Electronic sports are organized competitions of video games in which different players (proplayers), individually or as part of a club, compete with each other inside a physical or online event with the goal of defeating your rivals and get an economic reward and / or recognition as a winner. An academic definition about esports that does not reflect, by far, what they really are and what is its impact in on our society.
According to the statistics, the electronic sports ecosystem gathered in 2018 a total of 165 million of enthusiasts (people who directly follow competitions of electronic sports) around the world. A number in constant progress that is also generating revenues to 463 million dollars between sponsorship contracts, prizes, merchandising or sale of retransmission rights.
But not only are numbers. In the physical competitions, there are queues to buy tickets, merchandise or for a place to encourage teams and players. Added to the competitive spectacle those elements have made many to consider electronic sports as the sport of the 21st century. For the moment, in the West we have not reached that consideration or an official declaration. Nevertheless, some Asian countries have. If you want to know more about this, I recommend that you get a copy of “Sin leyes no hay competición” my book about the laws of electronic sports that surely will not leave you indifferent.
But not all is shinny in electronic sports. The sector and its stakeholders (clubs, players, staff, streamers, content creators, organizers of competition, etc.) still have many problems to solve, especially in legal matters. Problems that can only be solved by lawyers and legal advisors specialized in the esports.