A Short Treatise on Esports and the Law: How America Regulates Its Next National Pastime

Total Page:16

File Type:pdf, Size:1020Kb

A Short Treatise on Esports and the Law: How America Regulates Its Next National Pastime A SHORT TREATISE ON ESPORTS AND THE LAW: HOW AMERICA REGULATES ITS NEXT NATIONAL PASTIME John T. Holden* Marc Edelman** Thomas A. Baker III*** With its tremendous popularity among Millennials and Generation Z, esports represents one of the fastest growing segments of the U.S. sports and entertainment market. It is the source of massive amounts of venture capital inflow, unprecedented marketing and media dollars, and altogether new forms of social networks and fan engagement. Nevertheless, the indus- try of esports is still in its infancy and faces legal challenges that have not yet been fully studied by either legal academics or practitioners. This Arti- cle provides an in-depth analysis of the primary legal issues that face the esports industry as it pursues its path toward becoming America’s next ma- jor national pastime. TABLE OF CONTENTS I. INTRODUCTION ........................................................................................ 511 II. HISTORY OF ESPORTS .............................................................................. 513 A. Before the Video Game .................................................................... 513 B. The Rise of the Arcade ..................................................................... 514 C. The Arcade at Home ........................................................................ 515 D. The Rise of Organized Gaming Competitions ................................. 517 E. The Billionaires Enter the Marketplace .......................................... 519 III. THE ESPORTS INDUSTRY TODAY ............................................................. 521 A. Market Overview ............................................................................. 521 1. Industry Growth ....................................................................... 521 * John T. Holden is an Assistant Professor in the Department of Management at the Spears School of Business at Oklahoma State University. Holden received his Ph.D. from Florida State University and his J.D. from Michigan State University. ** Marc Edelman is a tenured Professor of Law at the Zicklin School of Business, Baruch College, City University of New York. He is also an adjunct professor at Fordham University School of Law. Professor Edel- man may be reached at [email protected]. *** Thomas A. Baker III is a tenured Professor of Sports Law in the Sport Management Program at the University of Georgia. Dr. Baker received his Ph.D. from the University of Florida and his J.D. from Loyola University of New Orleans. 509 510 UNIVERSITY OF ILLINOIS LAW REVIEW [Vol. 2020 2. Esports Investors ...................................................................... 522 B. Types of Games ............................................................................... 524 1. Fighting Games ........................................................................ 524 2. First-Person and Third-Person Shooter Games (Including Battle Royale) ......................................................... 525 3. Real-Time Strategy (“RTS”) Games ........................................ 526 4. Sports Games ........................................................................... 526 5. Multiplayer Online Battle Arena Games .................................. 527 6. Other ........................................................................................ 528 C. The Stakeholders ............................................................................. 528 1. Players ...................................................................................... 528 2. Teams, Sponsors and Investors ................................................ 530 3. Leagues and Game-Makers ...................................................... 531 4. Streamers .................................................................................. 533 IV. LEGAL ISSUES FOR THE LEAGUES AND GAME-MAKERS .......................... 533 A. Rules Pertaining to Determining Contest Competitors and Winners ..................................................................................... 534 B. Rules Pertaining to Paying Prizes ................................................... 535 C. Intellectual Property Ownership ..................................................... 536 1. Copyright Law and Esports Leagues and Tournaments .......... 538 2. Streaming ................................................................................. 540 3. Fair Use ................................................................................... 542 4. Player PuBlicity Rights ............................................................ 543 D. Antitrust Law Consideration ........................................................... 548 E. Labor Law Considerations .............................................................. 550 V. LEGAL ISSUES FOR TEAMS, SPONSORS, AND INVESTORS ........................ 553 A. Labor Issues .................................................................................... 554 B. Employment Law ............................................................................. 556 C. Ownership structure of teams .......................................................... 557 D. ExploitaBility of Team Value ........................................................... 558 E. Legal Responsibility for Violent Actions ......................................... 558 F. Team sponsor considerations .......................................................... 559 1. Sponsorship Issues ................................................................... 560 VI. BROADCASTING ....................................................................................... 561 A. Digital Millennium Copyright Act ................................................... 561 B. Competition from Traditional Broadcasting Deals ........................ 563 1. ESPN ........................................................................................ 566 2. TBS ELEAGUE ........................................................................ 567 VII. ANCILLARY ISSUES IN ESPORTS ............................................................... 568 A. Legal Issues for Esports Betting and Fantasy Sports Providers ..... 568 B. Doping ............................................................................................. 570 C. Collegiate Esports ........................................................................... 572 No. 2] A SHORT TREATISE ON ESPORTS AND THE LAW 511 1. Regulating Collegiate Esports ................................................. 573 2. Amateurism and Collegiate Esports ......................................... 576 3. Title IX and Esports ................................................................. 577 4. Closing Thoughts on Collegiate Esports .................................. 578 D. International Issues ......................................................................... 579 VIII. CONCLUSION .......................................................................................... 580 I. INTRODUCTION In May 2018, more than 127 million Fans From around the world tuned in to watch the China-based Royal Never Give Up defeat Korea’s Kingzone Drag- onX 3–1 to win the 2018 Midseason Invitational in League of Legends—a vide- ogame created by Riot Games.1 This unprecedented Fan support For contestants who play a videogame For a living represents an important tipping point in terms of how, as a society, we regard both organized competition and how, more spe- ciFically, we define the term of “sport.” Whereas until recently fan support for organized sports represented exclusively competitions in physical activities, the emergence of electronic sports today is changing all that and Forcing society to revisit who is conceived as a “competitive athlete,” and why. Electronic sports (or, as they are more colloquially called, “Esports”) in- clude a wide range of competitive video game tournaments that are rapidly grow- ing in popularity throughout both the United States and the world.2 By 2021, esports globally are expected to have about 250 million enthusiasts and produce upwards of $1.6 billion in revenue.3 If esports were considered to be a sport, it would represent the Fastest growing segment oF the commercial sports industry.4 1. Nicholas Barth, The 2018 MSI Grand Finale Was the Most Watched Esports Event in History, TWIN GALAXIES (May 22, 2018, 1:56 PM), https://www.twingalaxies.com/feed_details.php/1564/the-2018-msi-final- was-the-most-watched-esports-event-in-history/6. 2. While there are a variety of different spellings of ‘esports’, the Associated Press made the determina- tion in 2017 to utilize this spelling. The decision was made following a previous change to the word ‘email’ that removed a hyphen as the word became commonly used. The use of ‘esports’ was precipitated by a review of Google Trends results, which showed that a vast majority of individuals searched for esports, as opposed to e- sports, by a margin of 30 to 1. See Kieran Darcy, Why the Associated Press Stylebook went with esports, not eSports, ESPN (July 6, 2017), http://www.espn.com/esports/story/_/id/19860473/why-associated-press-style- book-went-esports-not-esports. 3. Dean Takahashi, Newzoo: Esports could hit 380 million fans and $906 million in revenues in 2018, VENTURE BEAT (Feb. 21, 2018), https://venturebeat.com/2018/02/21/newzoo-esports-could-hit-380-million- fans-and-906-million-in-revenues-in-2018/; see also Matt Perez, Report: Esports To Grow Substantially At Near Billion-Dollar Revenues In
Recommended publications
  • Building the Future of Esports Betting & Entertainment
    Building The Future of Esports Betting & Entertainment Nasdaq: GMBL Esports Entertainment Group (GMBL) is a Nasdaq-listed company Building the Future of Esports Betting and Entertainment. 3 What is esports? • Esports is organized competitive video gaming that is watched as a spectator event. Esports were already the fastest growing subsector of digital entertainment, and Covid-19 has only accelerated this trend. • The Esports audience is very valuable for advertisers because it is young, digital native and affluent. Research has found that esports fans are more likely to be influenced by their favorite team being sponsored by a brand than traditional sports fans are. • Despite the vast amount of eyeballs, Esports remain dramatically under-monetized relative to traditional sports. We believe wagering will play a major role in helping monetization in the space catch up. GAMING ASCENDANCY: MORE PEOPLE ARE PLAYING MORE There are 2.5B gamers globally (with some estimates as high as 3.5B). 2 out of 3 Americans are gamers. Video gaming is now more engaging than any other social media outlet (FB, Snapchat, IG) with gamers spending 51 minutes on average playing every day. Gaming industry is now bigger than movies or music Sources: Newzoo - 2019 Global Esports Market Report 5 ESPORTS DOMINANCE Esports tournaments have now outstripped all traditional sports events both in terms of viewership and prize pool. In 2019 the League of Legends championship drew a larger audience than the Super Bowl. And the winner of the Fortnite World Cup won more money than Tiger Woods at the Masters. Sources: Business Insider 6 Esports Viewers by Age Esports Worldwide Audience Size (millions) THE AUDIENCE IS LARGE & LUCRATIVE There are 518M esports viewers worldwide, growing to 645M by 2022.
    [Show full text]
  • Mistrzostwa Call of Duty World League (Cwl) Championship 2017, Prezentowane Przez Playstation® 4 Zaczynają Sie Już Dziś W Orlando
    MISTRZOSTWA CALL OF DUTY WORLD LEAGUE (CWL) CHAMPIONSHIP 2017, PREZENTOWANE PRZEZ PLAYSTATION® 4 ZACZYNAJĄ SIE JUŻ DZIŚ W ORLANDO W pierwszych mistrzostwach w Call of Duty od Activision – obecnie najpopularniejszą konsolową dyscyplinę esportu – zmierzą się 32 najlepsze zespoły z Ameryki Północnej, Europy i Azji. Stawką rozgrywek toczących się w Amway Center będzie pula nagród wynoszącą 1,5 miliona dolarów. Będzie to kulminacja zmagań z całego sezonu o łączną pulę 4 milionów dolarów, największą jak dotąd w esportowj historii Call of Duty Bądź na bieżąco dzięki transmisjom online, 9 – 13 Sierpnia, tylko w MLG Santa Monica, Calif. – 10 sierpnia 2017 – Ponad 19000 graczy Call of Duty, najpopularniejszą konsolową dyscyplinę esportu – rywalizowało ze sobą przez cały rok, lecz tylko 32 zespoły mają szansę zmierzyć się w mistrzostwach Call of Duty World League (CWL) Championship, prezentowanych przez PlayStation 4 i rozpoczynających się już dziś w Amway Center w Orlando na Florydzie. W turnieju zorganizowanym przez Major League Gaming Corp. (MLG) przy współpracy z Activision Publishing, Inc. najlepsze zespoły na świecie z rejonów Ameryki Północnej, Europy i Azji (regionu APAC) będą walczyć o swoją cześć puli 1,5 miliona dolarów, tytuł Mistrzów CWL 2017 i miano najlepszej drużyny w Call of Duty na świecie. Rozgrywki z tego tygodnia wliczają się także do rocznej puli nagród, która jest najwyższą w historii turniejów Call of Duty i wynosi łącznie 4 miliony dolarów. “To był wspaniały rok dla Światowej Ligi Call of Duty, z jeszcze większą ilością graczy mierzących się ze sobą, zarówno tych profesjonalnych jak i dopiero zaczynających swoją esportową karierę,” powiedział Rob Kostich, wiceprezes i dyrektor naczelny Call of Duty.
    [Show full text]
  • Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
    RESEARCH ON EDUCATION AND PSYCHOLOGY (REP) Received: January 18, 2019 e-ISSN: 2602-3733 Accepted: February 24, 2019 Copyright © 2019 http://journalrep.com June 2019 3(1) 1-10 Research Article Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career Memduh Kocadağ ¹ Abstract The purpose of this study is to reveal psychological levels of teenagers who are interested in Esport career. Recently, thanks to technological developments, there has been a growing new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in eSport career play video games for a long time in their daily life as much as professional eSport players do. Excessive plays of video games have been known to cause psychological, physiological, and mental problems. Playing video games for a long time in daily life causes social, emotional, and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale which belongs to Telef had been used to collect data. Using data from a survey of 320 teenagers 15 to 27 years old in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effect psychological well-being levels of teenagers. Additionally, teenagers’ desire of having an Esport career is significant predictor of low psychological well-being level. Key Words Electronic sports Teenagers Psychological well-being Esport career ¹ Correspondence to: Teacher, Manisa Turkey.
    [Show full text]
  • Atlanta Officials Make Major Move to Define the Region As Esports Capital
    Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events.
    [Show full text]
  • Notes and Sources for Evil Geniuses: the Unmaking of America: a Recent History
    Notes and Sources for Evil Geniuses: The Unmaking of America: A Recent History Introduction xiv “If infectious greed is the virus” Kurt Andersen, “City of Schemes,” The New York Times, Oct. 6, 2002. xvi “run of pedal-to-the-medal hypercapitalism” Kurt Andersen, “American Roulette,” New York, December 22, 2006. xx “People of the same trade” Adam Smith, The Wealth of Nations, ed. Andrew Skinner, 1776 (London: Penguin, 1999) Book I, Chapter X. Chapter 1 4 “The discovery of America offered” Alexis de Tocqueville, Democracy In America, trans. Arthur Goldhammer (New York: Library of America, 2012), Book One, Introductory Chapter. 4 “A new science of politics” Tocqueville, Democracy In America, Book One, Introductory Chapter. 4 “The inhabitants of the United States” Tocqueville, Democracy In America, Book One, Chapter XVIII. 5 “there was virtually no economic growth” Robert J Gordon. “Is US economic growth over? Faltering innovation confronts the six headwinds.” Policy Insight No. 63. Centre for Economic Policy Research, September, 2012. --Thomas Piketty, “World Growth from the Antiquity (growth rate per period),” Quandl. 6 each citizen’s share of the economy Richard H. Steckel, “A History of the Standard of Living in the United States,” in EH.net (Economic History Association, 2020). --Andrew McAfee and Erik Brynjolfsson, The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies (New York: W.W. Norton, 2016), p. 98. 6 “Constant revolutionizing of production” Friedrich Engels and Karl Marx, Manifesto of the Communist Party (Moscow: Progress Publishers, 1969), Chapter I. 7 from the early 1840s to 1860 Tomas Nonnenmacher, “History of the U.S.
    [Show full text]
  • For Student Success
    TRANSFORMING School Environments OUR VISION For Student Success Weaving SKILLS ROPES Relationships 2018 Annual Report Practices to Help All Students Our Vision for Student Success City Year has always been about nurturing and developing young people, from the talented students we serve to our dedicated AmeriCorps members. We put this commitment to work through service in schools across the country. Every day, our AmeriCorps members help students to develop the skills and mindsets needed to thrive in school and in life, while they themselves acquire valuable professional experience that prepares them to be leaders in their careers and communities. We believe that all students can succeed. Supporting the success of our students goes far beyond just making sure they know how to add fractions or write a persuasive essay—students also need to know how to work in teams, how to problem solve and how to work toward a goal. City Year AmeriCorps members model these behaviors and mindsets for students while partnering with teachers and schools to create supportive learning environments where students feel a sense of belonging and agency as they develop the social, emotional and academic skills that will help them succeed in and out of school. When our children succeed, we all benefit. From Our Leadership Table of Contents At City Year, we are committed to partnering Our 2018 Annual Report tells the story of how 2 What We Do 25 Campaign Feature: with teachers, parents, schools and school City Year AmeriCorps members help students 4 How Students Learn Jeannie & Jonathan Lavine districts, and communities to ensure that all build a wide range of academic and social- 26 National Corporate Partners children have access to a quality education that emotional skills to help them succeed in school 6 Alumni Profile: Andrea Encarnacao Martin 28 enables them to reach their potential, develop and beyond.
    [Show full text]
  • Cloud9 Technologies LLC
    Cloud9 Technologies LLC. 565 Fifth Avenue New York, NY 10017 +1.866.753.4239 Cloud9 Technologies – Service Description May 2019 1 Cloud9 Technologies LLC. 565 Fifth Avenue New York, NY 10017 +1.866.753.4239 Contents 1. Overview .......................................................................................................................................................................................................... 3 2. Cloud9 Technologies Service Summary ......................................................................................................................................................... 3 3. Major Service Components ............................................................................................................................................................................ 4 3.1 Trading Turret Interface Options ............................................................................................................................................................. 4 3.2 Cloud9 Directory (Trader Voice Connectivity) ......................................................................................................................................... 6 3.3 Voice Recording ........................................................................................................................................................................................ 8 3.4 Enterprise Communications ..................................................................................................................................................................
    [Show full text]
  • Esports High Impact and Investable
    Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018.
    [Show full text]
  • Managing Performance in Virtual Teams
    Managing performance in virtual teams A multiple case study of esport organizations BBACHELOR TTHESIS WITHIN: Business Administration NNUMBER OF CREDITS: 15 PPROGRAMME OF STUDY: International Management/Marketing Management AAUTHOR: Oliver Näsström, Sebastian Arvérus TTUTOR: Caroline Teh JJÖNKÖPING May 2019 Acknowledgements We would like to express our sincere gratitude towards the people that have been involved in the process of finalizing this research, either by contributing to the research or by just supporting us. Firstly, we would like to give a huge thanks to our tutor, Caroline Teh, for providing us with her time, support, feedback and guidance during the process of this research. Secondly, we would like to extend a large thank you to people and organizations that participated and made this research possible. Finally, we would like to acknowledge the course examination Anders Melander, for valuable guidelines and information in the opening of this process. Sebastian Arvérus Oliver Näsström Bachelor Thesis in Business Administration Title: Managing Performance in Virtual Teams – A multiple case study of esport organizations Authors: Oliver Näsström & Sebastian Arvérus Tutor: Caroline Teh Date: May 2019 Keywords: virtual teams, esport management, esport organization performance Abstract Background The growing phenomenon of esports during the last decade have sparked the rise of a billion dollar industry. Professional esport teams are now competing in arenas with an audience of millions watching at home. Virtual teams have been used actively since the 1990’s and are now the standard structure in esport organizations. Problem Most of the organizations in esports are based virtually which means that the team members act and communicate in a virtual environment.
    [Show full text]
  • Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
    COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling.
    [Show full text]
  • Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
    "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects.
    [Show full text]
  • ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO
    Jun 26, 2017 16:00 BST ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO The world’s largest esports company, ESL, is today proud to reveal a new initiative to expand its path for aspiring Counter-Strike: Global-Offensive (CS:GO) players to rise through the ranks from the National Championship level onto the amateur ranks in order to qualify for the largest CS:GO league in the world, the ESL Pro League. Starting with ESEA Season 26, the winners of the ESL UK Premiership and the ESL Mistrzostwa Polski, the official national leagues of the UK & Ireland and Poland respectively, will claim a place to compete in the Mountain Dew League (MDL). This unique partnership provides a clear pathway for CS:GO players to progress from amateur ranks to compete on the world stage linking the national leagues to the Pro League through MDL. The investment in the path-to-pro system will continue from Season 27 with ESL’s French, Spanish and German leagues providing qualification spots to the MDL, establishing ESL’s national leagues as the leading grassroots CS:GO leagues in each territory. The already-established ESEA League will continue to run alongside this new initiative. To achieve this, ESL is set to move its European National Championships to be part of ESEA’s system creating promotion spots up to MDL, the only league that feeds directly into the Pro League. The team that wins the National Championship will qualify for the MDL, creating a clear path from there to the Pro League.
    [Show full text]