iGB North America magazine IGBNA Aug/Sep | Page 10

Law and Legislation ESPORTS: THE NEXT REGULATORY FRONTIER? With the eSports phenomenon blowing up, Christopher L. Soriano and Eric D. Frank, Duane Morris LLP, look at the potential regulatory issues raised by sites now offering fantasy contests and betting on eSports games. If we told you a sports league was constructing 10,000+ square foot arenas in Columbus, Ohio and Orange County, California, its major sponsors included brands such as Coca Cola, Dr. Pepper, Nissan and America Express and that Amazon Championships, one of the largest eSports competitions in the world held annually in Seattle, has a prize pool this year that is over $17 million, a 55% increase from the 2014 prize pool, which had increased over 200% from the year before. Not to “Inevitably, when people start playing games against each other for money, the questions get asked about whether the activity is gambling and should be regulated (and taxed).” bought a streaming service surrounding the sport for approximately $1 billion, you would think we’re talking about a sport you’d see daily on SportsCenter and that every American was talking about. But we’re not. We’re talking about eSports competitive gaming or organized video game competitions. These competitions vary from full scale tournament-style competitions taking place at large venues to computer, game console or mobile competitions between friends. The eSports industry is blowing up. For years, China and South Korea have been the hub of eSports but the phenomenon is growing exponentially in the US and Europe. The ongoing International DOTA 2 mention, the 2014 International had over 20 million total viewers, including two million concurrent viewers for the finals. The League of Legends World Championships amassed 32 million viewers with 8.5 million concurrent Internet viewers. For some context, the 2014 World Series averaged 13.8 million TV viewers per game. But what is the future of something like this from a gaming regulatory perspective? Inevitably, when people start playing games against each other for money, the questions get asked about whether the activity is gambling and should be regulated (and taxed). This arises from a number of perspectives. First, there are sites that allow people to bet on eSports 10 | iGamingBusiness North America | Issue 20 | August/September 2015 games – in other words, people are betting on the performance of others in video game competitions. At this point, it is probably not seriously debatable that this would be gambling in violation of state and federal laws in the US unless done under the auspices of a regulatory body where sports betting is permitted. One could see fairly quickly how this activity in an unregulated environment could lead to a number of undesirable consequences such as match fixing and problem gaming issues. At this point in time, it does not appear that any state is moving in the direction of authorizing wagering on eSports under its gaming regulatory auspices. But what about those who are simply playing against each other? What about sites popping up offering fantasy eSports contests? Insofar as much of the comfort surrounding fantasy sports in the US comes from the UIGEA exemption, eSports are starting with a much greater handicap when compared to your “typical” fantasy sports site. Of course, the traditional definition of gambling in the US revolves around three required elements: consideration, prize, and chance. Is “chance” really an element of video game tournaments such that it would meet the definition of gambling? Obviously the skill of the player in a video game tournament will have a very significant impact on the result. But might this be something that “looks” too much