At its general meeting in December, the ESBD adopted a new definition of esports, which was published today. The updated definition, along with its three core characteristics, was developed in collaboration with the association’s scientific advisory board. According to the ESBD, the new framework is also suitable for use by legislators.

This marks the first update to the definition by the eSport-Bund Deutschland (ESBD; Esports Association Germany) since 2018. The previous definition was deemed too narrow, and with the rapid evolution of the esports landscape, a revision was necessary. However, the ESBD emphasizes that the new definition represents a snapshot of the current state and can be further refined as the industry continues to evolve.

The revised core definition reads: "E-Sport ist der Wettkampf zwischen Menschen auf der virtuellen Ebene eines Computerspiels." Translated: “Esports is the competition between humans on the virtual level of a computer game.”

The ESBD highlights three essential characteristics of esports in the updated definition: - esports must be performed by humans. - esports means competition, i.e., a comparison of performance. - esports are always based on a computer game.

Those characteristics are explained in detail in an accompanying document. The explanatory document also provides examples of what does not qualify as esports under this definition. For instance, competitions between artificial intelligences are excluded.

Key Clarifications

The characteristic of "human" is straightforward, requiring only brief explanation. However, the characteristic of "competition" is more nuanced and necessitates precise regulations. These include clarifications on single-player activities, competition structures, the role of time as a factor, and issues like gambling. The ESBD emphasizes that gambling-related cases must be assessed individually. For example, games with loot box mechanics in certain modes do not automatically fall outside the definition, as these mechanics are typically irrelevant in an esports context.

Another notable aspect of the updated definition is its inclusivity of competitive structures external to the game itself. This means that performance comparisons based on tournament rules—whether in offline or online events—also qualify as esports. Consequently, speedrun competitions, where participants compete on different but equivalent virtual levels, are recognized as esports.

Virtual Levels and Non-Gaming Software

The ESBD also provides detailed examples related to the “virtual level of computer games” characteristic. For instance, competitions involving software not designed as games, such as Excel (as seen in the Excel Esports trend), are explicitly excluded. Similarly, drone racing, where humans use software but the competition occurs in a physical environment, does not qualify as esports under the new definition.

Finally, the ESBD specifies that games not freely distributable in Germany cannot fall under the esports definition. This excludes games that are indexed or otherwise restricted within the country.

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Written by

Stephan Steininger
Stephan is Editor in Chief