Safeguarding in Esports and Video Gaming: Defining the Problem (Part 1)
Esports have gradually gained recognition as a significant economic market worldwide.[1] The substantial economic growth has led to a steady rise in the population of gamers.[2] Furthermore, this growth has contributed to enabling professional esports players to sustain their livelihoods[3] through participation in esports competitions, securing sponsorship contracts with businesses,[4] and live streaming on online platform providers such as Twitch and YouTube.[5] Esports is now firmly established as a global commercial market.
With the economic expansion of the esports industry, professional players are confronted with a range of challenges, encompassing sexual abuse and harassment in online gaming as well as the prevalence of discriminatory language in online conversations.[6]
In this series of articles, the author will consider the necessity of safeguarding in esports and video games, similar to discussions prevalent within the sports society.[7] In this context, it is crucial to acknowledge that the esports ecosystem involves diverse stakeholders, encompassing video game developers/publishers (or video game companies), third party organisers (including esports federations as well as league and tournament organisers), online platform providers, sponsoring companies, and gamers and esports players.[8]
Across this series, the author examines how three categories of stakeholders — video game publishers, esports federations, and online platform providers — have responded to those challenges, and considers whether a more unified safeguarding framework is needed across the esports ecosystem.
However, it is important to note that this article will not cover safeguarding initiatives undertaken by major third-party organisers, such as ESL FACEIT Group, and by esports teams and organisations, such as Fnatic and Team Liquid.[9] These stakeholders fall outside the scope of this series.
This series of three articles is structured as follows:
- Part 1 (this article) defines ‘safeguarding’ in esports and video gaming and identifies three interconnected categories of harm: sexual abuse and harassment, cyberbullying, and physical and mental health problems; before mapping the key stakeholders in the esports ecosystem;
- Part 2 will examine the practical self-regulatory responses of video game publishers and esports federations, and assesses whether those initiatives adequately address the identified harms; and
- Part 3 will examine the safeguarding initiatives of online platform providers, with a focus on Twitch and YouTube, before setting out overarching recommendations for a more unified safeguarding framework across the esports ecosystem as a whole.
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- Tags: Integrity - Safeguarding | Safeguarding
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Written by
Dr. Tsubasa Shinohara
Dr Tsubasa Shinohara is an Assistant Professor at the University of Tsukuba (Institute of Humanities and Social Sciences). He obtained a PhD in Law and a Master of Law at the University of Lausanne (Switzerland) and a Master of Law and Bachelor of Law at Meiji University (Japan). His main research interests include international human rights law (i.e., European Convention on Human Rights), especially “sports/esports and human rights”, sports/esports law, and technology and law.
