What Are the Opportunities for People with Disabilities in Esports? Exploring the Connection to Employment and Market Size!

Published: 3/12/2024Updated: 8/21/20265175 views
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The market size of eSports is expanding year by year, and it is also growing 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 by professional players but also as a tool for disability welfare.

So, what is the relationship between eSports and individuals with disabilities?

This article will explain the relationship between eSports and employment for people with disabilities, as well as the market size, while also introducing the expanding possibilities for people with disabilities in eSports.

1. What is eSports?

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Photo by ELLA DON on Unsplash

eSports is an abbreviation for electronic sports and broadly refers to all forms of entertainment, competition, and sports 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 like Street Fighter II became a boom in Japan, and professionalization of players began in the West with organizations like PGL and CPL.

Moreover, as the internet gradually spread in the 1990s, the sportsification of games accelerated.

By 2000, the phrase "eSports" began to be used, and in October, the World Cyber Games Challenge (WCGC) 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 a category in the 2nd Asian Indoor Games organized by the OCA.

In Japan, understanding and adaptation to eSports have progressed, with the following events taking place.

DateEvent
June 2007Formation of the Japan eSports Association Preparatory Committee
November 2011First eSports JAPAN CUP held
April 2013Establishment of Japan Competitive Gaming (JCG)
January 2014Opening of "e-sports SQUARE AKIHABARA"
April 2015Establishment of the Japan eSports Association (JeSPA)
October 2015Establishment of the e-sports Promotion Organization
March 2016Establishment of the Japan Pro eSports Federation (later renamed the Japan eSports Federation)
January 2018Establishment of the Japan eSports Union


From the above, it is evident 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, there is often debate about whether it is a game or a sport.

eSports refers to the use of computer games or video games in competitions regarded as sports.

Generally, sports are imagined as activities that involve physical exertion.

However, since eSports uses electronic devices, it may not immediately evoke the image of traditional sports.

Nevertheless, similar to eSports, activities like Go and Shogi are referred to as mind sports, indicating a broader definition of sports.

The International Olympic Committee (IOC) launching the Olympic eSports Series 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.

EventGame
ArcheryTic Tac Bow
CyclingZwift
SailingVirtual Regatta
DanceJust Dance
ChessChess.com
TaekwondoVirtual Taekwondo
TennisTennis Clash
MotorsportGran Turismo 7
BaseballWBSC eBASEBALL Powerful Pro Baseball
ShootingFortnite


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 eSports Market Size is 12.5 Billion Yen Domestically! 1.45 Billion Dollars Globally

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Photo by Danny Howe on Unsplash

According to the "Japan eSports White Paper 2023" published by Kadokawa ASCII Research Institute, the eSports market size is 12.5 billion yen domestically.

With the gradual increase in offline events in 2022, the growth rate of the eSports market has accelerated, driven by synergistic effects.

This growth exceeds expectations, and it is projected 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 eSports market continues to expand, with projections of 1.45 billion dollars in 2022 and growth to 6.75 billion dollars by 2030.

3. Expanding Possibilities for People with Disabilities in eSports

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Photo by Stem List on Unsplash

eSports is gaining attention as a space where people with disabilities can easily participate online, providing opportunities for new encounters.

Moreover, since individuals can compete on an equal footing regardless of disability, there are increased opportunities for success.

In fact, the Japan eSports Association for People with Disabilities was established to improve competitive skills and promote sportsmanship.

Already overseas, individuals like Brolylegs have shown success in fighting game tournaments, and the Barrier Break Cup, an eSports tournament for people with disabilities, is held monthly.

Furthermore, there is the potential for eSports to become an official event in the Paralympics, providing a new stage for people with disabilities to excel.

4. Introducing 3 Companies Promoting Employment for People with Disabilities through eSports

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