Esports Legal Database
89 articles across 11 legal categories. Search rulings, contracts, and concepts.
89
Articles
11
Categories
63
Contributors
Data Protection
6Esports Tournament Organization
11Gambling
2Game Genres
4Human Rights in Esports
289 articles in the database
A
ADR
ADR
Alternative Dispute Resolution (ADR) mechanisms are a substitute to the formal procedures used by judicial courts. Over the years, ADR has developed in a variety of directions and has come to encompass a range of procedures other than court litigation, including negotiation, mediation, conciliation, expert determination, and arbitration. These types of procedure are becoming increasingly popular in various legal systems around the world, even expanding into areas such as intellectual property (IP) and new technologies. While ADR comes in many variations, the most widely used ADR mechanisms are arbitration, mediation, and expert determination.
Antitrust Law
Antitrust law is the American law of preventing anticompetitive conduct by businesses in a market. Its equivalent outside of the US is competition law
Artificial Intelligence (AI)
Data Protection
This contribution examines the evolving relationship between Artificial Intelligence (AI) and the esports industry, highlighting the transformative impact of AI technologies such as machine learning and neural networks. Artificial Intelligence has revolutionised esports by enhancing fan engagement and enabling personalized gaming experiences while empowering developers to create innovative content. Leading esports organisations are leveraging AI tools to monitor performance metrics and expand their brand footprint. However, the integration of AI raises legal challenges, especially concerning data privacy and ownership rights over AI-generated content. Regulatory frameworks such as the EU Artificial Intelligence Act emphasize transparency and user consent, posing challenges for AI service providers. Additionally, debates surrounding the copyrightability of AI-generated content underscore the need for clarity on issues of human authorship and originality. This contribution concludes by suggesting that while AI offers immense potential for esports, navigating legal and ethical complexities remains critical for stakeholders in the industry.
Augmented Reality (AR)
Data Protection
The use of Augmented Reality (AR) has gained popularity in Esports. AR is increasingly used in Esports events to achieve an impressive spectacle and create additional value for viewers and participants of such events.
Augmented reality is a consolidated system of software and hardware means by which 2D and 3D objects appear in reality. That is, the real world is continued by the digital world with the help of different extension sets.
AR allows for the legal use of existing or newly created intellectual property rights objects, such as computer game characters, audiovisual works, logos, and other objects of intellectual property rights. The process of creating and implementing AR during Esports events is complex and involves several stages. Among these stages, the development of augmented reality animation is particularly important. It includes creating storyboards, characters, and animation elements, which also belong to the creation of objects of intellectual property rights that belong to their rights holders.
Avatar
Data Protection
An avatar is a graphical or textual representation of a user, character, or entity in a gaming environment. It acts as the user's proxy in the virtual world.
Away From Keyboard (AFK)
General Law
The AFK concept (Away from Keyboard) is fundamental in competitive gaming, referring to a player's temporary absence or inactivity during a game that can significantly impact gameplay, potentially weakening teams, compromising objectives, and leading to defeat. Clear communication regarding AFK status helps minimize negative effects and maintain competitiveness. Strategies for managing AFK situations include assigning backup roles, maintaining constant communication, and adapting tactics to mitigate the missing player's impact. It's crucial to distinguish AFK from other terms like RageQuit and BRB (Be Right Back), ensuring clarity in communication within teams. Being AFK can result in penalties such as expulsion or bans, underscoring the importance of avoiding it except in unavoidable circumstances. Effective management of AFK situations is essential for maintaining team cohesion, competitiveness, and optimal performance in esports, where strategy and timing are paramount. Understanding and addressing AFK scenarios are key to enhancing the gaming experience and preserving team harmony.
B
Balancing
In-Game Content
Balancing refers to the harmonisation of video game elements. It is crucial for the success of a video game as an esports title. Balancing is legally relevant when it is realised by updates. This is because the respective video game is then changed. This must be taken into account in the publisher's contractual relati-onships relating to the game.
Ban
Employment & Immigration
A ban in the digital context is a punitive measure restricting access to digital platforms, services, or resources, commonly employed in gaming and social media. Bans can be temporary or permanent, including shadow and IP bans, and are typically enforced for violations of terms of service, harmful behavior, cheating, or illegal activities. The rationale behind bans is to regulate online communities and discourage undesirable behaviors. Although effective in maintaining community standards, bans can significantly impact users, leading to the loss of progress, items, or access. This method is widely recognized as a necessary tool for maintaining order and safety within online environments.
Baseball Arbitration
ADR
Introduction Dispute resolution in Esports is a prominent issue, given the lack of an accepted and globally recognised sanctioning body....
Baseball Arbitration
ADR
‘Baseball arbitration’, or ‘final-offer arbitration’, is a form of arbitration wherein the Arbitrator is limited to choosing a final offer made by the parties involved in the arbitration proceeding. The parties of a dispute each prepare and submit a proposed ‘final offer’ at the outset of the proceeding to the Arbitrator. The Arbitrator shall then conduct a full hearing wherein the parties’ arguments will be heard, and subsequently, will choose one of the parties’ proposed offers.
Battle Royale (BR)
Game Genres
When it comes to esports there are four main genres of games that cover most top titles. One of those...
Best-of-X
Esports Tournament Organization
Definition In the competitive landscape of esports, "Best-of-X" (BoX) denotes a series system for determining a winner through multiple matches....
Boosting
In-Game Content
This article explains the phenomenon of account boosting in online gaming, a practice where players employ third parties to improve their in-game status. It begins by defining account boosting and its execution, followed by an explanation of the games’ Match Making Rating (MMR) system that aims to ensure a competitive and exciting experience for the majority of players. The article then discusses the motivation behind boosting and the social implications of high rankings in gaming communities and the allure of exclusive rewards. A significant portion is dedicated to the legal questions revolving around boosting, examining possible sanctions by the publisher and potential claims against commercial boosting services. This includes violations of the End User License Agreements, copyright laws, and unfair competition principles. The article emphasizes the challenges on legal enforcement, in particular due to the anonymity of boosters and the global nature of online gaming.
Buff
In-Game Content
The term buff refers to the strengthening of elements in video games. Buffs are typically carried out by updates. They may interfere with the integrity and fairness of esports compe-tition. On the other hand, they can serve to ensure integrity and fairness. Nerfs may potentially conflict with various contracts of the respective publisher concerning their video game.
C
Caster
Esports Tournament Organization
Caster - a "caster" in the context of esports is a pivotal figure who plays a crucial role in enhancing...
Casting
Esports Tournament Organization
In the world of esports, "casting" refers to the live commentary and analysis that takes place during a competitive gaming...
Champion Select
Champion Select (in League of Legends) - In the beginning of the champions select stage each team is composed of...
Clutch
In-Game Content
In esports the term "clutch" refers to a high-pressure, critical moment in a game where a player or team performs...
Community Licence
Esports Tournament Organization
The contribution provides an analysis of community licences, specifying their nature of open licences serving as standardized agreements facilitating the relationship between publishers and third-party esports tournaments’ organizers which cannot operate under the relevant videogame standard EULA.
After the initial overview, the contribution focuses on the role of community licences in the esports industry and, more particularly, on their pivotal role in allowing the organization of often small-scaled tournaments capable of fostering community engagement, and nurturing talents.
The contribution also provides an analysis of the structure and scope of community licences across publishers and games, and how that is influenced by publishers' strategy for managing their esports ecosystem.
Finally, the contribution explores the common traits of these licences, as imposing restrictions on prize pools and revenue generation, limiting the possibility of requiring entry fees from participant as well as sponsorship agreements in order to maintain control and protect brand integrity.
Competition Law
Competition law is the law of preventing anticompetitive conduct by businesses in a market. The European Union and the UK are particularly influential in competition law, with their respective competition authorities (the European Commission (EC) and the UK Competitions and Markets Authority (CMA)) regularly launching high-profile competition investigations.
Compliance
Data Protection
Compliance in the gaming industry is multifaceted, encompassing adherence to technical specifications, intellectual property rights, advertising standards, and more to align with the requirements of platform manufacturers and legal bodies. This ensures protection for both creators, such as game developers, and end-users. Compliance areas include intellectual property laws, advertising and monetization, and technical platform standards. Developers must navigate diverse legal landscapes, which vary globally, to avoid legal infringements. Establishing robust compliance programs is crucial for avoiding legal risks, including those related to money laundering. Technical compliance also requires games to meet platform-specific standards to ensure optimal performance across different systems.
Contract Law
General Law
Contract Law - An understanding of contract law is important for any business involved in video games and esports.[1] Among...
Corruption
No definition of “corruption” in esports exists. Instead the relevant rules and regulations describe and include corrupt conduct in their respective code of conducts, and/or disciplinary regulations. At times, the rules and regulations might use the terminology “integrity” instead or alongside the term corruption.
Depending on the rules and regulations in place the following conducts are considered as corrupt conducts: competition manipulation, betting and related conduct, active and passive bribery, abuse of position, and retaliation.
The UNODC Global Report on Corruption in Sport suggests that esports are particularly vulnerable to two types of corruption, namely competition manipulation similarly as seen in traditional sports, and structural manipulation that can affect the essence of the game. The latter is considered as digital cheating, or so-called e-doping, by which data or the playing platform and the software itself can be manipulated.
Cyberattack
Data Protection
Cyberattacks are malicious online operations, carried out by individuals or organizations, for various purposes, that may be economic, political, criminal, or personal, aiming to compromise the availability, integrity, or confidentiality of any information and/or information systems.
Cybersecurity
Esports Tournament Organization
Cybersecurity aims to ensure the security of internet-based activities, encompassing the safeguarding of individuals, organizations or esports competitions. This field constantly evolves due to emerging risks and technological advancements. Presently, prominent threats include ransomware, malware, social engineering, data breaches, denial of service attacks, internet threats, information manipulation, and supply chain attacks. Perpetrators of these threats vary, from state actors to cybercriminals and hacktivists, targeting diverse stakeholders with different motivations. In esports, safeguarding cybersecurity is crucial to ensure a resilient ecosystem against cyber threats that enable compliance with regulation and business objectives for each sector stakeholder. Failure to ensure cybersecurity may compromise competition integrity, undermining trust and the essence of fair play.
D
Data Protection
Data Protection
The concept of data protection designates the process of safeguarding data from unauthorized access, communication, corruption, compromission, or loss. Data protection, in its broadest meaning, can concern all kinds of confidential data, whether of an economic, business or personal nature.
Digital Assets
In-Game Content
The concept of ‘digital assets’ currently lacks a clear legal definition. This ambiguity leaves players without a suitable legal recourse in cases of theft, loss, or inheritance. Existing property laws may not fully apply, and while crypto-tokens like NFTs promised to resolve this legal uncertainty, it is now clear that the broader issues remain. The debate has long extended beyond video games, where virtual property rights have been debated for decades. As technology evolves, particularly in the Metaverse, establishing legal frameworks for digital asset ownership becomes increasingly crucial.
Doping
Doping & Cheating
DefinitionsPlayers caught Doping *Conclusion The purpose of this entry is to better understand what “doping” is to the esport and...
Downloadable Content (DLC)
In-Game Content
Downloadable Content (DLC) – additional content for a video game that is available digitally. DLC may be available prior to...
Due Diligence
Due diligence - is a process conducted during investments and M&A transactions before a deal is closed. It is a large-scale appraisal of each aspect of a company, aiming to confirm its value and assess whether there are any risks to executing the deal.
E
eDoping
Doping & Cheating
eDoping, a term derived from merging "electronic" and "doping," encompasses the illicit practices utilized to gain an undeserved advantage in esports competitions. This includes any attempt to artificially enhance a player's performance beyond their natural abilities and training.
eFootball
Game Genres
The term «eFootball» derived from “electronic football”, refers to a distinct discipline within the broader spectrum of esports (electronic sports),...
Esports Arena
Esports Tournament Organization
The concept of esports arenas presents a nuanced challenge in legal discourse. Unlike traditional sports venues, these arenas encompass diverse physical and virtual spaces, from grand-scale events to online competitions. Governments, like China and Turkey, attempt to regulate them, setting standards for equipment and venue dimensions in order to establish minimum legal certainty and understanding on the part of affected stakeholders. Additionally, esports competition rules have tried the same thing detailing specific requirements for venues, addressing player seating arrangements and technical specifications on their competition rulebooks. However, a universal definition remains elusive and rests on the common practice of the sector. That makes us to generally understand an esports arena as a multiple space which includes a players area for competition (equipped with necessary hardware and software, ensuring fair competition) facing a spectator area. However, that needs to accommodate the diverse playing environments inherent in esports, whether physical or virtual, in order to correctly capture the meaning of the term.
Esports Coach
Esports Tournament Organization
The term "esport coach" in esports commonly refers to the professional coach of esports athletes or an esports team.[1] The...
EULA
General Law
End User Licensing Agreements (EULAs) set the terms through which a user can lawfully use a game product, and the penalties for breaking those terms. Almost every game will require the user to accept the EULA (or equivalent terms of service, terms of use, terms and conditions etc.) before playing and this may be subject to ongoing change. EULAs are mainly a tool of intellectual property law which grant certain permissions from the game’s intellectual property owner to the user to enable them to use the game lawfully. However, due to their poor readability and non-negotiable format, EULAs may also have legal implications in consumer protection law and contract law.
European Union
General Law
The European Union (EU) is a transnational organisation established to reach certain goals and uphold values. Bringing together European states,...
Executive Ownership
General Law
Intellectual Property Rights in Video Games and EsportsThe Concept of Executive Ownership in Esports GovernanceLicensing Strategies by Rightsholders: The Case...
F
Federation
A federation in esports is a collaborative entity formed by organizations, representatives of countries, or associations of individuals within a specific region who share a common purpose in advancing esports.
Feeding
Doping & Cheating
The purpose of this entry is to better understand what “feeding” is to the esport and gaming communities. The reason...
Fighting Games
Game Genres
Fighting Games constitute a video game genre. The origins of fighting games can be traced back to the arcade era of the late 1970s and early 1980s. At its core, in Fighting Games two players face and fight each other in intense one-on-one combat. Fighting Games can be played casually and with friends. However, fighting games have a loyal and thriving competitive scene and fanbase encompassing local grass roots tournaments, regional events, and international championships with high price money.
Franchise
Esports Tournament Organization
The franchise system is a format for organizing sports competitions well known for the business and corporate aspects it adds to the leagues in which it is applied. Originated from the world of traditional sports, franchise models were also implemented in the esports competitive environment, with a few particularities related to such industry. This text will explore how franchise systems work, starting from their origins in traditional sports, but with a special attention to the models currently explored in the esports scene.
Free-to-play (F2P)
In-Game Content
Definition: Free-to-play (F2P) - is a game distribution model where players can access and enjoy the core gameplay experience without...
G
Gaming Performance
In-Game Content
Gaming Performance - The act of playing a video game, particularly in the context of public display or broadcasting, where...
Generative AI
General Law
Generative AI (GenAI) refers to artificial intelligence technologies that use algorithms capable of producing new content, such as text, images, music, and code, from the training data they are provided with. These technologies primarily utilize advanced machine learning frameworks, including deep learning models, to analyze and replicate complex patterns found in existing data, allowing them to generate novel content that is not a direct copy of their training inputs.
Griefing
General Law
"Griefing", the disruptive behavior in online gaming aimed at frustrating or hindering other players, poses significant challenges to esports and gamers communities. It affects not only individual players but also team performance and community dynamics. Strategies to combat griefing include fostering respect and fair play, implementing reporting and sanctioning systems, and promoting awareness campaigns among players. This conduct has caused legal debates to arise that highlight issues of liability and regulation. Companies like Blizzard Entertainment have implemented software to address grief, while games like Second Life have established community rules against harassment. Collaboration is crucial to ensure the integrity and competitiveness of online games. Addressing grief requires a multifaceted approach involving players, developers, and regulatory bodies. The complexity of this issue necessitates ongoing debates and proactive measures to create healthier and more supportive virtual communities. The legal and ethical dimensions of grief extend beyond esports, sparking discussions in broader contexts.
H
Harassment and Abuse
According to Holden et al., harassment, both online and offline, has been an ongoing problem for years in video gaming. Kumar (p 80) analyses a survey by Reach3 Insights (2021), which found that “77% of female gamers in the US, China and Germany experienced gender-specific harassment during online gaming, such as name-calling, sexual messages, patronizing comments, and their skills.”
Harassment and abuse seem to exist also at a professional level. For example, as described by Finch et al., in 2018 Overwatch League announced disciplinary actions against four players.
Several measures have been put in place to combat harassment and abuse. Those are for example pledges for the gaming community, such as the AnyKey initiative by Intel and ESL, or the GLHF pledge from AnyKey in partnership with Twitch. On a professional esports level, organisers have put rules and regulations in place which provide them with the possibility to sanction professional esports players for such behaviours.
Human Rights in Esports
Human Rights in Esports
Human rights in esports is a new area within the esports society. To establish sustainable esports ecosystem, the esports society grows up economic interests for those who are involved in this industry. At the same time, it also takes necessary measures to prevent negative consequences, such as toxic behaviours, physical and mental health problems, gender inequality, discrimination, hate speech and other related challenges caused by esports activities. Against this background, the purpose of this issue is to consider how to strike a balance between the interests of individuals who works for the esports industry and those of esports society as a whole in accordance with internationally recognised human rights law. This topic overlaps with the topic of the safeguarding in esports, but this subject is to provide an objective justification with esports stakeholders to dedicate their time and resource for this topic.
I
IeSF
General Law
The International Esports Federation (IESF) is a global non-profit organization fostering the collective interests of the esports industry.
Image Rights
General Law
Image Rights (name, image, and likeness (NIL) rights) broadly refer to an individual's persona protection under intellectual property laws, especially in the context of (academic) sports, which allows individuals to manage how their names and images are used for commercial reasons. Courts have long wrestled with two key aspects of this right: defining "commercial use" of a name or likeness and identifying which features of a person's "likeness" are safeguarded from unauthorized use. Lacking a solid theoretical basis for the right of publicity, the interpretations of these concepts have expanded significantly. Now, almost any mention of a person that financially benefits another can be considered an infringement of the right of publicity.
Intellectual Property Rights
IP
Intellectual Property (IP) encompasses the legally recognized exclusive rights to creations of the human mind. Under IP law, owners are granted certain exclusive rights to a variety of intangible assets, such as musical, literary, and artistic works; discoveries and inventions; and word marks, symbols, and designs. These rights are intended to encourage the creation of a wide variety of intellectual goods, by giving legal protection to the creators' interests while balancing public access to use such IP.
IOC
General Law
The International Olympic Committee (IOC) is the international sports governing body responsible for organizing some the biggest recurring sports events in the world, the Olympic Games.
L
LAN Center
Esports Tournament Organization
LAN Center - is a dedicated space crafted for the gaming community, offering a hub where enthusiasts can gather for...
League
Esports Tournament Organization
A league in esports is a championship series that unfolds over several weeks, featuring a sequence of matches in one or more specific video games.
Licensing
In-Game Content
The contribution provides a general analysis of licensing as authorizing act, starting with an exploration of its role in different contexts (administrative, for example) and following with a clarification of its main features and possible structures, that allow licensing to adapt to many different business interests. After the initial overview, the contribution focuses on the role and characteristics of licensing in video games and competitive gaming (s.c. esports) industry. In particular, it explains the significance of licensing in facilitating both the production and distribution of video games – as part of more complex deals such as publishing agreements and cross-media licensing – and the authorization regime necessary to lawfully realize esports events and tournaments. As final notes, the contribution mentions the pivotal role of licensing in sponsorship agreements, which fuel the growth of esports by providing economic support in exchange for visibility of, often, traditional brands looking to get acknowledged by youngsters.
Loot Boxes
In-Game Content
Loot Boxes – any kind of award that is presented to a player for playing a video game, or any...
M
M&A
M&A, short for mergers and acquisitions, refers to the business practice of buying and selling companies. A company can either be acquired as a whole by another company, two companies can merge to form a new company, or only selected company assets may be acquired. The strategic reason for buying a company might be to gain expertise in a certain market or geographic area, such as acquiring a mobile game developer to expand into mobile gaming as a publisher, to buy out a competitor, to gain technical know-how, or name a few.
Mediation
ADR
Mediation is a flexible and non-binding procedure, in which a neutral intermediary, the mediator, assists the parties in reaching a mutually satisfactory solution to the dispute.
Microtransactions
In-Game Content
This article explains the legal peculiarities of microtransactions in video games, a commonly found monetization strategy that allows players to purchase virtual content through small transactions. It begins with a short explanation followed by a contractual classification under German law. Due to the largely uniform legal framework in the EU, the basic principles of harmonized consumer protection are discussed. Special attention is given to the consumer's right of withdrawal and the publisher's ability to exclude it. Another focus is on the legal statutes for the protection of minors that arise in the monetization of video games. Minors are particularly worthy of protection here and are protected by various legal instruments, which are also discussed.
Monetisation
In-Game Content
Monetisation is the process by which revenue can be generated from a game product. Monetisation methods are closely related to business model design and may influence the choice of platform on which a game, or its derivative products, are distributed. Newer business models are likely to face higher levels of legal scrutiny: for example, games employing microtransactions (particularly randomised loot box drops) are under ongoing review in several jurisdictions’ gambling regulations; and new mobile and cloud gaming models (e.g., Game Pass) are under ongoing investigation by competition regulators. Users who monetise game content through derivative products, such as streaming or modding, may face restrictions in intellectual property law unless the game owner expressly permits them to do otherwise.
Multiplayer Online Battle Arena Games (MOBA)
Game Genres
MOBA, an acronym for Multiplayer Online Battle Arena, stands as a prominent genre in the world of video games, particularly renowned for its association with esports competitions.
N
Nerf
In-Game Content
The term nerf refers to the weakening of elements in video games. Nerfs are typically carried out by updates. They may interfere with the integrity and fairness of esports competition. On the other hand, they can serve to ensure integrity and fairness. Nerfs may potentially conflict with various contracts of the respective publisher concerning their video game.
Nickname
In-Game Content
Nickname - a nickname in esports is a distinctive and personalized alternative to a player's real name, often becoming an...
Non-Fungible Token (NFT)
In-Game Content
NFT (non-fungible token) What Is an NFT (Non-Fungible Token)?The Technical Foundation: Blockchain and Smart ContractsLegal Risks: Intellectual Property and InfringementThe...
P
P-1 Visa
Employment & Immigration
What is an “Athlete” for P-1A Visa Purposes?What Constitutes an Internationally Recognized Individual Athlete or Athletic Team?What Constitutes a Professional...
Pay-to-Win
In-Game Content
Pay-to-win – An economic model for the monetization of “free-to-play” video games. Pay-to-win games are based on a system aiming...
PEGI
Gambling
The Pan European Game Information (PEGI) system, established in 2003, provides a unified content rating system across Europe, indicating suitability of video game content for various age groups. PEGI helps parents make informed choices about the games their children play, using age labels and content descriptors such as violence, language, and gambling. It is recognized in over 40 countries and incorporates modern concerns like in-game monetization into its ratings. The system's adaptability and comprehensive tools, including a specialized app for monitoring game ratings, underscore its role in safeguarding minors and aiding consumers in navigating the digital gaming landscape.
Poaching
Employment & Immigration
Esports poaching refers to the unethical recruitment of players who are still under contract with another organization.
Prize Pool
Esports Tournament Organization
The term “prize pool” in esports commonly refers to the amount of money or any other tangible consideration received by...
R
Random Number Generator (RNG)
Gambling
Random number generator refers to the process during which a random number generator (RNG) generates a sequence that cannot be reasonably predicted beforehand. The simplest example of an RNG is throwing a dice multiple time in a row. One can simply not predict beforehand what the results will be of throwing a dice multiple times in a row. Therefore, this simple act creates a randomly generated sequence of numbers. Though the previous example is an analogue manifestation of an RNG, the process is mostly applied digitally, for example in online casino games, videogames and statistics.
Ranked (games)
Ranked games are a competitive way of playing that places one on a ladder of tiers. Ranked games remain the...
Report
Players can report other players in E-sports games. In most games, players can report their teammates and/or their opponents when...
S
Safeguarding in Esports
Human Rights in Esports
Safeguarding in esports is an unclear terminology. The word ‘safeguarding’ is often used in the context of sports, but it is not still a clear terminology for the sports society. However, it is necessary to define the term ‘safeguarding’ in order for the esports society to seriously consider this matter. This short piece hypothetically defines the term ‘safeguarding in esports’ as an umbrella term, encompassing initiatives aimed at preventing negative consequences in esports activities for vulnerable individuals, including children, women, and persons with disabilities. Among other things, this short piece will describe the following two examples for the safeguarding in esports: (1) cyberbullying and (2) physical and mental health problems.
Salary Cap
Employment & Immigration
Salary Caps are contractual mechanisms used to impose limits on personnel expenses supported by organizations involved in the esports industry, usually applied with two main objectives: technical leveling of the competitors and financial sustainability of the league and its participants. Salary Cap clauses can assume different characteristics, depending on the nature of each case, and sometimes might be seen as an affront to the rights of professional athletes and even as an antitrust practice. This text will briefly address the general concept behind Salary Caps, some of its models originating from traditional sports and their use in the world of esports.
Skin
In-Game Content
Skin – an item that can be used to change the appearance of a player’s avatar[1] within a game. Skins...
Sponsorship Agreement
General Law
Sponsorship Agreements are one of the most used legal tools in the esports industry, given the great importance that this kind of deal has in this specific market. An agreement of this type usually comprises a series of obligations both in relation to the sponsor and the sponsored party (an organization, an athlete, an event), at the same time as it must consider the context in which it is inserted (a hybrid digital-physical environment, which combines elements of sport, entertainment and culture and has multiple stakeholders) so that it can be useful and effective. This text will seek to succinctly describe what these legal tools are, their main characteristics and how they can be explored within the scope of esports.
Streaming
Video games are about connection, interaction and community, which set them apart from other types of digital culture and media. During the last decade, we have witnessed an intensification of players’ engagement in video games, party driven by live and on-demand streaming. Streaming is now an essential part of the marketing toolkit for publishers and developers. There are several legal challenges that arise due to the way these streams exploit and distribute various aspects of video games
T
TAS/CAS
ADR
The Court of Arbitration for Sport (CAS), known in French as Tribunal Arbitral du Sport (TAS), stands as the paramount authority in resolving disputes related to classical sports.
Transfer
Employment & Immigration
Player transfer in esports is an essential and dynamic process that reflects the constant evolution and increasing complexity of this industry. Like the world of traditional sports, player transfers in esports involve moving talent between teams within a specific league and discipline.
U
Unsportsmanlike Conduct
General Law
Unsportsmanlike conduct in esports encompasses a broad spectrum of behaviors that deviate from the expected standards of sportsmanship. These behaviors may include, but are not limited to disrespectful or offensive language and cheating.
Unsportsmanlike Conduct
ADR
Unsportsmanlike Conduct in eSports Amidst the (emotional) intensity of competitive gameplay and the eager pursuit of victory, instances of unsportsmanlike...
Update
Updates are omnipresent in modern video games and therefore also have a big impact on esports. If a publisher carries out updates in a video game, this can have a variety of legal implications. For example, it may constitute a breach of contract. On the other hand, users of video games may have a right to the implementation of updates. The legal significance of updates grows with the economic interests in esports.
User Generated Content (UGC)
In-Game Content
User generated content (UGC) can include both in-game creations, such as avatars and player-made skins, and content outwith the game, such as streams and mods. UGC is becoming increasingly prevalent as a by-product of game play, and as a means of generating revenue for commercial streamers. UGC is primarily regulated by intellectual property law, which may place substantial restrictions on how UGC can be created and distributed, unless specified otherwise by the game owner (e.g., in a UGC policy). As UGC is usually platform-dependent, being hosted on a third party website such as Twitch, there may also be platform-specific terms which regulate how UGC is shared separately from the legal framework.
V
Venture Capital
Venture capital (VC) is an avenue of funding for video game and esports businesses. Other types of funding include bank loans, public funding schemes such as grants or tax credits from local or national government, private funding, e.g. by video game publishers or crowdfunding, acquisitions, or trading stock on capital markets via an IPO.
Visa
Employment & Immigration
A visa is a work authorization or written permission that is provided by a country’s governing authority to an individual or to a company on behalf of a person that is not a citizen of a country to enable them to undertake a specific purpose that they are intending to enter the nation for such as for leisure, education, or business endeavors. In esports, foreign gamers, coaches, and casters may enter a country that they are not citizens of in order to compete, broadcast, or coach an esports event. Accordingly, the potential repercussions for failing to properly obtain a visa prior to entering a foreign country could include the individual being denied entry to the country or worse. In order to increase local events and to simplify the visa application and approval process, some nations have even created distinct visa classifications solely applicable to competitive gaming and esports events.
W
Wallhack
Doping & Cheating
What are Wallhacks? How do they Work?Players caught using WallhacksConclusion The purpose of this article is to better understand what...
WIPO
The World Intellectual Property Organization (WIPO) is the global forum for intellectual property (IP) services, policy, information, and cooperation. It is a self-funding specialized agency of the United Nations, with 193 member states, and it is headquartered in Geneva, Switzerland. WIPO’s mission is to lead the development of a balanced and effective international IP system that enables innovation and creativity for the benefit of all.
Work Permit
Employment & Immigration
A work permit is an authorization or official permission that is provided by a country’s governing authority to a person that is not a citizen of that nation who desires to be employed and to receive a salary or other income within their jurisdiction. In esports, foreign gamers, coaches, and casters may enter a country to compete and to receive a salary in a nation they are not citizens of by obtaining a valid work permit as required. Accordingly, the potential repercussions for failing to first secure a work permit properly prior to entering another country could include the individual being barred from receiving a salary or undertaking the specific employment. Specifically, in esports, the denial of receiving a work permit caused esports event organizers to explore alternative host locations to ensure that the proper permits can be obtained by the participating gamers, coaches, and on-air talent. Interestingly, different nations have adopted different terms for work permits such as “resident permits” or “employment permits.”
| Title | Category | Last Updated |
|---|---|---|
| ADR | ADR | May 28, 2024 |
| Antitrust Law | — | May 23, 2024 |
| Artificial Intelligence (AI) | Data Protection | Apr 21, 2024 |
| Augmented Reality (AR) | Data Protection | Apr 21, 2024 |
| Avatar | Data Protection | Apr 21, 2024 |
| Away From Keyboard (AFK) | General Law | Apr 21, 2024 |
| Balancing | In-Game Content | Apr 21, 2024 |
| Ban | Employment & Immigration | Apr 21, 2024 |
| Baseball Arbitration | ADR | Mar 30, 2026 |
| Baseball Arbitration | ADR | May 23, 2024 |
| Battle Royale (BR) | Game Genres | Sep 12, 2024 |
| Best-of-X | Esports Tournament Organization | Mar 27, 2024 |
| Boosting | In-Game Content | Feb 5, 2024 |
| Buff | In-Game Content | Apr 21, 2024 |
| Caster | Esports Tournament Organization | Mar 30, 2024 |
| Casting | Esports Tournament Organization | Sep 12, 2024 |
| Champion Select | — | Sep 7, 2024 |
| Clutch | In-Game Content | Sep 12, 2024 |
| Community Licence | Esports Tournament Organization | Apr 21, 2024 |
| Competition Law | — | May 23, 2024 |
| Compliance | Data Protection | Apr 21, 2024 |
| Contract Law | General Law | Mar 27, 2024 |
| Corruption | — | May 23, 2024 |
| Cyberattack | Data Protection | Apr 21, 2024 |
| Cybersecurity | Esports Tournament Organization | Mar 18, 2024 |
| Data Protection | Data Protection | Apr 21, 2024 |
| Digital Assets | In-Game Content | Apr 21, 2024 |
| Doping | Doping & Cheating | Feb 22, 2025 |
| Downloadable Content (DLC) | In-Game Content | Nov 24, 2023 |
| Due Diligence | — | May 23, 2024 |
| eDoping | Doping & Cheating | Apr 21, 2024 |
| eFootball | Game Genres | Oct 25, 2024 |
| Esports Arena | Esports Tournament Organization | Mar 18, 2024 |
| Esports Coach | Esports Tournament Organization | Oct 25, 2024 |
| EULA | General Law | Apr 21, 2024 |
| European Union | General Law | Oct 25, 2024 |
| Executive Ownership | General Law | Oct 25, 2024 |
| Federation | — | Apr 21, 2024 |
| Feeding | Doping & Cheating | Feb 22, 2025 |
| Fighting Games | Game Genres | Apr 21, 2024 |
| Franchise | Esports Tournament Organization | Apr 21, 2024 |
| Free-to-play (F2P) | In-Game Content | Mar 27, 2024 |
| Gaming Performance | In-Game Content | Sep 18, 2024 |
| Generative AI | General Law | May 4, 2024 |
| Griefing | General Law | Apr 21, 2024 |
| Harassment and Abuse | — | May 23, 2024 |
| Human Rights in Esports | Human Rights in Esports | Feb 5, 2024 |
| IeSF | General Law | Apr 21, 2024 |
| Image Rights | General Law | May 4, 2024 |
| Intellectual Property Rights | IP | May 4, 2024 |
| IOC | General Law | Apr 21, 2024 |
| LAN Center | Esports Tournament Organization | Mar 27, 2024 |
| League | Esports Tournament Organization | Apr 21, 2024 |
| Licensing | In-Game Content | Apr 21, 2024 |
| Loot Boxes | In-Game Content | Nov 22, 2023 |
| M&A | — | May 23, 2024 |
| Mediation | ADR | May 28, 2024 |
| Microtransactions | In-Game Content | Mar 18, 2024 |
| Monetisation | In-Game Content | Apr 21, 2024 |
| Multiplayer Online Battle Arena Games (MOBA) | Game Genres | Apr 21, 2024 |
| Nerf | In-Game Content | Apr 21, 2024 |
| Nickname | In-Game Content | Mar 30, 2024 |
| Non-Fungible Token (NFT) | In-Game Content | Mar 27, 2024 |
| O-1 Visa | Employment & Immigration | Sep 18, 2024 |
| P-1 Visa | Employment & Immigration | Apr 16, 2026 |
| Pay-to-Win | In-Game Content | Mar 27, 2024 |
| PEGI | Gambling | Apr 21, 2024 |
| Poaching | Employment & Immigration | Apr 21, 2024 |
| Prize Pool | Esports Tournament Organization | Oct 25, 2024 |
| Random Number Generator (RNG) | Gambling | Apr 21, 2024 |
| Ranked (games) | — | Sep 7, 2024 |
| Report | — | Sep 8, 2024 |
| Safeguarding in Esports | Human Rights in Esports | Feb 5, 2024 |
| Salary Cap | Employment & Immigration | Apr 21, 2024 |
| Skin | In-Game Content | Mar 18, 2024 |
| Sponsorship Agreement | General Law | Apr 21, 2024 |
| Streaming | — | Jun 29, 2024 |
| TAS/CAS | ADR | Apr 21, 2024 |
| Transfer | Employment & Immigration | Apr 21, 2024 |
| Unsportsmanlike Conduct | General Law | Apr 21, 2024 |
| Unsportsmanlike Conduct | ADR | Apr 22, 2024 |
| Update | — | Apr 21, 2024 |
| User Generated Content (UGC) | In-Game Content | Apr 21, 2024 |
| Venture Capital | — | May 23, 2024 |
| Visa | Employment & Immigration | Sep 3, 2023 |
| Wallhack | Doping & Cheating | Mar 8, 2025 |
| WIPO | — | May 28, 2024 |
| Work Permit | Employment & Immigration | Mar 18, 2024 |
| Youth Protection | — | May 23, 2024 |