Nowadays, video gaming has made impressive gains in the field of standardized competition. One of the fashionable debates is whether competitive video games are sports or not. If cyberathletes are competing against formal teams in a formal environment, with real titles and monetary stakes on the line, it seems strange not to consider the activity a sport. However, unless something technologically odd gains complete control over our world in the next few decades, they never should be. Cyberathletes and eSports aren’t incomparable to traditional athletes and sports because they require less physical exertion or dedication. They are incomparable because they are different from traditional sports in a number of ways.
Traditional sports are steadfast, and consistent in their structures and mechanics. A professional American football player from any past decade could be transplanted into a current football field, and would only have to be told of a few minor rule changes. The player would know what to do, where to go, and how to accomplish the ultimate goal. He may need to learn a few new plays, but it’s fundamentally the same game. However, competitive video gaming has a variety of goals, and those goals are fluid and dynamic. A competitive video gamer from decades past might be aware of the final goal (winning the game, capturing the flag, eliminating the opposing team, etc.), but the execution (执行方式) would be completely foreign. Controls change, maps change, locations change, even the minute rules are adjusted on a regular basis. As a competitive video gamer, one needs to adapt to a much more aggressive ruleset than most sports or other games. Therefore the video game competitions are less likely to be properly regulated.
Most traditional sports are approachable by Everyman, even the esoteric(深奥的) ones, at least in an educational setting, where budgets and funding are set for them. While home computers are widely accessible, a large percentage of the gaming population is unable to participate in competitive gaming due to the high-standard computing requirements. Even decade-old competitive games like Counter-Strike 1.6 require more equipment and gear than most traditional sports. A pick-up game of basketball, football, or soccer is far more accessible than a pick-up game of Counter-Strike.
Traditional sports are embedded in our culture for good reasons: they offer an entertaining diversion and a great form of physical activity for millions of worldwide fans. The principles and lessons gleaned from traditional sports emphasize teamwork, collaboration, and critical evaluations of any given game setting. While many of these lessons are applicable to competitive gaming, competitive video gamers are still distancing themselves from competing for “sport” status, when their pastime and trade is so fundamentally different and ever-changing at such a regular pace.
4. What is the author’s opinion towards competitive video games?
A.They can be seen as sports due to their emphasis on teamwork. |
B.They can be seen as sports due to their standardized regulations. |
C.They can not be seen as sports due to their lack of physical and mental efforts. |
D.They can not be seen as sports due to the inconsistent rules and high requirements. |
5. What does the underlined word “foreign” in Paragraph 2 probably mean?
A.Difficult. | B.Common. | C.Typical. | D.Different. |
6. Why does the author mention
Counter-Strike in Paragraph 3?
A.To explain the reason why eSports surpass traditional sports. |
B.To explore the possibility that competitive video games will be sports. |
C.To provide an example of the difference between eSports and traditional sports. |
D.To account for the fact that the competitive features of video games are impressive. |
7. How does the author develop his idea?
A.By quoting and citing. |
B.By listing and analyzing. |
C.By comparison and contrast. |
D.By explaining and evaluating. |