Digital sports, or eSportst for short, is defined as video game events with tournaments where professional and amateur players compete with each other at regional and international level (Çakar and Güler, 2018). The entry of eSports into our lives begins with the impact of industry 4.0 and the age of digital transformation on societies. Having earned its income through betting, reward systems, tournaments and sponsors, Esports has managed to attract millions of viewers from all over the world. Esports is an innovative and interdisciplinary field where information technology, new media, digital communication, finance and sports intersect. Esports, which is quite new in our country but affects many people in the world, has started to experience many legal problems in both physical and digital fields among its players, clubs and partners, and the mediation mechanism of this field has not been established yet. The regulatory methods used to solve these problems vary depending on the legal structures of different countries or the ownership of eSports companies. In this context, in our study, it has been tried to make the sport arrangements and problematics visible in our country and in the world (South Korea, Germany, Norway, USA) with case studies.
Primary Language | English |
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Subjects | Sports Medicine |
Journal Section | Articles |
Authors | |
Publication Date | December 31, 2019 |
Acceptance Date | May 23, 2020 |
Published in Issue | Year 2019 Volume: 1 Issue: 3 |