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27 J. Legal Aspects Sport 46 (2017)
The Future Is Now: Esports Policy Considerations and Potential Litigation

handle is hein.journals/jlas27 and id is 46 raw text is: 





Journal of Legal Aspects of Sport, 2017, 27, 46-78
https://doi.org/10.1123/Jlas.2016-0018                       Human  Kinetics VZS
@ 2017 Human Kinetics, Inc.                                    ORIGINAL RESEARCH



        The Future Is Now: Esports Policy

    Considerations and Potential Litigation


          John   T. Holden                 Anastasios Kaburakis
       Florida  State University              Saint Louis  University

                             Ryan   Rodenberg
                           Florida State  University

    Competitive video gaming is rapidly gaining mainstream attention. Major U.S.
    television networks have commenced broadcasting such competitions. The term
    esports has been assigned to the practice, but it remains to be seen whether
    lawmakers  and regulators agree that the contests are indeed sports. This paper
    provides a comprehensive examination, analysis, and application of the tests that
    have previously been used to determine whether an activity is a sport. We illustrate
    potential streams of litigation, some of which are specific to activities classified as
    sport. The emergence of esports in the United States has highlighted the absence
    of a legal definition of sport. Be it the newest form of sport or not, esports afford a
    glimpse to the future of creative competition, business innovation, and the related
    legal, policy, and litigation implications emerging alongside this new (sporting or
    otherwise competitive) activity.

    Keywords: esports law; competitive sport tests application; gambling policy, skins
    wagering and corruption prevention; gaming litigation forecast


    Competitive  video gaming  has become  one of the quickest-growing segments
of the entertainment industry.1 Esports, as the practice of competitive video gaming
has been  named,  is a term that represents a variety of different game types and
game  titles.2 Deloitte estimated that esports would generate global revenues of
$500  million in 2016, increasing by 25% in ensuing years.3 Projections extending
to 2019 forecast direct esports revenue surpassing the $1 billion mark.4 Parshakov
and Zavertiaeva noted  that more than 70 million people watched  various esports
tournaments  in 2013.5
    As  esports' growth continues, the industry is beginning to face a multitude of
potential challenges. While some problems-including  match-fixing and doping-
have been well documented, others, such as issues of diversity, are slowly becoming

Holden and Rodenberg are with the Dept. of Sport Management, Florida State University, Tallahassee.
Kaburakis is with the Dept. of Management, Saint Louis University, Saint Louis, MO. Address author
correspondence to Anastasios Kaburakis at kaburakis@slu.edu


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