NAVIGATING THE ARENA: UNDERSTANDING THE UNIQUE DISPUTE LANDSCAPE IN VIDEO GAMES AND ESPORTS
DOI:
https://doi.org/10.32782/lexsportiva/2025.1.3Keywords:
eSports, video games, legal disputes, alternative dispute resolution, arbitration, intellectual property, WIPO, eSports contracts, IGETAbstract
The growing role of esports as an integral part of the global entertainment and sports industry and the lack of legal instruments to regulate the numerous and complex legal relationships in this area demonstrate the relevance of the topic under study. In general, the uniqueness of the esports environment is manifested in the multi-level structure of participants (players, teams, developers, publishers, platforms), the digital nature of assets, and the complexity of jurisdictional regulation. Against the backdrop of an increasing number of disputes, particularly regarding contracts, licenses, doping scandals, player transfers, or non-compliance with streaming conditions, there is an urgent need for effective, flexible, and specialized mechanisms to resolve such conflicts. At the same time, the integration of esports into the global legal space requires harmonization of approaches, recognition of unified standards, and the creation of new legal models that combine the ethical, commercial, and technological aspects of digital interaction. This paper is devoted to studying the specifics of legal disputes arising in the field of video games and esports, in particular issues related to contractual obligations, intellectual property, disciplinary measures, and gaps in legal regulation. The thesis analyzes existing alternative dispute resolution mechanisms, including mediation and arbitration, with the involvement of international institutions such as WIPO and the newly established IGET tribunal. The focus is on dynamic industry development, where traditional sports law does not always provide effective conflict resolution. The study is based on a comparative analysis of court practice, international standards, and contractual models between players, teams, streaming platforms, and sponsors. The aim of the study is to analyze current dispute resolution practices in the field of video games and esports, identify challenges faced by the parties to disputes, and determine effective approaches to resolving them through alternative dispute resolution mechanisms such as mediation and arbitration. The study found that traditional legal mechanisms often do not correspond to the specifics of the esports environment, leading to legal uncertainty for its participants. The study emphasizes the need to adapt national legal systems to the challenges of the digital age and develop specialized legal mechanisms in the field of eSports.
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