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Category - Esports Tournament Organization

Community Licence

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.
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Cybersecurity

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.
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Esports Arena

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.
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Franchise

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.
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League

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.
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