If its not banned, everyone has the opportunity to use amps if they choose to do so. Hence, a fair playing field.
No, everybody has the
obligation to do so (not to mention obtaining the amphetamines, most likely through illegal means, I don't think "wanting to play MOBA's on livestream for prize money" is in the DSM). How long until that devolves into teams only accepting players willing to use amphetamines (which are addictive and dangerous to the health)? Amphetamine use to fuel longer and more intensive training sessions? Addiction? People having their health destroyed? Hell if you google it you'll find that there are already cases of kids (usually in Korea) dying from going on days-long caffeine fueled gaming sessions at internet cafes, how much worse would it be
The reason PEDs are an issue, is because a sport has a physical nature to it. Gaming is not a sport because there is nothing physical about it. You stare at a screen and press buttons.
How is pressing hundreds of keys/buttons a minute in a highly coordinated fashion in response to feedback from both other players and observation of the screen not physical?
You can debate back and forwards about what does or doesn't constitute a "sport," but it's semantics. Competitive gaming is a highly skill based activity (even playing at an amateur level there's an immediately apparent hierarchy based on skill and expertise) -Coordination, alertness, attention, reaction time, etc. both physical and mental, makes a huge difference, especially at these kind of competitive levels, and amphetamines enhance all of these. Even with all of the other effects aside, just the ability to counteract fatigue presents a significant advantage.
Most prefer to do this high.
And they're free to do so in their own time, but not when millions are at stake on what is supposed to be a competition based solely on skill.
The edge amphetamines or drugs give you in a video game is debatable.
The players don't seem to feel so, or they wouldn't be using them.
Sounds like the losers just want to bitch and make excuses for losing, as losers do.
Actually the initiative is coming from the people running these competitions, as they don't want to see their burgeoning industry turned into a speed-fuelled wreck. They're trying to get in on the ground level and do everything they can to keep the competition skill based, as opposed to based on who can come up with the best combination of drugs to play on (and obviously preserve the money they make from these competitions by doing so). As weird as it seems even to me, people get invested in these competitions and the outcome, they enjoy watching top level players compete - that would fade fairly quickly if it all became about which team had the best drug hookups.
Someone sober, that actually has their head about them, has an advantage, IMO.
And you're welcome to your opinion, but again, the people actually competing in and winning these events disagree.
Drug testing creates more problems than it solves.
It seems like you aren't really arguing about this specific case as just carrying out a vendetta against drug testing in general (you didn't even bother to read the full article, or you'd have known they weren't urine testing the players, just using swabs). There's a huge difference between widespread, compulsory urine drug testing of employees in various industries and the swab testing of a select group of competitors in a privately run tournament.
Here's what it boils down to - these competitions are run by private companies, usually the makers/publishers of the game, and if they don't want people competing on drugs, they have every right to make that determination and enforce it via testing. If the competitors don't like it, they can avoid the tournaments which drug test. Simple as that.
The recording industry is one big competition with billions of dollars in prize money.
They even have a chart ranking the winners against the losers
Come on, you're smarter than that. The recording industry isn't a place where performers compete, it's a place where performers are produced and marketed.