This literature review paper aims to understand the different perspectives on the inclusion or not of eSports in the Olympic Games programme. ESports (electronic sports) popularity among world's youth population grows daily. The eSports phenomenon became a new form of entertainment with its own financial means and cultural practices, very close related to streaming technology, and ultimately bringing new questions and challenges for the so-called 'traditional sports' field. The audience success sparked the gaming industry with a considerable economic growth, transforming a backyard practice in the beginning of the century into a worldwide recognized activity; a megaevent in terms of infrastructure and media coverage. Therefore, in a short period of time the debate about eSports become recognized as 'sport' as well as to be include into the Olympic Games programme emerged. In recent years, some decisions heated this debate. For example, at the occasion of the 6th Summit of the International Olympic Committee (IOC), held at Lausanne (Switzerland) in 2017, eSports were placed on the agenda about the future of the Olympic Movement. As a result of the Summit discussions, the IOC concluded that (1) eSports have been demonstrating a sharp growth with the youth of several countries and could become a platform for engagement between this young population and the Olympic Movement; (2) eSports can be considered a physical activity and the players training intensity could be compared to 'traditional sports' athletes; (3) to be recognized as sport by the IOC, the contents of eSports must not violate the Olympic Values; and (4) in order to the IOC grant recognition, an international