Year: 2022
Type: article
Abstract: This article aims to consider some issues of regulation of the cybersport industry, to analyze its fragmentation and diversity, giving examples of the most popular games, the main parties involved in this industry: players, teams, organizations, leagues, publishers. The article attempts to determine the legal framework and regulation of e-sports based on international experience. The author, considering e-sports as a business, notes an unusually accelerated product life cycle, the opportunity to work on a franchise, a variety of potential business partners, as well as the prospects for investing in this industry. Thus, it is concluded that cybersport is a new phenomenon and is currently a developing area of sports. This sport has its supporters and opponents; there are those who does not classify cybersport as a sport as such. However, today e-sports is a powerful industry that is actively developing around the world, brings significant income, and shows the need for comprehensive legal regulation
Source: TSUL legal report
Author: Parizodabegim Mukhamatkulova
Institution: Tashkent State University of Law
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: hybrid
OpenAlex ID: W4388953558
