Journal of Sports & Entertainment Law, Harvard Law School

At the 142nd Session of the International Olympic Committee (“IOC”) held in Paris in July 2024, the members voted unanimously to create the “Olympic Esports Games.” The IOC’s celebratory press release announced that “history was made today” and quoted a statement from the organization’s president, Thomas Bach, who confirmed that the IOC is committed to “keeping up with the pace of the digital revolution.”

Over the past decade, the field of esports has seen explosive growth. What began as informal competitions at local game stores has evolved into a multinational media and entertainment business, drawing millions of viewers. Unlike some traditional sports, which have a strong presence in a particular country or region (football in the United States, cricket in Commonwealth countries, sumo in Japan), esports competitions have a global audience. Esports has its own hero-athletes who dominate a game for years, its own grudge matches and rivalries between teams, its own professional leagues, and even its own World Cup.

The term “esports” refers to organized, competitive video gaming. Esports can be played solo or in teams, depending on the game. As a team sport, an esport resembles basketball, football, or baseball, except that the underlying game being played is a video game, rather than a game with a stick or ball.

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