E-sports, or electronic gaming, involves organized multiplayer video game competitions, with a significant audience estimated at 71.5 million viewers in 2013, primarily males aged 18-34. While e-sports can raise self-esteem and foster social connections, they also have disadvantages, including potential addiction, social isolation, and health risks from a sedentary lifestyle. The document discusses the contrasting perceptions of e-sports compared to traditional sports and speculates on their future development and impact.