E-sports refers to organized competitive gaming. It involves popular games like Dota 2, League of Legends, Call of Duty, and others. E-sports began developing in the 1970s and the first championship was held in 1981 with 10,000 participants. Viewership of e-sports has grown substantially, reaching over 71.5 million worldwide in 2013. While e-sports provides benefits like building confidence and social connections, it can also negatively impact health if addictive and isolate players from real-world social interaction for long periods. The essay discusses whether competitive gaming qualifies as a sport and predicts how it may develop and impact traditional sports in the future.