The Econtractor? Defining the Esports Employment Relationship

The Econtractor? Defining the Esports Employment Relationship
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DOI:
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发表时间:
2019
影响因子:
1.2
通讯作者:
T. Baker
T. Baker
中科院分区:
法学3区
文献类型:
--
作者:
John T. Holden;T. Baker

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电子竞技现在是一个价值数十亿美元的产业,并迅速成为娱乐产业中讨论最多的领域之一。人们热衷于将电子竞技与棒球、篮球、足球和曲棍球等其他更传统的运动一起提及,但这种比较可能并不恰当。电子竞技联赛与传统体育联赛有着根本的不同,因为构成电子竞技的竞技游戏是游戏制作者的知识产权。这种独特的结构导致了游戏制作者、电子竞技制作人、团队和竞争对手之间的个性化关系。本文是最早探讨电子竞技选手法律地位的文章之一。在此过程中,我们讨论了电子竞技领域独特的就业条件。该行业在不久的将来将面临与劳工相关的重大挑战,因此本文还分析了电子竞技选手和联盟面临的劳工问题,以及利益相关者关注选手的法律地位和工作条件的重要性。
Esports is now a multibillion-dollar industry that has quickly become one of the most discussed segments of the entertainment industry. There has been a rush to mention esports alongside other more traditional sports like baseball, basketball, football, and hockey, but the comparison may not be apt. Esports leagues are fundamentally different from traditional sports leagues because the competitive games that make up esports are the intellectual property of the game makers. This unique structure results in individualized relationships between the game makers, esports producers, the teams, and the competitors. This article is among the first to examine the legal status of esports competitors. In doing so, we discuss the employment conditions within esports that make them unique. The industry is poised to face significant labor-related challenges in the near future, so the article also analyzes the labor issues esports competitors and leagues face, and the importance for stakeholders to pay attention to the legal status and working conditions of the competitors.