In recent years, the rapid development of E-sports around the world have set off a boom, and many advanced foreign countries have formally designated E-sports as a sport. Informed by multiple intelligences theory, this paper compiles and discusses relevant research to understand how different intelligences operate in different kinds of E-sports. It analyzes the feasibility of considering E-sports as a sport from multiple intelligences perspective. The method was to subcategorize different types E-sports, and analyze the specific intelligences required by different types one by one. The results of this paper show that: linguistic intelligence was needed in adventure games, role-playing games, and puzzle games; logical-mathematical intelligence was needed in action games, fighting games, adventure games, simulation games, and puzzle games; spatial intelligence was needed in action games, fighting games, adventure games, simulation games, shooting games, racing games, and puzzle games; bodily-kinesthetic intelligence was needed in action games, fighting games, shooting games, racing games, sports games, and music games; musical intelligence was needed in shooting games, racing games, sports games, music games, and puzzle games; interpersonal intelligence was needed in adventure games, role-playing games, simulation games, racing games, and sports games; intrapersonal intelligence was needed in action games, fighting games, racing games, sports games, and puzzle games; naturalist intelligence was needed in action games, fighting games, role-playing games, simulation games, shooting games, and puzzle games. Participation in E-sports can promote thinking ability, coordination, reaction, eyes, arms, legs, and willpower, and it could also to cultivate the spirit of teamwork. E-sports had a multitude of educational functions, and should be formally included within the field of sports.