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EGamersWorld/Блог/Киберспорт разрушает барьеры для спортсменов-инвалидов

Киберспорт разрушает барьеры для спортсменов-инвалидов

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Киберспорт разрушает барьеры для спортсменов-инвалидов

At a dizzying rate, the media we as a culture consume is changing and adapting. Improvements in understanding formerly marginalized communities result from this trend. The more individuals from different backgrounds that play video games, the more chances we have to create and spread content that welcomes everyone.

It has been argued that eSports may become an Olympic event in the future, and disabled Japanese eSports players are ready to compete in professionally organized competitions. This has contributed to the development of the idea of ePara.

In contrast to the massive eSports industries in China and South Korea, eSports in Japan are only getting started. It does help that a lot of supporters are bringing even more revenue through eSports betting at Japanbets.com and many other platforms which offer odds on these types of matches as they would with any other sports.

The Means Are Being Developed

In 2016, Daiki Kato, a Japanese social worker, launched a firm called ePara with the goal of giving disabled gamers a more equal opportunity to participate in the competitive gaming community. Disabled professional gamers are employed by Kato's company, where they are given the

opportunity to hone their skills between tasks such as maintaining the business's website and coordinating gaming events.

Capcom, a giant in the gaming business, has indicated that they would allow cosmetic and functional controller alterations for legitimate Pro Street Fighter events as long as they did not compromise on fairness. Moreover, Capcom is aware that certain players may need additional support in order to play due to physical impairments. This is a big step toward complete inclusion since it helps gamers of various backgrounds become more "normalized."

Competitions Are Already Being Organised

The number of advocacy groups, activists, and committees working to expand opportunities for people with disabilities to participate in eSports competitions has expanded in tandem with the proliferation of pilot programs designed to do just that.

In an effort to broaden participation in the often niche hobby of eSports, the British eSports Association hosted a Rocket League event for alternative provision classes (classes that offer education for children who cannot attend normal school systems) before the end of 2019. Given the overwhelming success of the pilot event, it is anticipated that regular operations will resume as conditions permit.

It's no surprise that this year's official Special Olympic Games included a subsection for eSports, given the proliferation of events like Netmarble's National eFestival Competitions for Students with Disabilities and the Gunma eSports Festival in Takasaki, Japan's first eSports event for gamers with disabilities.

While most allies' advocacy for the community likely stems from good intentions, it's important not to overlook the importance of listening to the community's own voices in order to provide them with the kind of assistance they're most comfortable with. The phrase "those with disabilities" covers a wide range of individuals, each of whom may have unique experiences and preferences when it comes to how they are treated. Although some people thrive on independence, others prefer assistance. Some athletes choose to compete in their own leagues, while others do not. Allowing people, the option to do so is paramount.

The Competitors Are Already Here

We need only take a look at a few examples of highly successful disabled eSports players to understand that offering opportunities to these virtual athletes will bring nothing but value to the industry as a whole.

Shunya Hatakeyama, a professional Street Fighter player with muscular dystrophy, performs lethal combinations by using his chin on the controller. However, he is not the first Japanese player to demonstrate that physical impairments pose no obstacle to participation in eSports. Naoya Kitamura, a blind Tekken 7 player, has said that sound is essential to his ability to play his favorite character, Lucky Chloe, successfully since that's how he knows what attacks are coming and how to counter-attack.

Tuck Griggs, 23 years old, plays Overwatch only with his feet and is among the top 5% of all players. He noted how difficult it will be to strike a balance between helping disabled eSports athletes succeed while also allowing them to reach their full potential. He thinks that both the existing eSports league and any future disabled eSports leagues should be governed by rules that protect and empower people with disabilities who participate in them. That way, when gamers make the transition, they'll have the same tools and resources at their disposal.

Conclusion

The true beauty of eSports competitions and Japanese gaming, is that they offer both disabled and non-disabled gamers the opportunity to meet and compete against each other on an even playing field, with the same rules applying to both parties.

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With a bit more effort and open-mindedness, eSports could become the next big tool to help us make the world just a little bit better for everyone living in it.

Bodello
Bogdan Lashchenko

Богдан Лащенко - контент-менеджер EgamersWorld.Богдан работает в EGamersWorld с 2023 года. Придя в компанию, он начал наполнять сайт информацией, новостями и событиями.

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