Competitive video gaming has become one of the most expeditiously growing
segments of the sports and entertainment industry. Esports, as the practice of
competitive video gaming has been designated, is a term that represents a
variety of different game genres.
Research by data analysts Statista has
estimated an ecumenical eSport audience of 385 million and market intelligence
provider Newzoo’s research has suggested that eSport revenues will reach USD 696
million by 2017 and USD 1.5 billion by 2020.[i]As esports’ magnification
perpetuates, the industry is commencing to face a multitude of potential
challenges.
While some problems—including match-fixing and doping has been well
documented, but it still lacks uniformity and enforcement as there is no uniform
body. The current regulatory landscape circumventing esports is skeptical. In
many devoirs, how esports perpetuates to grow will depend on how the activity is
accredited.
Political actors, regulators, industry stakeholders, educators, and,
eventually, courts need to address the normative question most competitive
activities deal with at their incipient stage:
Are esports sports in the
traditional athletic sense? Or are video game competitions more proximately
aligned with traditional sports and other types of performing arts and/or
adeptness-predicated entertainment? [ii]
Esports tournaments vaunt millions of dollars in prize money. Competition
between players is truculent, and marginal gains can make the distinction
between winning and losing. It's an ideal environment for cheating. One such
method employed by esports players is edoping, which principally involves
utilizing hacks and cheat software to gain an upper hand over an opponent.
For example, a cheat may empower one player to access the capability to see
through walls or smoke or to enable an auto-aim feature to help with very
difficult shots or to never have to reload. Preferably, cheaters use remote
cyber-attacks to decelerate their opponents’ computers.[iii]
The esports
landscape has seen a wide variety of edoping methods. Game software has been
tweaked, and settings of the keyboard or mouse have been altered to perform a
series of actions with a single click.
There are withal those that do not require any form of modification, for
instance, "stream sniping" wherever the player watches the live broadcast of the
match in which he/she is currently playing to get an intuition into their
opponent. There have even been Distributed Denial of Service (DDoS) attacks
during which a network is so inundated that it's forced to decelerate or shut
down, which can be a criminal offense in countries like the USA and
Australia.[iv]
Performance-enhancing drug use by players is additionally an
issue in eSports and is recognized as a form of cheating, but only one promoter
(Electronic Sports League) genuinely does anything about this, with an
industry-leading anti-doping program. Professional Counter-Strike player, Kory
Semphis Friesen, opened up a deep can of worms when he very casually admitted
that he and his teammates were taking Adderall during a tournament, We were all
on Adderall, he stated.
It was pretty conspicuous if you heedfully listened to
the [communication channels].[v]In the wake of this confession, The ESL
partnered with Germany’s anti-doping the agency, Nationale Anti-Doping Agentur
(Nada), to create an anti-PED policy that is fair, feasible and conclusive
while additionally reverencing the privacy of players, and will be meeting with
the World Anti-Doping Agency (Wada) to avail with the engendering, enforcement,
and dissemination of the policy in the USA, Asia, and Australia.[vi]
Now, ESL has relinquished the details of its policy in a post on Reddit. As well
as the conspicuous performance-enhancing drugs such as anabolic steroids, growth
hormones and everything else on the WADA list of vetoed substances, ESL
promulgated they would withal be proscribing the utilization of marijuana during
competitions - rustling a few feathers in a culture that is more associated with
recreational drug use than most other athletics communities.[vii]
ESL has always
had anti-drugs rules in its rulebook, but they were nebulous and poorly
enforced, threatening contraveners with "exclusion" if they were caught
utilizing drugs at tournaments. ESL now hopes that by partnering with
established anti-drugs bodies who supervise a number of other, more traditional
sports, the quandary of drug use will be solved. Players will be tested via a
simple saliva test, issued desultorily throughout the competition.
If they test positive, penalties can range from deductions from points and
winnings to disqualification and proscription of up to two years.[viii]Perhaps
the edification we should take from this is that without addressing the
underlying pressures of the uniquely stressful and demanding sport itself,
teenage competitors are going to seek ways to relieve that stress. In lieu of
just screening for another substance, we need to strike at the root of the
issue.
Gaming is now taken solemnly by millions, taking an earnest look at our
tactics – and our doping - is a natural result of this, so we require to resist
shying away from the dialogue. The other considerable issue in edoping is the
enforcement of sanctions across different events and tournaments. One scenario
is where players vetoed from vying for edoping in one tournament are still
participating in other tournaments. For example, Arrow Gaming players were
handed a lifetime ban by Valve, publisher, and developer of the popular game,
Dota 2, for match-fixing.[ix]
However, some tournament organizers still sanctioned the vetoed players to
compete, with some players going on to become tournament champions. Another
scenario is where a player could be proscribed by one game publisher but goes on
to compete in a different game.
There are currently thousands of players vetoed
for edoping across the eSport landscape. However, in some games, it is
relatively simple to just open an incipient account and carry on playing.
Because sundry leagues subsist too (ESL is the most astronomically immense, but
there are many others), it is additionally possible for players to migrate from
one league to another without much scrutiny because there is no central
governing body.
This has been going on since eSport commenced in earnest around
15 years ago. In 2007/8 the facility of leagues to veto players for lengthy
periods for cheating was challenged in the German courts in parallel cases
visually perceived as the outliers for a potential class action. However,
despite fairly cursorily drafted rules and little in the way of the procedure
as lawyers would understand it, the challenges failed.
This was partly because of the rigorous approbation within the gaming community
for players that cheat.[x]One possible solution to this is for other publishers
to recognize sanctions imposed on a player and obviate the player from
participating in their tournaments. This would appear to be the more ethical
approach as it otherwise jeopardizes bringing the game into disrepute and
undermining the integrity of the broader esports ecosystem.
It is eminent to mention that so far there have been a few numbers of endeavors
to formulate a world governing body for sports. One of the major ones among them
is International e-Sport Federation (IeSF). This federation predominantly aims
at perpetually ameliorating e-Sports and promoting it in the terms of its values
which, inter alia, includes humanitarian, scholastic, cultural, a unity of
purport and faculty to promote tranquillity. IeSF is additionally kenned as the
signatory of the World Anti-Doping Code (WADC) and conducts doping tests on
cyber athletes. But still, the congruousness of IeSF for the regulation of
Esports is controvertible.
The reasoning of such can facilely be traced back to the very peculiarities of
Esports as illustrated earlier. The Esports industry and its distinctive
features have led IeSF to conceptualize on the framework of input legitimacy.
Further, it additionally fixates on sundry aspects of this sector such as
national membership, segregation of teams as per gender, uniformity in the
application of rules. But they somehow overlooked the authenticity which shows
the majority of the Esports are international. Consequently, focussing only on
national governance that too in accordance with traditional sports has turned
out to be a flawed one.
In countries suchas India, which are nota component of the ESIC, with
veneration to issues such as doping which is not categorically addressed by the
International Esports Federation (IeSF) andAsian Electronic Esports Federation
(AESF), local laws are referred to in the case of disputes. Itis consequential
for the players or agents to be vigilantof the governing law ofthe
contract.[xi]
Governance in eSports is currently feeble, with no systematic federation of
tournaments or leagues. The industry lacks structure and there are many bodies
endeavoring to provide it. Yet, there is an intrinsical rebelliousness about
gamers and the industry as a whole – many cerebrate that having something as
prosaic as a governing body or player’s union would stifle the spirit of eSports.
However, the desideratum is there, as issues around standardization, legitimacy,
doping, player advocacy, and fair play proliferate.
There is something of a Wild West land-grab going on and, as ever, some bodies
are more scrupulous than others. Whoever can provide governance in a way that
players, viewers, and publishers accept will win the right to provide mainstream
legitimacy to eSports. How stratified this will be (by the game? by geography?
by stakeholder type?) remains a question. While not stringently a governance
issue, the way numbers are reported around eSports is still obscure.
Understanding the viewing audience numbers, for example, is hard because there
are few standards and they definitely don’t equate to television viewership
estimation methods.
Like in many traditional sports elite gamers are largely young men, often naïve
and gullible, with little life experience. This can leave them susceptible to
unscrupulous team owners and agents. It is withal very little in the way of
player advocacy and education (albeit rumors of player associations circulate),
career and financial management models are non-existent, nor is the pathway for
post-competition life. The pressure on players can additionally leave them
susceptible to the temptation of doping, and training regimes can hamper player
welfare if not managed felicitously.
End-Notes
[i] Townley, S., & Townley, A. (2018). eSport: everything to play for.WIPO
Magazine, (1), 22.
[ii] Holden, J., Kaburakis, A., & Rodenberg, R. (2017). The Future is Now:
Esports Policy Considerations and Potential Litigation.SSRN Electronic Journal.
DOI: 10.2139/ssrn.2933506
[iii] Grayson, N. Top Counter-Strike Players Caught in Big Cheating Scandal.
Retrieved from https://kotaku.com/top-counter-strike-players-caught-in-big-cheating-scand-1662810816
[iv] Legality of DDoS: Criminal Deed vs. Act of Civil Disobedience. Retrieved
from https://resources.infosecinstitute.com/legality-ddos-criminal-deed-vs-act-civil-disobedience/#gref
[v] Luongo, C. (2018). ESI Gambling Report: Sex, drugs and esports. Retrieved
from https://esportsinsider.com/2018/08/esi-gambling-report-sex-drugs-and-esports/
[vi] Graham, B. Anti-doping in eSports: World's largest gaming organization will
test for PEDs. Retrieved from https://www.theguardian.com/technology/2015/jul/23/anti-doping-in-e-sports-worlds-largest-gaming-organization-will-test-for-peds
[vii] Pitt, T. Pro-gaming is a unique sport, which needs saving from more than
doping. Retrieved from https://www.independent.co.uk/voices/professional-video-gaming-is-a-uniquely-demanding-sport-we-need-more-than-a-drugs-crackdown-to-fix-10460201.html
[viii] Bolton, D. Professional video gaming leagues are finally cracking down on
drug use in competitions. Retrieved from https://www.independent.co.uk/life-style/gadgets-and-tech/professional-video-gamers-to-be-tested-for-marijuana-in-doping-crackdown-10459020.html
[ix] Wee, R. (2018). Three key legal issues currently facing the Esports
industry: A perspective from Asia. Retrieved from https://www.lawinsport.com/topics/sports/item/three-key-legal-issues-currently-facing-the-esports-industry-a-perspective-from-asia#sdfootnote13sym
[x] Smith, I. (2016). The continued rise of eSport – Efforts to combat match
fixing and improve integrity. Retrieved from https://www.lawinsport.com/topics/features/item/the-continued-rise-of-esport-efforts-to-combat-match-fixing-and-improve-integrity#references
[xi] Pandey, A. (2018). Esports in India - All that you need to know about
Esports. Retrieved from https://blog.ipleaders.in/esports-in-india/
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