MIÉ 18 DE SEPTIEMBRE DE 2024 - 22:40hs.
Opinion by Marcela Miranda, partner at G4B

E-non-sports and the controversy created by Minister Ana Moser in Brazil

The opinion of Brazil’s Minister of Sport, Ana Moser, that eSports should not be seen as a sport, but an entertainment activity, continues to yield analysis. For Marcela Miranda, partner of the G4B agency, “the problem is not to disagree, but Ana Moser did not present any solid argument and declared that she will not invest in this market.” According to Miranda, “the discussion needs to be broadened and deepened at these levels of decision makers and political environments”.

After a lot of thinking, reading, analyzing and even digesting a little of the controversy about eSports and sports, I thought it important to bring some perspectives on the subject.

First, I see a question of the posture of Minister Ana Moser. Immediately, she who had just assumed a Ministry at the federal level declared her position on a point which she had not - apparently - discussed in depth with anyone who works in the sector. The minister's point of view is, logically, of traditional sports, throughout her trajectory, and cannot be discarded. But the previous care in making statements in the press without first having deepened in eSports did not happen. It could even be an athlete's posture, but not a minister's. See, the problem is not to disagree, but Ana Moser did not present any solid argument, and even declared that she will not invest in this market in her mandate.

Some of the journalist's questions required a more in-depth answer, since, for example, a decision on taxation depends on other measures, understanding about segments, business models, so it is clear that there are a series of answers that are not ready. But teams, developers, athletes, companies need to be heard in order for us to understand the paths of eSports. Especially because this is an old debate and should be encouraged by the minister and other players in both eSports and traditional sports.

The fact is that all of this minister's speech served to boost reflections, exchanges and discussions on directions and possible paths for eSports, that is, in a way, it put on the agenda that eSports is still a little explored, little known topic and with a mega potential. Should it be classified as sports? We do not know! But the discussion needs to be broadened and deepened at these levels of decision makers and policy environments.

The General Sports Law (PLS 68/2017) that is in the Senate defines, right at the beginning, as “any form of predominantly physical activity that, in an informal or organized way, has as its objective recreational activities, health promotion or high sporting performance". So, if eSport is entertainment, wouldn't a recreational activity come into play in this regard?

Even the vision of eSports as simple games is a very important point to be debated. Any individual can access and play a game, whether on a computer, cell phone or console. But being an eSports athlete goes much further, he will also need to follow a specific pre-season diet routine, physiotherapeutic and psychological follow-up, and train in suitable places. Therefore, before taking any position, it is necessary to calmly analyze everything that involves the modality. Because programming even has limitations, but in sports there are also rules, which limit and guide their players. In no modality can the athlete do everything he wants.

The discussion is further expanded by the understanding that most people and politicians have about electronic games. The minister's own speech about being predictable, with a closed schedule, to differentiate them from traditional sports demonstrates a lack of broad knowledge of the market. That's why it's essential to dialogue and get to know the existing business models in depth, talk to those who are involved in the day-to-day and in the construction of this market.

After all, the fundamental issue is how to value, encourage and create programs that meet the growth of the category, including in relation to the social and economic relevance of eSports. Not thinking about eSports incentives and programs in peripheries and more remote locations means reducing opportunities in a sector that today is responsible for generating jobs and income, for developing technological and business skills, in addition to social inclusion, “creating opportunities for people with different abilities and backgrounds.”

I'm going to show you two examples from the world perspective on eSports: The 2023 Asian Games will have competitions from League of Legends, DOTA 2, Starcraft 2, Arena of Valor, FIFA 23, Heartstone, PUBG Mobile and Street Fighter V, worth a medal for the official board of the competition, in addition to an official IOC week to be held in Singapore, in order to promote eSports within the Olympic movement.

In Denmark, thanks to a favorable ecosystem and incentives that have been in place since 2018, video game tournaments have become part of the mainstream culture and are regularly broadcast on television, just like any traditional sport. There is huge interest from schools, universities or the government, who see eSports as a way to create jobs. In the country's capital, Copenhagen, the municipal government announced an investment of US$ 2 million in an eSports center.

This does not mean that we should follow this or another model, each country has its specificities, possibilities, projects. But it is indeed necessary to be attentive to the opportunities that eSports can offer and, fundamentally, to broaden the debate so that we have better definitions and do not stop investing in what is highly promising, whether socially or economically, based only on a one-sided view of the reality.


Marcela Miranda
Business specialist in Games and eSports. Co-founder of G4B, the first Brazilian company specializing in business for the segment. She is also founder of Seastorm, startup studio, investor and co-founder of fintech Trigg.