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Last Updated on 10th June 2025

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What is Esports?

Esports (or electronic sports) is best understood as competitive-level online videogaming. Esports players compete against each other for prizes, money, and prestige.

Any videogame with the potential for competition can become an esport – from sports games like EA Sports FC to first-person shooter games like Call of Duty, and even card collecting battle games like Hearthstone.

Esports can be team-based or solo experiences. They require training, skills, and time. Teams have coaches, sponsorships, and training regimes. The games themselves are designed to be immersive and to encourage players to become the best, with in-game rewards and achievements awarded to higher levels of skill.

Games that the child or young person in your care may be playing daily, such as Fortnite, Rocket League, and Overwatch, have cemented themselves in the esports scene, hosting tournaments and causing some professional players to gain celebrity-like status. There are clubs, such as Manchester City, who recruit players. Even celebrities, like David Beckham and Drake, co-own esports organisations.

Esports are fast developing and gaining more momentum each year, with the total global market being worth £1.5 billion in 2024 and the UK market accounting for 4.3% of that.

Discord communities for games can also host and promote private tournaments, especially with games like Fortnite offering custom modes where players can create their own matches.

Illustration of 3 boys gaming

Fast Facts about Esports

🎮 According to Ofcom (2025), gaming is a key activity for children, with 61% of all children aged 3-17 partaking and often using it as a tool to communicate with their peers.
🎮 A 2024 study by Tencent found that 22% of Gen Z students in the UK have expressed interest in professional eSports as their preferred career choice.
🎮 Children who game often go on to earn more as adults than non-gamers, with skills developed from gaming helping children enter STEM fields.

Why Do Young People Like Esports?

Esports may have been around for a long time, but its recent rise in popularity can be attributed to livestreaming on platforms like Twitch and YouTube. With the rise of streaming and influencers, many young people look up to esports professional players like they would a football player. Professional players are often also content creators and livestream the game they compete in during downtime, training time, and online tournaments. Livestreaming has helped expand esports as a legitimate career option or goal for young people. e

photo of the back of a young person on their computer gaming with a headset on

Are Esports Like Other Sports?

Like traditional sports, esports have a spectator element to them in which fans watch tournaments and matches, support particular teams, and admire certain players. Esports tournaments can range from small-scale events aimed at amateur enthusiasts or large-scale events for professional teams sponsored by game publishers.

Dota 2’s ‘The International’ tournament is consistently one of the largest esports events every year, selling out stadiums and boasting a $34 million (£25.8 million) prize pool.

Amateur Tournaments

Smaller-scale tournaments aimed at non-professional players. These can be both official (hosted as an event) or as a feature of the game itself (incorporated into regular gameplay).

Professional Tournaments

Larger-scale tournaments aimed at professional players, often with a cash prize, multiple rounds, and sponsored by organisations (for example, electronic companies such as Lenovo).

What Are the Risks of Esports?

In this guide to esports, we want to outline what the possible risks associated with esports are to help you keep the children and young people in your care safer when they are watching and/or playing esports.

Games may contain inappropriate or distressing content which a child or young person could be introduced to through watching or by playing. This could include content that is violent, sexual or has inappropriate language.
Most games have a form of loot boxes for purchase, which could result in unhealthy spending habits, especially when boxes offer competitive advantages. Children and young people may not understand the consequences of gambling and this increases chances of possible exploitation.
Esports are played by people of all ages all over the world. When playing team-based games, the child in your care could match up against strangers in a team. This could create a potential environment for grooming (when an adult builds a relationship with a young person based on trust and connection to manipulate, exploit, and abuse them).
While playing online, there is a risk that gameplay sessions move across platforms (such as using Discord for voice chat). It is also likely that young people may want to follow their favourite esports teams and players on social media and engage in discussions with other fans. This could make it easier for strangers to contact them and introduces more avenues where abuse could take place. There is also a danger that platforms may be end-to-end encrypted, a system that keeps interactions between users private and therefore not accessible to law enforcement.
Practicing and competing in tournaments requires a time commitment. This could interfere with schoolwork, sleep schedules, and family routines. It could also introduce added stress if a young person is using all their free time to engage in training and competition, without leaving time to relax by doing other things.
Much like traditional sports competitions, there is a chance that a bad match could frustrate a child or young person playing the game. They may also get upset if their favourite team doesn’t win or perform well.
Esports lack an overarching authority body like those in traditional sports, such as the Union of European Football Associations (UEFA) in football. Bodies, like the International Esports Federation (IESF) are still in the early stages of attempting to introduce global regulation standards. This is problematic because there are no standards for accountability and a disparity in rules and requirements for competitions.
It is common for pro-players to be sponsored by companies, like energy drinks such as G Fuel or Glytch Energy. Popular creators often have ‘signature’ flavours aimed at their fans and promotion codes that are constantly advertised on streams and social media. This could influence a child or young person to want to buy these products despite potential dangers of excessive caffeine intake.

What Can You Do?

Join us on Wednesday 18th June for our ‘Safeguarding in Esports’ webinar, where attendees will:

  • Learn about how esports and gaming communities are structured, as well as relevant guidelines and legislation.
  • Discover why young people are drawn to esports, both as players and spectators, across amateur and professional levels.
  • Understand the role of live streaming and the influence gaming personalities can have on young minds.
  • Learn how to spot safeguarding risks and take steps to mitigate online harms in gaming environments.

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2025-06-10T13:21:09+00:00
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