Skins in The Game | Page 9

Core Concepts The rise in esports’ popularity, the consequent growth of skin betting, and 2016’s skin gambling scandals, each focused an intense spotlight on Valve, skins, and the esports wagering ecosystem. Such scrutiny illustrated several concepts underpinning the skin betting industry. Valve Prints The Currency Used To Bet On Skins —And Also Owns It Skin Wagering Grew Faster Than It Could Be Effectively Regulated Because Of Its Unparalleled Convenience Lounge’s inability to offer legal, regulated skin betting is attributable foremost to the construct of Valve’s skins ecosystem. Even if skin gambling were legal under a nominal state or federal regulatory framework, Valve would still own not only all skins, but the marketplace by which players acquire, access and manage them. Lounge’s hopes of offering licensed skin betting were, therefore, contingent upon the consent of the owner of the virtual currency used to conduct said betting. Any sites offering skin wagering, which Valve said violated Steam’s terms and conditions, have zero latitude to even amend skins-based products, let alone offer them. Imagine if recreational basketball players won special currency for their efforts in a never-ending stream of pickup games, and whenever they went to the sidelines, televisions played NBA games and rows of bookies sat eager to accept only the very currency the players had just won on the court as payment for bets. If those players wanted to bet on pro basketball, surely they would do so instantaneously on the sidelines with the bookies rather than getting in their car and and driving to a casino. Indeed, skin betting’s popularity was fueled by its unrivaled convenience—namely the speed, simplicity and accessibility of wagering blended seamlessly with skin acquisition during CS:GO gameplay. Valve merged in a single screen experience both the virtual world in which a currency is acquired and managed, and the real world in which that currency is wagered. A Lack Of General Esports Wagering Regulations Belies A Greater Lack Of Skin Wagering Regulations Skill-based, P2P games such as real-money gaming competitions are generally permitted in at least 36 states. Despite that, only two states in the US are believed to have a regulatory framework actively governing esports players betting cash on their own performance. No US states have developed a regulatory framework governing players betting virtual items, such as skins, on the outcomes of either their own matches or professional esports matches. The same appears to be true in most other countries. Valve Benefitted Indirectly From Skin Wagering, But Kept The Industry At Arm’s Length Valve is aware skin betting drives increased fan engagement in professional CS:GO events, but has done little to address its legality or develop player protections. The closest the company came to addressing skin gambling head on before the July 2016 C&D action was in a February 2015 warning in light of the suspension of 26 players involved in a match-fixing scandal the previous year. “Professional players, teams, and anyone involved in the production of CS:GO events, should under no circumstances gamble on CS:GO matches, associate with high volume CS:GO gamblers, or deliver information to others that might influence their CS:GO bets,” Valve said, noting it would generally assume pro players had inside information. 6