The roots of electronic sports go back to the 1970s, with the first video game tournaments organised in the USA. One of the pioneering events was the Spacewar tournament! organised in 1972 at Stanford University, where players challenged each other on one of the first arcade video games. However, it was with the arrival of Pong and, later, with the advent of Space Invaders and Pac-Man that video games began to take hold as a cultural phenomenon. In the 1980s, arcades became social centres for young people, where challenges between players began to be structured into local tournaments, some of which were broadcast on television networks.
In 1980, the first Space Invaders Championship in the United States gathered over 10,000 participants and marked the official start of large-scale video game tournaments. This event showed the potential of competitive gaming for the first time, but it would still be many years before e-sports would evolve as we know them today.
With the advent of the Internet in the 1990s, competitive gaming took a significant turn. Connectivity allowed players to compete remotely, fostering the emergence of online tournaments and communities of enthusiasts. Games such as Quake, StarCraft e Counter-Strike They introduced the concept of multiplayer matches and organised teams, making competition more structured and encouraging the creation of teams.

In the 2000s, e-sports competitions became increasingly sophisticated, with the introduction of platforms such as Major League Gaming (MLG) in the United States and GomTV in South Koreastreaming the tournaments and reaching a global audience. In Korea, e-sports exploded as a national phenomenon, with thousands of spectators attending StarCraft tournaments in the arena. The South Korean government officially recognised e-sports in 2000, contributing to their regulation and the formation of national leagues and championships.
The emergence of live streaming platforms such as Twitch in 2011 made the worldwide enjoyment of e-sports possible, and audiences exploded. Events in games such as League of Legends, Dota 2, and Counter-Strike: Global Offensive began to attract millions of spectators, reaching numbers comparable to those of major traditional sports events.
Official recognition and the development of competitive structures
As the popularity and complexity of competitions grew, e-sports began to gain credibility and organisational structures that mirrored those of traditional sports. International championships such as Dota 2's The International and League of Legends' World Championships were consolidated as high-level tournaments with multi-million dollar prize pools and professional contracts for players.

In 2013, the United States Citizenship and Immigration Services (USCIS) recognised e-sports players as 'professional athletes' for the first time, allowing them to obtain work visas to participate in tournaments in the United States. This institutional recognition paved the way for the global recognition of e-sports as a sporting discipline. The International Olympic Committee (IOC) also began to consider the inclusion of e-sports in the Olympicsopening debates and initiatives on the subject.
Many countries followed the US example, recognising e-sports as a regulated sporting activity. Today, many universities offer scholarships for e-sports and specific training programmes, integrating this discipline into their educational and sports offerings.
E-sports as Sport: Scientific Validation
The recognition of e-sports as an effective sport is supported by several scientific studies that show that competing in video games involves levels of commitment, mental and physical preparation comparable to traditional sports. Professional e-sportsmen often follow intensive training regimes, with hours devoted to practice, strategy and mental and physical preparation.
Research published in the Journal of Sports Sciences in 2019 has shown that professional e-sports players can experience similar levels of stress and adrenaline as athletes who participate in high-level physical sports. During competitions, the bodies of e-sports players release stress hormones such as cortisol and adrenaline, which are typical of competitive pressure situations. Reaction times and the ability to make split-second decisions are other characteristics that unite e-sports with traditional sports contexts.

Another study, conducted by the American Psychological Association (APA), found that e-sportsmen develop advanced cognitive skills such as working memory, rapid problem-solving and divided attention, all of which are crucial skills for traditional athletes as well. To maintain these skills, many e-sportsmen use mental coaches and follow specific training programmes.
Finally, a research from the International Journal of Sports Science & Coaching revealed that e-sports players may have similar health risks to traditional athletes, including musculoskeletal problems and mental fatigue. These data show how e-sports require not only mental skills but also physical endurance, making this sport a total commitment that goes beyond simply 'playing a video game'.
E-sports in the present: between competition and sustainability
Today, e-sports is considered one of the fastest growing areas in the sports world, with a global audience of more than 500 million spectators. Events are hosted in stadiums and arenas, and major tournaments are broadcast both via streaming and television channels. Even major international brands such as Coca-Cola, Intel and Nike have started sponsoring e-sports teams and athletes, investing in a now recognised and established discipline.

Many countries are developing dedicated e-sports facilities, with state-of-the-art arenas, training programmes for young people and career paths for those aspiring to become professional athletes in this field. However, there are still debates about the sustainability of the phenomenon, particularly because of the risks related to players' mental health and addiction to video games. Therefore, many e-sports organisations are collaborating with psychologists and doctors to ensure a healthy and safe training environment for gamers.
The 'City of E-sports' in the Middle East: a futuristic hub for competitive gaming
The Middle East is investing heavily in e-sports, with ambitious plans to build a city entirely dedicated to competitive gaming. First announced by technology industry leaders in the region, this 'e-sports city' will be built in Saudi Arabia, which aims to become a major global hub for e-sports. Designed to be a self-contained ecosystem, the city will include state-of-the-art arenas, specialised training centres for professional players, training facilities for coaches and technical staff, and venues for major gaming companies.
The initiative, part of the Saudi Vision 2030, aims to diversify the country's economy and position it as a global technology and sports leader. The city will be equipped with advanced 5G infrastructure and residential spaces for athletes, staff and fans, allowing the e-sports community to live and work in an environment completely focused on competitive gaming. This city represents not only an opportunity for economic growth, but also an important step towards the consolidation of e-sports as a cultural and sporting sector, attracting talent and investment from around the world.





