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Delve into the world of eSports with this insightful introduction covering definitions, facts, prominent games, betting markets, challenges, and more. Discover the various products, demographics, prize funds, competitions, and betting offerings in this rapidly growing industry. Explore the audience statistics, market size, and ongoing work in eSports while considering the risks and practical difficulties in regulating this unique form of competitive gaming. Uncover case studies, challenges, and the nuances of eSports betting, skill-based games, and age restrictions. Get ready to embark on an exciting journey through the dynamic landscape of eSports!
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Introduction to eSports January 2016
Contents • Definitions – emerging products • What are eSports? • Facts and figures • A profile of prominent games • Betting markets • Potential challenges
Distinguishing between different products eSports Daily Fantasy Sports Social gaming - Competitive computer gaming - Tournaments for prizes - Betting on match outcomes • Online games • Social interaction • In-game purchases • Increasing involve tradable features • Lines blurring? - Pool betting - Based on a days sports events - Treated as ‘game of skill’ in USA
Distinguishing between different products Decentralised peer to peer Gambling Software Hybrid gaming eGaming Virtual events
eSports: competitive computer gaming Multiplayer battle Real Time Strategy First person shooting Collectable Card Game
Facts and Figures • Audience of 160 million worldwide (113 million active players) • 15,000 visitors every day to recent Championship final • $18,429,613 prize pool for ‘The International 2015’ Dota 2 Tournament
Demographics • UK • Recent Tournament sold out 12,500 seater Wembley Arena • Permanent 600 seater eSports venue created in London • International • 85% Male • 18-34 year olds 60% • 44% students • Play between 1 to 5 hours a day • Source: Taken from survey at eSports event
Professional Competitions • Run by developers: • Battle.net world series (Blizzard) • The international (Valve) • League of Legends World Championships (Riot) • Run by 3rd party organisations: • Dreamhack • Electronic Sports League • Major League Gaming • Coverage:
Betting Products offered • Licensed operators started odds in 2015 • Offer beyond pre-game and in- play • Thousands of matches offered already • Looks and feels like any other sporting event • Emergence of niche eSports betting operators
Size of the betting market • Feedback from established operators: • Exempt information under sections 41 and 43 of the Freedom of Information Act
Challenges and on-going work • A growth gambling market – that will innovate and give us new things to think about • What risks does this present as a betting market – is this different from other sports betting? • Under certain circumstances is participation itself gambling? • Overcoming practical difficulties to regulating this – e.g. No governing body
Case study: • Explanation video: How to bet and enter lotteries on site will be presented at board.
Case study: World Gaming • Head to head challenges • Is this a bet? • Game of skill or chance? • Enforcement of ‘18+ only’