Safeguarding in Esports and Video Gaming - Platform Providers and the Case for a Common Framework (Part 3)
Parts 1 (see here)[1] and 2 (see here)[2] of this series mapped the scope of safeguarding in esports and examined the initiatives of video game publishers and esports federations respectively. This final Part turns to online platform providers — the infrastructure through which most gamers encounter both esports content and the toxic behaviours that safeguarding must address. It then sets out overarching recommendations for the esports ecosystem as a whole.
The third esports stakeholder category comprises online platform providers like YouTube and Twitch. These platforms are crucial for gamers as they use them to broadcast gameplay and esports matches. The use of online platforms allows for the regulation of spectators’ conduct during live streams. Spectators can post comments, often anonymously, during live streams, which can lead to the use of discriminatory and violent language, with spectators directing discriminatory or violent language at gamers, especially prominent esports players and female streamers, under the cover of anonymity.[3]
This article examines the safeguarding initiatives of the two dominant online platform providers, Twitch and YouTube, and looks at some recommendations for stakeholders.
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- Tags: Esports | 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.
