The market size of eSports is expanding year by year, and it is also broadening in terms of employment opportunities.
eSports can be played not only by able-bodied individuals but also by those with disabilities, with many, like Jeni, actively participating as eSports players.
Additionally, eSports is being utilized not only for professional players but also as a tool for disability welfare.
So, what is the relationship between eSports and people with disabilities?
This article explains the relationship between eSports and employment for people with disabilities, as well as the market size, and introduces the potential for people with disabilities in eSports.
1. What is eSports?

Photo by ELLA DON on Unsplash
eSports is an abbreviation for electronic sports, and in a broad sense, it refers to entertainment, competition, and sports in general that are conducted using electronic devices.
Additionally, when competitive computer games or video games are regarded as sports competitions, they are also referred to as eSports.
1-1. History of eSports
Tracing the history of eSports, it is said that the oldest tournament was held in 1972 for "Spacewar!".
In the 1990s, fighting games, led by Street Fighter II, became a boom in Japan, and the professionalization of players began in the West with organizations like PGL and CPL.
Furthermore, the gradual spread of the internet in the 1990s accelerated the sportsification of games.
By 2000, the phrase "eSports" began to be used, and in October, the WCGC (World Cyber Games Challenge) was held.
In 2004, San Francisco was chosen as the first host city outside of Korea, showing national-level understanding and support.
In October 2006, eSports was officially adopted as an event at the 2nd Asian Indoor Games hosted by the OCA.
In Japan, understanding and response to eSports have progressed, with events such as the following taking place.
| Date | Event |
| June 2007 | Preparatory Committee for the Japan eSports Association established |
| November 2011 | First eSports JAPAN CUP held |
| April 2013 | Japan Competitive Gaming (JCG) established |
| January 2014 | "e-sports SQUARE AKIHABARA" opened |
| April 2015 | General Incorporated Association Japan eSports Association (JeSPA) established |
| October 2015 | General Incorporated Association e-sports Promotion Organization established |
| March 2016 | General Incorporated Association Japan Pro eSports Federation established (later renamed General Incorporated Association Japan eSports Federation) |
| January 2018 | General Incorporated Association Japan eSports Union established |
From the above, it is clear that there has been a rapid change in the eSports environment around 2014.
1-2. Is eSports a Game or a Sport?
When discussing eSports, debates often arise about whether it is a game or a sport.
eSports is the name given when computer games or video games are used for competition and viewed as sports.
Generally, sports are imagined as activities that involve physical exertion.
However, since eSports involves electronic devices, it is often difficult to associate it with traditional sports.
Nevertheless, similar to how Go and Shogi are referred to as mind sports, the definition of sports in a broad sense is expanding.
The establishment of the Olympic eSports Series by the International Olympic Committee (IOC) suggests that eSports will increasingly be recognized as a sport.
1-3. Main Events
At the Olympic eSports Series held in Singapore in June 2023, the following events took place.
| Event | Game |
| Archery | Tic Tac Bow |
| Cycling | Zwift |
| Sailing | Virtual Regatta |
| Dance | Just Dance |
| Chess | Chess.com |
| Taekwondo | Virtual Taekwondo |
| Tennis | Tennis Clash |
| Motorsport | Gran Turismo 7 |
| Baseball | WBSC eBASEBALL Powerful Pro Baseball |
| Shooting | Fortnite |
Additionally, an exhibition match for Street Fighter 6 was held.
Besides the Olympic eSports Series, world championships using individual games are held globally.
2. The Market Size of eSports is 12.5 Billion Yen Domestically! 1.45 Billion Dollars Worldwide

Photo by Danny Howe on Unsplash
According to the "Japan eSports White Paper 2023" published by Kadokawa ASCII Research Institute, the market size of eSports is 12.5 billion yen domestically.
With the gradual increase in offline events in 2022, the growth rate of the eSports market has accelerated due to synergistic effects.
This growth rate exceeds expectations, and it is expected to achieve an average annual growth rate of over 20% by 2025.
Additionally, the number of eSports fans in Japan in 2022 reached approximately 7.76 million, a 104% increase from the previous year, and is expected to reach 10 million by 2025.
Globally, the expansion of the eSports market continues, with predictions that it will grow from 1.45 billion dollars in 2022 to 6.75 billion dollars by 2030.
3. Expanding Opportunities for People with Disabilities in eSports

Photo by Stem List on Unsplash
eSports is gaining attention as a platform where people with disabilities can expand their social connections, as it allows for easy online participation at any time.
Moreover, it provides opportunities to compete on an equal footing, regardless of disabilities, thereby increasing chances for success.
In fact, the Japan Disabled e-Sports Association has been established to promote competitive skills and the spirit of sports.
Overseas, Brolylegs has shown remarkable performance in fighting game tournaments, and the Barrier Break Cup, an eSports tournament for people with disabilities, is held monthly.
Furthermore, there is potential for eSports to become an official event in the Paralympics, providing more platforms for people with disabilities to excel.
4. Introducing 3 Companies Promoting Employment for People with Disabilities through eSports

4-1. eSports Tournament "ePARA" for Employment Support
ePARA is a news site for barrier-free eSports, providing various information.
It also supports people with disabilities in participating in society with a sense of purpose through eSports.
As part of this, it is responsible for planning and managing barrier-free eSports tournaments.
Barrier-free eSports involves not only players with disabilities.
In the barrier-free eSports business, various tasks are entrusted to or employed by people with disabilities as part of employment support.
This philosophy and activities are supported by companies like Yogibo and Joysound and are highly regarded from various quarters.
Reference: ePARA|ePARA Corporation
4-2. "GROW-GAMING." eSports Disability Employment Promotion Service
GROW-GAMING is a service operated by ESJ Consulting.
Its main business is providing corporate disability employment solutions, and it actively promotes disability employment in eSports.
It aims to form a disability employment cycle, and as a service, it is gaining attention for securing diverse talent and ensuring workplace retention through eSports.
Additionally, it collaborates with companies and support organizations to help people with disabilities work towards their dreams and hopes for the long term.
Reference: GROW-GAMING.|ESJ Consulting
4-3. "ACADEMIA" eSports Specialized Employment Transition Support Office
ACADEMIA is a service operated by ACADEMIA Corporation.
ACADEMIA was established as a new welfare office for people with disabilities, combining them with eSports.
With the concept of making what you love your job through eSports, it supports employment in professional gaming and gaming-related companies, with lectures and practical training conducted by instructors with specialized knowledge in eSports, which is an attractive feature.
It establishes a curriculum leading to employment, providing users with insights into which field they want to pursue and offering individualized support towards their goals.
Support is available for two years, ultimately enabling the acquisition of skills such as business manners and interview responses.
Reference: Employment Transition Support Office ACADEMIA|ACADEMIA Corporation
5. Future Challenges Revealed by the Entry of People with Disabilities into eSports
While the entry of people with disabilities into the eSports field is observed, future challenges are also emerging.
One such challenge is improving the competitive level of players with disabilities.
Although people with disabilities can excel in eSports, not all can perform equally.
To enable everyone to play eSports, innovations and considerations are needed in both software and hardware.
Next, the eSports industry relies on sponsorship revenue for 75% of its sales.
To increase the number of disabled eSports players and revitalize the industry, it is necessary to raise the proportion of revenue from admission fees, broadcasting rights, and merchandise sales.
Additionally, there is a need for a change in perceptions regarding the employment of people with disabilities.


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