"There's a very good argument for e-sports being in the Olympics," Mr Pardo, who was also lead designer on Starcraft: Brood War, a game often credited with kickstarting the e-sports phenomenon.
"電子競技體育成為奧運(yùn)會(huì)項(xiàng)目有相當(dāng)充分的理由,"同時(shí)負(fù)責(zé)設(shè)計(jì)《星際爭霸:母巢之戰(zhàn)》的帕爾多說對(duì)此說道.該系列作品被普遍認(rèn)為推動(dòng)了世界競技體育的發(fā)展.
"I think the way that you look at e-sports is that it's a very competitive skillset and you look at these professional gamers and the reflexes are lightning quick and their having to make very quick decisions on the fly.
"人們看待電子競賽應(yīng)該主要看這些:它有充滿競技性的技能組合,專業(yè)的玩家閃電般的反應(yīng)能力以及在混亂中迅速做出決定的能力.
"When you look at their 'actions per minute', they're clearing over 300." However, he conceded that video gaming faces a cultural battle to win other those who follow more physical sports.
"他們每分鐘的操作次數(shù)起碼超過300次." 但帕爾多也承認(rèn)電子競賽面臨著一個(gè)文化壁壘:人們更接受體能型的體育項(xiàng)目.
"That starts getting into how you define sport," he said.
"這就要先轉(zhuǎn)變你對(duì)體育的理解,"他說.
"If you want to define sport as something that takes a lot of physical exertion, then it's hard to argue that videogames should be a sport, but at the same time, when I'm looking at things that are already in the Olympics, I start questioning the definition."
"如果你認(rèn)為體育是種體力運(yùn)動(dòng),那你很難說服別人將電子競技定義為體育.但與此同時(shí),我也看到目前一些奧運(yùn)會(huì)比賽項(xiàng)目也不完全是傳統(tǒng)定義中的體育類型,所以我認(rèn)為體育的定義正處于變化中."
Having new sports admitted into the Olympic roster is a long-winded process and, since the International Olympic Committee (IOC) capped the number of sports allowed in the Games, has become increasingly difficult.
任何新運(yùn)動(dòng)項(xiàng)目要想加入奧運(yùn)會(huì)項(xiàng)目都有非常漫長的過程,而國際奧委會(huì)(IOC)對(duì)比賽體育數(shù)量的限定更是增大了難度.
Even if e-sports were to be recognised as an Olympic sport, that does not mean it will be included in the Games - it merely means a case can be presented to the IOC.
即使電子競技體育有朝一日被認(rèn)可為一項(xiàng)奧運(yùn)會(huì)項(xiàng)目,也不意味著能成為比賽項(xiàng)目,只能說明是時(shí)候可以向國際奧委會(huì)提出申請(qǐng)了.
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