E-sports (electronic sports) has been a rapidly growing industry in recent years. At a time when we question the definition of ‘sport’, especially at any Olympic level, e-sports comes into the spotlight. According to the Oxford Dictionary sport is defined as:
Sport /spɔːt/noun
1. an activity involving physical exertion and skill in which an individual or team competes against another
or others for entertainment.
“team sports such as soccer and rugby”
So far, e-sports can fit into this category, however, we can go on to question the ‘exertion’ piece of this definition. So to put your mind at ease… again, according to the Oxford Dictionary:
Exertion /ɪɡˈzəːʃn,ɛɡˈzəːʃn/noun
noun: exertion; plural noun: exertions
1. physical or mental effort.
“she was tiring from the exertion”
Therfore, it can be concluded, that e-sports is, in fact, a sport, requiring skill and mental effort and that perhaps it’s time to shift some mindsets about this recreational activity.
The IT/Business department of GCC is keen to challenge some of these mindsets and is in the ideal position to provide students with real-life opportunities and experiences. One of these offerings is for students to enter the FUSE Cup, a national E-Sports competition. The distinct aim of the FUSE Cup is to promote healthy gaming habits and collaboration between computer game enthusiasts, focusing on the values of Integrity, Inclusion, Strength, and Teamwork. As with any organised sport, inappropriate behaviour is addressed with a yellow and red card system.
The competition involves three rounds with three different games throughout the year, hosted at regional centres, with the winners going to the State and National finals at the end of the year. For each round we have a Year 7/8 team of four players, and a Year 9/10 team of four players. The players nominate themselves for the round whereby they are the most skilled and familiar with the game. The rounds include Rocket League, followed by Just Dance for 7/8 or Smash Bros for 9/10, and the third round, the most popular and favourite by far, Mario Kart.
From the first round two of our Year 9 boys, Levi Hoppe and Luther Capps were undefeated in the playoffs and won the final to be the Sunshine Coast Round One champion team. The boys will now playoff against other regional champions in the State final in November. We hope to have more GCC students join them after the remaining rounds.
Many stereotypes surround computer gaming, particularly the type of people who play and their gender. I have to admit though, I was never a computer gamer and never gave it any time or thought. But I’m starting to appreciate the skill and intelligence required to be good at these games – just as regular sportsmen and women have to display.
Our lunchtime training sessions are fascinating to watch as the teams work together to develop strategies and teach each other tips and tricks to be the best and win the points. From my observations, the heart rates are pumping and the neurons firing are certainly flowing in these training sessions, with students enjoying each other’s company and the entertainment factor of the games they are playing.
Supporting the teams in their healthy interactions with each other, overcoming failure, and showing good sportsmanship are some of the many benefits our students are experiencing from their participation in this competition. For some of our students, being provided the opportunity to play a sport they are passionate about, and are good at, gives them identity and meaning in their lives. It balances the playing field for more students to be involved in a recreational activity at the College.
This will be a space to watch this year, and in future years, as the culture of E-Sports and ICT continues to grow at GCC. We desire to advance the skills and minds of our young people and we welcome students to get involved!
Tanya Cullen, Head of Business & ICT





