# Organisation and Classification of Esports in Different Countries
Esports varies widely in how it is organised and recognised — from being treated as an official sport, to being a cultural activity, or simply entertainment.
### United States
**Classification:**
Esports is not officially recognised as a traditional sport at the national level but is treated seriously as a professional entertainment and business industry.
**Organisation:**
* Heavily driven by the private sector (teams, leagues, publishers).
* High school and collegiate leagues are growing rapidly.
* Esports scholarships are offered at many universities.
**National Bodies:**
* No single national governing body.
* NACE (National Association of Collegiate Esports) oversees college-level competition.
* Publishers like Riot Games (League of Legends) and Activision Blizzard (Overwatch, Call of Duty) organise pro circuits.
**Fun Fact:**
The US government grants P1 athlete visas to elite esports players—the same as traditional athletes.
### South Korea
**Classification:**
Officially recognised as a sport under the Korean e-Sports Association (KeSPA). Deeply integrated into culture.
**Organisation:**
* Structured like traditional sports with pro teams, training houses, and national rankings.
* Strong links between government and esports.
**National Bodies:**
* KeSPA (Korea e-Sports Association) – founded in 2000 with backing from the Ministry of Culture, Sports and Tourism.
**Fun Fact:**
Professional StarCraft players were once bigger celebrities than K-Pop idols.
### China
**Classification:**
Esports is recognised as an official sport since 2003, and an official profession since 2019.
**Organisation:**
* Backed by the government to grow national talent.
* Large investment in esports stadiums and schools.
* Publishers like Tencent and NetEase dominate.
**National Bodies:**
* General Administration of Sport of China oversees recognition.
* China Esports Association coordinates activities nationally.
**Fun Fact:**
Esports is included in China's school curriculum in some provinces.
### Japan
**Classification:**
Not officially recognised as a sport due to strict gambling laws, but supported as competitive gaming or esports entertainment.
**Organisation:**
* Growth has been slower but is increasing due to changes in regulations.
* Pro licenses are needed to earn prize money above certain limits.
**National Bodies:**
* JeSU (Japan Esports Union) – coordinates licensing and event regulation.
**Fun Fact:**
Professional players must have a JeSU licence to compete for prize money above approximately ¥100,000 (\~£550).
### Denmark
**Classification:**
Esports is seen as both a sport and cultural activity, recognised by local sports organisations.
**Organisation:**
* Denmark has national training programs and esports clubs.
* Government and sports bodies collaborate closely with the scene.
**National Bodies:**
* DGI (Danish Gymnastics and Sports Associations) includes esports divisions.
* Esport Danmark helps with events and structure.
**Fun Fact:**
Denmark is home to some of the most successful Counter-Strike: Global Offensive teams like Astralis.
### Poland
**Classification:**
Esports is not fully recognised as a sport but is supported by government-funded events and education.
**Organisation:**
* Events like IEM Katowice draw massive global crowds.
* Poland supports school esports education.
**National Bodies:**
* Polish Esports Association promotes development and competition.
**Fun Fact:**
IEM Katowice, held annually, is one of the biggest esports tournaments globally.
### Australia
**Classification:**
Not officially recognised as a sport, but treated as a commercial entertainment sector.
**Organisation:**
* Growing community-level participation.
* Universities offer esports scholarships and programs.
**National Bodies:**
* Australian Esports Association (AESA) promotes regulation and infrastructure.
**Fun Fact:**
Australia held its first government-funded esports bootcamp in 2020.
### Sweden
**Classification:**
Not classified as a sport officially, but supported by cultural and youth programs.
**Organisation:**
* Sweden has a rich grassroots and pro esports scene, especially in FPS and MOBAs.
**National Bodies:**
* Swedish Esports Federation works to gain full sports recognition.
* Supported by Svenska Spel, a government-backed lottery company.
**Fun Fact:**
DreamHack, one of the world’s biggest LAN parties, started in Sweden.
### Singapore
**Classification:**
Recognised as a professional industry, supported by the government as a part of its digital economy.
**Organisation:**
* Government invests in esports hubs and infrastructure.
* Hosts major global events like the Dota 2 Singapore Major.
**National Bodies:**
* Singapore Esports Association (SGEA) manages competitive and community efforts.
**Fun Fact:**
Singapore was the first Southeast Asian country to host a Dota 2 Major in 2021.
## Summary Comparison Table
| Country | Recognised as Sport? | National Body | Key Fact |
| ------------- | --------------------- | ------------------------------ | ----------------------------- |
| United States | Partially (Visa only) | NACE, publishers-led | Athlete visas for esports |
| South Korea | Yes | KeSPA | Esports stars equal pop idols |
| China | Yes | General Admin. of Sport, CEA | Esports taught in schools |
| Japan | No (strict laws) | JeSU | Pro licence required |
| Denmark | Cultural/Sports | DGI, Esport Danmark | Home of Astralis |
| Poland | No | Polish Esports Association | Hosts IEM Katowice |
| Australia | No | Australian Esports Association | Government bootcamps |
| Sweden | No | Swedish Esports Federation | Birthplace of DreamHack |
| Singapore | Digital sector | SGEA | Hosted Dota 2 Major |
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