Treatment and regulation of E-sports Gulati Riya1,2,* 1LL.M (Intellectual Property and Information Technology) from University College, Dublin, Ireland 2BA. LLB from Bharati Vidyapeeth Deemed University, Pune, India *Corresponding Author E-mail: riyagulati0205@gmail.com
Online published on 23 May, 2025. Abstract The E-Sports industry has seen prodigious upsurge over the years both in terms of revenue and viewership. The three radical chunks that contributed to the esports industry’s rise as the succeeding major spectator sport are as follows: streamed competitions with methodical leagues, proficient contenders can be viewed from anywhere, and live events in top-tier offline sports venues. E-sports has been globally embraced but alike traditional sports, it is girdled with challenges. This paper aims to provide the pith of E-Sports by exploring the crucial issues involved in the cybersports such as: whether eSports is contemplated as a sport or not? lack of proper governance and regulatory framework, intellectual property rights issues, exploitation of players, gambling and cheating. It will also accentuate on the necessity to have a proper regulation of eSports by pivoting on the policy recommendations. “What makes the eSports industry such a captivating market is its ability to take video games-ideally played on a couch with a bag of chips and soft drink- to an arena suited for basketball or hockey” Ben Charlson. Top Keywords Electronic Sports, Competitive Gaming, Egames, Cybersports, Egamers, Traditional Sport. Top |