By Vincenzo Giuffrè and Lara Mastrangelo The growth of revenues generated by the esports industry is leading to new legal issues that are likely to be addressed with different solutions in 2020. Esports monetization will be driven by pay-per-view streaming The esports sector has traditionally drawn its revenues from sponsorships, media rights, and advertising. However, with the cost of tournaments and prize money rising yearly, organizers are looking for new ways to increase revenues. Many esports operators and tournament organizers are moving away from free streaming of content to running their events, with tickets to attend said events and fans …
The Italian Communication Authority (AGCOM) recently adopted a regulation on the age rating of audiovisual works on the internet and videogames (the “Regulation”).The new rating system aims at ensuring the right balance between the protection of minors on the one hand, and the freedom of expression and art on the other hand. The Regulation was drafted in compliance with international standards and best practices, such as the most widespread rating systems, among which the PEGI (Pan European Game Information) that is accepted in most European countries.In this article we focus on the new videogame age rating system.
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The eSports market has grown at a tremendous pace over the past few years becoming a half billion dollar industry and it is quickly seducing an increasing number of fans, operators and investors. Beside the huge growth, the industry is rapidly evolving, going from content consumed largely through streaming platforms to network-backed streaming services.
The eSports law booklet from the Italian IPT team of DLA Piper covers a number of current and upcoming legal issues of eSports and how to deal with them in order to help companies operating in the market to better understand the issues that are arising and to which the eSports industry in some cases does not still have a good answer.
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How to limit the risk of eDoping and avoid potential sanctions and enforcements in eSports? What solutions shall be adopted in terms of cybersecurity?The eSports market has grown at a tremendous pace over the past few years becoming a half billion dollar industry. Competition between players is at the highest levels and marginal gains can make the difference between winning and losing. Cheating is therefore a high temptation for many players.Some of such players are going for “eDoping”. This is not the classic doping to strengthen physical and concentrations potential, but it refers to the fixing of the machines used for the tournaments.
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