBA (Multiplayer Online Battle Arena) and RTA (Real Time Attack) gaming types.
    [Source: OCA]

  • Riot Games reveals impact on economy and tourism for first host city of the League of Legends European Championship finals

    Riot Games reveals impact on economy and tourism for first host city of the League of Legends European Championship finals

    [Source: Riot Games] Riot Games today reveals the economic impact the first League of Legends European Championship (LEC) Finals had on the host city of Rotterdam. In association with Burson Cohn & Wolfe Sports, the leading firm within host city partnerships, Riot Games developed a programme inspired by traditional sports structures that saw over 40 cities bid to host the first LEC Finals. Analysis of the LEC Spring Finals held at the Ahoy Arena in Rotterdam on April 13th and 14th shows impressive economic impact that outperforms other sports events of similar size and length, in hockey, soccer and basketball.
    This economic impact analysis concludes that the LEC Spring Finals contributed €2,358,417 to the local economy of Rotterdam. The study combines personal on-site surveys with Riot Games’ verified accounts and ticket-sale data from the event and found the average guest spent €52.6 per day and 87.13% of the event’s guests were non-local visitors. Alongside the measurable impact, the study also found additional impacts such as the future potential of tourism with visitors stating they would be willing to travel long distances to visit the LEC. The Spring Finals hosted visitors from China, South Korea, Peru and 37.83% of international visitors stated they would consider moving to Rotterdam if the right job opportunity became available.
    The Riot Games host city process, which was the first of its kind in esports, has been in development since 2018 and the high demand from host cities has resulted in Riot Games expanding their programme with cities being invited to bid two years in advance with applications for 2021 now open.   
    “Esports is maturing. We’re establishing processes based on long-standing sports to elevate the industry and to develop the ecosystem further,” said Alban Dechelotte, Head of Business Development and Sponsorships for the LEC. “At the same time we’re offering something traditional sports doesn’t have, a younger tech-oriented audience, and this provides tremendous value for cities looking to attract a hard to reach demographic. Whilst the broadcast potential of esports means we’re able to promote a city on an international scale. Streaming knows no borders.”   
    “We’ve assisted many sports rights holders in their host city partnerships, but the interest for esports is at a level we have never experienced before,” said Ronnie Hansen, Director of Sports Practice for Burson Cohn & Wolfe Sports. “Our study shows an impressive economic impact, outperforming other sport events of similar size and lengths. The reason is very simple; the share of non-local guests is substantial and the spend from a young, well-educated demography is high.”
    “We were thrilled to host Riot Games in our venue (2016 for the EU LCS and 2019 for the LEC Spring Finals). Our indoor arena is made for big and exciting sporting events and is the perfect location in Rotterdam, and even in the Netherlands, for esports tournaments. Amazing atmosphere, great audience and we would love to host more esports events in the future!”, according to CEO of Rotterdam Ahoy, Jolanda Jansen.
    The LEC launched in January 2019 and quickly became the most viewed esport league in Europe with a 25% increase in average viewers per minute for the final weekend from 2018. The league has also signed a significant number of mainstream sponsors including Shell, Kia, Beko and Footlocker and the number continues to rise with more sponsors being revealed this Summer.  
    The LEC Summer Finals heads to Athens on September 7th and 8th for more information please visit eu.lolesports.com.
    The bidding process for 2020 is already closed by applications are open for 2021.To find out more about the host city bidding process please visit: https://bcw-sport.com/league-of-legends-host/
    Alban Dechelotte is speaking at Host City 2019, the largest meeting of cities and sports, business and cultural events. Register here

  • UCI and Zwift announce 2020 Cycling Esports World Championships

    UCI and Zwift announce 2020 Cycling Esports World Championships

    [Source: UCI] The Union Cycliste Internationale (UCI) has signed a Memorandum of Understanding (MoU) with Zwift, a global online training and racing platform for athletes, for the governance and development of cycling esports as a new cycling discipline.
    This MoU follows the integration of cycling esports into the UCI Constitution, which was approved by the Federation’s Congress in September 2018 in Innsbruck (Austria). The objective is two-fold: to establish requirements that guarantee the speciality meets the standards of sporting integrity and fairness necessary for all UCI-sanctioned disciplines, and to launch the inaugural UCI Cycling Esports World Championships in 2020, as well as qualification events for these Championships, on the Zwift platform.
    The news follows the confirmation of Zwift as Official Supplier to the 2019 UCI Road World Championships in Yorkshire, Great Britain.
    As part of the MoU, the UCI and Zwift will collaborate to ensure the sporting credibility of cycling esports events. This will include the establishment of a hardware programme that is reliable enough to be used in events sanctioned by the UCI, a performance verification programme that will validate a rider’s performance and ward against technological fraud, and a rider identification system, including height and weight. Moreover, different formats of racing, for individuals and teams, will be tested. The UCI Regulations will be updated accordingly.
    On the sporting side, the UCI will organise the 2020 UCI Cycling Esports World Championships (on the Zwift platform). These will be held on a date and at a venue that are still to be confirmed. The UCI and Zwift have agreed that a maximum of 15 National Championships will be organised in select countries as well as Continental Championships; these competitions, organised on-site or remotely on-line, will act as qualification events for the new UCI Cycling Esports World Championships. The Zwift application will be the only programme used for all these events.
     Following the first edition of the World Championships, the UCI will launch a bidding process to determine the provider with which it will collaborate for the UCI Cycling Esports World Championships after 2020.     
    UCI President David Lappartient declared: “Cycling esports is a fantastic opportunity for the development of cycling. It is a new way of practising cycling that is expanding rapidly and enables more athletes, whether beginners or more experienced, to train and race regardless of what the weather is like and where they live. The Memorandum of Understanding between our Federation and Zwift is a decisive step towards the total integration of cycling esports by the UCI.”
    Zwift’s Esports CEO Craig Edmondson added: “Earlier this year, we stated our ambition to develop an esports platform, but I think it’s much more than that. We are looking to establish a new approach to the sport. This partnership is a significant leap forward in that journey. We are at the very beginning of a long and exciting roadmap here at Zwift as we look to establish a new and innovative cycling discipline.”
     
    About Zwift
    Zwift is a fitness company born from gaming, that is dedicated to fitness and experienced in software and video game development. Combining that passion and deep understanding of the fitness world, Zwift is the first company to use massive multiplayer gaming technology to bring the outdoor experience indoors. Athletes from around the globe can train and compete with each other in rich, 3D-generated worlds simply by connecting their existing devices & hardware (e.g. cycle trainers, power meters, treadmills, heart rate monitors, etc) wirelessly via open industry standard ANT+ and BLE. From friendly competition, to racing and structured training programmes, Zwift is building a community of like-minded athletes united in the pursuit of a better social fitness experience.
     
    About the Union Cycliste Internationale (UCI)
    Founded in 1900, in Paris (France), the Union Cycliste Internationale (UCI) is the worldwide governing body for cycling. It develops and oversees cycling in all its forms, for all people as a competitive sport, as a healthy recreational activity, as a means of transport, and also just for fun. The UCI manages and promotes the eight cycling disciplines: road, track, mountain bike, BMX Racing, BMX Freestyle, cyclo-cross, trials and indoor cycling. More information on www.uci.org.

  • UCI shares Host City’s philosophy of “Innovate, Reformulate, Co-Create”

    UCI shares Host City’s philosophy of “Innovate, Reformulate, Co-Create”

    Host City: What are your expectations of Host City 2019 and its theme of “Innovate, Reformulate, Co-Create”?
    David Lappartient: For an International Federation such as ours, with its extremely varied and packed international calendar, Host City provides a meeting place where the organisers of major events and host cities, regions, and countries can come together. We are delighted to be playing a part this year, alongside the EBU.
    The theme of this year’s event,”Innovate, Reformulate, Co-Create”, ties in perfectly with our philosophy. In line with our strategic roadmap, Agenda 2022, we are striving to increase the appeal of our sport, which could well involve changing or launching new formats. As well as better meeting the expectations of broadcasters and the public, these formats can, as part of our activities, more effectively respond to today’s key social issues, such as the promotion of gender equality, and make a contribution to a sustainable future.
     
    Host City: What is the rationale and inspiration behind combining all the different cycling disciplines in one single UCI Cycling World Championships that will be hosted for the first time in Scotland in 2023?
    David Lappartient: We want to bring all our best athletes together for a single event held at one venue every four years, in the year before the Olympics: the UCI Cycling World Championships, which will celebrate virtually all of our disciplines.
    In 2023, more than 2,600 cyclists in 13 disciplines and representing 120 countries will fight it out for the legendary rainbow jersey. It will be an amazing sporting event for the athletes and a memorable festival of cycling for the people of Glasgow and Scotland and for visitors.
     
    Host City: How important was partnership work in creating this new event? Who were the main players involved and how did you work together to achieve this outcome?
    David Lappartient: There is no question that this mega event, which is without precedent in the history of our sport, presents us with a massive yet exciting challenge. The competitions will take place at venues both inside and outside the city, indoors and outdoors, including roads, which involves managing traffic.
    And when it comes to hosting the athletes, national delegations, TV crews, media and the fans, it takes a great deal of coordination and a close partnership between the stakeholders – the UCI, the organisers, the host broadcaster, the local and national authorities, and many others besides.
    Therefore, the expertise available amongst all the host partners in delivering major events of this nature was extremely attractive to the UCI as the event owner.  The leadership of the Scottish Government and their attitude to being innovative and willingness to take on the challenge of the first edition of a new event has been vital to the success of the project. 
     
    Host City: We have seen how hosting major cycling events has driven a surge in participation in the sport in Yorkshire. Do you anticipate similar increase in Scotland following the championships there?
    David Lappartient: Absolutely. Scotland is a hotbed of cycling that has produced some great champions. The likes of Graeme Obree, David Millar, Chris Hoy, Craig Maclean (now a coach at the UCI World Cycling Centre), Callum Skinner, Katie Archibald and her team pursuit colleague Neah Evans, Jack Carlin and Neil Flachie have all made history in our sport.
    Glasgow, which is a regular destination for the UCI Track World Cup, receives regular praise for actively promoting elite cycling and cycling for all. In recognition of that and the work it does to encourage people of all ages to get out and ride, we awarded it the UCI Bike City Label in 2019. Our mega event will allow Glasgow and Scotland to move to the next level in the development of cycling as a means of transport, a health-enhancing activity, and a leisure pursuit.  
     
    Host City: There is a very interesting partnership between the UCI and Zwift, who are mapping UCI events onto their active esports platform. Can you tell me a bit about the benefits of this partnership to the UCI?
    David Lappartient: Cycling Esports presents a wonderful opportunity to develop cycling. It is a new way of practising our fast-growing sport that enables more athletes of all levels to train and take part in competitions, regardless of the weather outside and where they live. It is also an engaging way of improving people’s health by encouraging them to cycle indoors whatever their surroundings, such as urban environments or areas where people cannot cycle due to the terrain.
    In teaming up with Zwift, our Federation can reach out to a new and fast-growing community and increase the appeal of our sport by bringing this new discipline into the fold. In the meantime, it can also bring in the necessary safeguards to ensure that competitions are founded on integrity and credibility.
     
    Come to Host City 2019 on 26-27 November to hear UCI President David Lappartient and Eurovision Sport’s Head of Cycling Frederic Sanz’ keynote Case in Point: “Co-creating the 2023 UCI Cycling World Championships”

  • Sports Innovation Lab joins Global Esports Federation as Global Supporter for content strategy

    Sports Innovation Lab joins Global Esports Federation as Global Supporter for content strategy

    [Source: Global Esports Federation] The Global Esports Federation announces the appointment of Sports Innovation Lab as Global Supporter, aimed at further enhancing the GEF’s mission to promote the credibility, legitimacy and prestige of esports. Through this global partnership, Sports Innovation Lab will develop the GEF’s global events portfolio, including the landmark GEFcon – the Global Esports Federation’s convention, thought-leadership and dialogue platform.
    “We are proud to welcome Sports Innovation Lab as our Global Supporter in an effort to deepen our involvement with the stakeholders in esports, including fans worldwide on one global, inclusive platform,” said Chris Chan, President, Global Esports Federation.
    “As the world’s convening platform for the esports ecosystem, engagement with players and athletes, as well as fans is paramount,” said HRH Prince Faisal bin Bandar bin Sultan Al Saud, Head of GEF’s Focus Group on Culture and Board Member, Global Esports Federation. “We continue to work towards elevating esports in the global arena, encouraging greater inclusion, interaction and participation within the world’s esports community,”
    Sports Innovation Lab inspires brands to create breakthrough fan experiences through data-driven technology insights and industry-leading research – putting ground-breaking research into practice and ultimately providing exponential value to the end customer (the Fluid Fan).
    “Sports Innovation Lab is honored to be named as a Global Supporter of the Global Esports Federation. We look forward to applying to the esports space and this partnership with the GEF the expertise and insights we’ve gained from our experiences in working with world-class organizations like the NFL and others,” said Angela Ruggiero, Co-founder and Chief Executive Officer, Sports Innovation Lab.
    “Together, we will create and scale breakthrough fan experiences for esports globally to benefit the entire esports ecosystem.”
    Sports Innovation Lab is co-founded by Angela Ruggiero, a global sports leader and Olympic Gold Medallist, advocate, entrepreneur, and advisor; and Josh Walker, former VP of Research at Forrester Research and Entrepreneur-in-Residence at General Catalyst. Learn more about Sports Innovation Lab at www.sportsilab.com.

  • Inaugural Global Esports Games set for December 2021

    Inaugural Global Esports Games set for December 2021

    [Source: Global Esports Federation] The Board of the Global Esports Federation confirmed its flagship event, the Global Esports Games(GEG),will be held for the first time in December 2021. The annual GEG will be hosted in December each year, featuring multi-title esports competitions, capped by world-class Opening and Closing Ceremonies, GEFcon – a thought-leadership convention, and GEFestival – a dynamic celebration of the inclusive esports culture, highlighting music, art, technology, fashion, food and more.
    “The Global Esports Games serves as a platform to showcase the world’s best athletes, players, industry partners, brands, innovations and the responsible use of technology in esports,” said Chris Chan, President, Global Esports Federation. “In parallel, the GEF will stage GEFcon – a multi-platform conferencing showcase for dialogue on responsible gaming, technological advancement and shared learning – bringing people together for the celebration of esports.”
    The GEF has received an unprecedented response following its global call for expressions of interest to host the Global Esports Games. Member Federations from 20 countries will attend an Applicant Briefing session on Friday, October 30, 2020, led by GEF Board Member, Lorenzo Giorgetti, as Chair of the GEF Selection Committee. The briefing will provide the applicants with detailed information on the opportunities, requirements and the selection process.
    The Board of the GEF has confirmed that a Coordination Commission will be established to oversee the planning, preparation and staging of the Global Esports Games. Four-time Olympian and acclaimed global business and sports leader, Angela Ruggiero (USA), will head the Commission together with Senior Advisor to the GEF Board and Vice President of the Olympic Council of Asia, Luzeng Song (China),as Co-chairs of the Commission. The experienced duo will lead a team of Members of the GEF Board, experts and advisors, adding their distinguished leadership experience to the planning, preparation and staging of the GEG.
    “I look forward to ensuring that esports athletes have the optimal conditions to shine. I am particularly interested in the vast potential and diverse opportunities esports can offer the world,” said Angela Ruggiero, Co-Chair, Coordination Commission, Global Esports Federation. “I believe esports is delivering in new ways, leveraging on technology that can appeal to younger audiences and fans across the world. The Global Esports Games will be an exciting new frontier for the convergence of esports and traditional sports.”
    As esports continues to advance on the global stage, the Global Esports Games is positioned to reset the bar and offer a new level for athletes and players and the entire esports community. Song Luzeng brings with him close to 40 years of experience in the Olympic movement and will contribute to the complex task of overseeing the successful preparations and staging of the Global Esports Games.
    The Global Esports Games is an unprecedented multi-title esports event of a global scale to combine the gaming, performance, education, and business aspects of esports onto one international stage. The GEG paves the way for the future of esports – convening some of the best-known names in esports globally, elevating the credibility, legitimacy and prestige of esports.

  • Harnessing the power of esports as a catalyst for social benefit and change

    Harnessing the power of esports as a catalyst for social benefit and change

    The Global Esports Federation has signed an exploratory agreement with the Invictus Games Foundation to develop a global strategy to harness the power of esports as a catalyst for social benefit and change.
    “We are proud to embark on this strategic collaboration with the Invictus Games Foundation, leveraging the power of esports to elevate the GEF’s values of equality, fair play, diversity, inclusion and innovation,” said Chris Chan, President, Global Esports Federation.
    “This agreement offers a world of opportunity for the services community, particularly those suffering from injuries or illness to join the #worldconnected movement, promoting physical, psychological and social inclusion and a stronger global community.”
    “The Invictus Games Foundation uses the power of sport and adventurous challenge to inspire, improve and influence the recovery and rehabilitation of wounded, injured and sick servicemen and women. Our Invictus Games is at the heart of that as the epitome of international sports recovery, offering a platform for the armed forces community worldwide to rally together and demonstrate the power of the human spirit in overcoming adversity and achieving extraordinary feats beyond injury,” said Dominic Reid, CEO, Invictus Games Foundation.
    “Sports recovery is a proven method to accelerate and reinforce rehabilitation, and we know that participation in an Invictus Games is transformative for competitors and their friends and family. We see a great potential in esports and are excited to collaborate with the Global Esports Federation to further explore the power of technology and innovation for good.”
    The agreement aims at establishing a blueprint to inspire recovery and support rehabilitation for wounded servicemen and women through esports; and to further the understanding and inclusive reach of esports to the world’s population.
    “Esports, as in traditional sport, showcases human competition and has tremendous cognitive, physical and social benefits. We have seen firsthand the benefits of esports in promoting communications between people, building stronger global communities, and encouraging the connection between people from around the world, wherever they are,” added Chester King, Vice President & Chair, Education, Culture and Wellness Commission, Global Esports Federation.

  • Global Esports Federation anniversary event tops 538k viewers

    Global Esports Federation anniversary event tops 538k viewers

    [Source: Global Esports Federation] The Global Esports Federation starts the new year following the successful staging of the first edition of the #worldconnected series (#wcs20) in December 2020. The event saw participation from 75 countries and territories across seven regions of the world.
    The regional esports competitions hosted by the GEF’s Member Federations attracted close to 5,000 esports players worldwide competing in 11 titles, drawing over half a million spectators online. Top matches were streamed live on the GEF’s Twitch channel – twitch.tv/GEF.
    In addition, the staging of the inaugural GEFcon attracted over 1,000 participants from around the world. GEFcon20, developed with Sports Innovation Lab, showcased 14 sessions with 50 global thought leaders from esports, sports, technology and innovation sectors. The GEFcon20 sessions remain available for free viewing at GEFcon.org/videos.
    “While so many events around the world were cancelled or postponed in 2020, our #wcs20 program demonstrated the Global Esports Federation’s capability, drawing the world’s esports community together. We are encouraged by the support from our diverse Member Federations and are committed to continuous collaboration,” said Chris Chan, President, Global Esports Federation.
    “We kick off 2021 with renewed determination and commitment to promoting the credibility, legitimacy and prestige of esports.”
    “At the GEF’s December Board Meeting, we reaffirmed our commitment to provide an integrated service platform to our Member Federations, assisting further growth and development. This year we will focus on diverse strategic initiatives, as well as the development and delivery of our global events portfolio, including our annual flagship Global Esports Games,” added Chris Chan.

  • Bring gaming into the Games?

    Bring gaming into the Games?

    The International Olympic Committee’s latest strategic reform programme, Agenda 2020+5, recommends that virtual versions of Olympic sports should be considered for inclusion in the Games, only if they require a comparable level of physical activity.
    But at the 137th IOC Session, one IOC Member called for the Olympic umbrella to be extended much wider, to encompass the full scale of the opportunity of gaming.
    Following addresses from IOC Members Christophe Rolland and Gianni Infantino, on the recommendation to encourage the development of virtual sports and further engage with the gaming community, Yelena Isinbayeva, IOC Athletes’ Commission Member asked: “Why don’t we try or even think about including competitions like Counter Strike or Dota into the Olympic programme?
    “We used to discuss about virtual sports many times, since the very beginning of computer sport before it grew in popularity. And we’d say, if the Olympic movement doesn’t take it under its umbrella someone else will.
    “And now we can see the size of the competition for Counter Strike – it’s huge competition, with a huge amount of prize money and with huge number of participations around the globe. Online, it can be a billion people watching around the globe – and I was one of them, because I was interested to find out what people are watching. And I would say it is really impressive when you understand the rules.”
    The need to encompass Esports is clearly not lost on the IOC. In his address, Jean-Christophe Rolland said: “It is a fantastic opportunity that the IOC and the Olympic Movement want to seize in virtual sports – I should even say have to seize.
    “Technology continues to develop at an incredible pace. The games… become more and more realistic and the platforms on which they operate become more accessible. Therefore the numbers of people engaged in these virtual forms of sport continue to grow incredibly fast.”
    Gianni Infantino highlighted the catalytic effect of the pandemic. “The impact of Covid has introduced many challenges, but it has also accelerated many existing trends. Throughout Covid-19 the gaming industry has continued to grow, highlighted by a 30% growth in gamers, 75% growth in gaming usage and the industry being worth over US$150bn in 2020.
    “This growth has been mirrored in virtual sports, where several IFs, including my own, have accelerated our investment and focus on virtual forms of our sport to engage with young people and hosted official virtual competitions.”
     
    “Fully reflect the physical activity”
    Rolland stressed the importance of the roles and responsibilities of IFs in establishing virtual and simulated forms of sports, citing the example of rowing on ergometers at the recent 2021 Virtual Indoor Rowing Championships.
    “It is exciting that this recommendation opens the possibilities for IFs to look at potential proposals to include their respective physical virtual sports in the Olympic programme in the future. To be clear, this is only considering those virtual sports which fully reflect the physical activity of the actual sport and are fully governed by the respective IF. They will be considered as a discipline of the sport within that IF.”
    “Virtual sport must be linked to physical activity,” added IOC Member William Frederick Blick. “In Uganda, the ergometers are used when the weather is bad. I’ve also attended a competition where they used ergometers to promote the game within the city. This is probably the right way to go; it should be linked to physical activity.”
    But Isinbayeva highlighted that competitive gamers also undergo rigorous physical and mental training. “They train in the gym – training can be eight hours a day like a normal athlete – because they have to be physically prepared to sit for eight hours or more in front of the computer and play the game. Of course they train their concentration, their mental health, because only strong mental athletes can participate on that.
     
    Incentives and digital natives
    Isinbayeva also stressed the need to make traditional sport more attractive to future athletes. “Yes, of course we need to offer them better conditions; we have to share our values, we have to show them what they will get if they practice or choose more traditional sport.
    “But I see the tendency that more youth really want to compete in Counter Strike, because they can get money faster than participating in Olympic games and gaining sponsors. They can start to compete there, if I’m not wrong, from age 16 – and from age 18 they can earn good money if they are in the right team.”
    “Every generation of young people has embraced the new technologies and entertainments of their time,” said Infantino. “This current generation has embraced video games and digital entertainment. The IOC digital strategy is focused on reaching out to young people around the world on their platform in their language.
    “The object of the recommendations is therefore direct engagement through virtual sport and gaming to encourage sports participation and promote the Olympic values, with a special focus on youth.
    “The upcoming Olympic hosts in Paris 2024, Milano-Cortina 2026 and Los Angeles 2028 also have a clear focus of reaching out to digital natives in innovative ways, including through the opportunities that virtual sports give to reach out directly to literally anyone anywhere any time.”
    Rolland said: “With this additional doorway we will be able to reach out to these young athletes and young audiences at the mass participation level and enlarge the community of people connected to sports. It will also ensure that at the elite level the competitors can be assured they are competing in a well-regulated and well protected competition environment free from manipulation of any kind. And finally, it will allow an official level of regional and global events as these events continue to develop.”
    IOC Member Sarah Walker, who sits on the Commissions for Athletes and Digital & Technology, said “As someone who’s into gaming and virtual sport I think there a really cool opportunity for new and young audiences to be interested in the Olympics but also to learn about Olympic values and everything that the Olympics can provide for younger generations. I’m looking forward to how this recommendation evolves and incorporates the engagement with younger generations.”
     
    “Act as soon as possible”
    Competing for their attention will be not be easy. “In the future it will be a huge challenge to the Olympic movement, to the traditional sport, this computer sport, which is not less interesting than the Olympic Games,” said Isinbayeva.
    “So, to be competitive to this, we have to offer them a better condition – or we can take them under our umbrella, if it’s possible. We don’t know if they will accept this, because being on the Olympic programme has many conditions and restrictions – the qualifying process, the number of participants, the countries, I don’t know – but why don’t we even think about it, why don’t we try? We definitely have to act as soon as possible otherwise we will lose this chance.”
    Ultimately, strategy is just as important as speed. “Over the past few years we have taken the first steps into this world of virtual sports and the current context has certainly reinforced the relevance,” said Rolland. “The opportunities are incredible if we approach it with clear strategy and direction.
    “The new Olympic Agenda 2020+5 recommendation shapes this direction and we look forward to seizing these vital opportunities, the changing landscape of technology, society and sport bring to us.”