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The Essential Guide to the Business & Law of Esports & Professional Video Gaming PDF

327 Pages·2021·58.832 MB·English
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The Essential Guide to the Business & Law of Esports & Professional Video Gaming The Essential Guide to the Business & Law of Esports & Professional Video Gaming Justin M. Jacobson, Esq. First edition published 2021 by CRC Press 6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487-2742 and by CRC Press 2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN © 2021 Justin M. Jacobson, Esq. The right of Justin M. Jacobson, Esq. to be identified as the author[/s] of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmit- ted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, with- out written permission from the publishers. For permission to photocopy or use material electronically from this work, access www. copyright. com or con- tact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. For works that are not available on CCC please contact mpkbookspermissions@ tandf. co. u k. Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identification and explanation without intent to infringe. ISBN: 978-0-367-69945-1 (hbk) ISBN: 978-0-367-67512-7 (pbk) ISBN: 978-1-003-14396-3 (ebk) Typeset in Garamond by Deanta Global Publishing Services, Chennai, India To my Perri. Contents • Preface xi About the Author xiii 1 Introduction to Esports & Professional Video Gaming Law 1 1.1 A Brief History of Esports and Competitive Gaming 2 1.2 Introduction to Today’s Professional Esports Business Ecosystem 16 1.3 About Today’s “Competitive” Gaming Circuit 17 1.4 Exploring the Professional Esports Business Ecosystem 20 1.4.1 Gaming “Talent” in the Esports Business Ecosystem 21 1.4.2 Professional Esports Organizations and Teams 30 1.4.3 Game Developers and Publishers 37 1.4.4 Event, Tournament, and League Organizers 42 2 Intellectual Property Law and Its Impact on The Esports Business Ecosytem 55 2.1 Copyright Law 55 2.1.1 Copyrights for Game Developers and Publishers 58 2.1.2 Copyrights for Gaming “Talent”: “Competitive” Gamers, and Gaming Influencers 64 2.1.3 Copyright for Professional Esports Organizations and Teams 64 2.2 Trademark Law 65 2.3 Trademarks in Esports 67 2.3.1 Trademarks for Gaming “Talent”: Competitive Gamers and Gaming Influencers 68 2.3.2 Trademarks for Professional Esports Organizations and Teams 71 vii viii CONTENTS 3 Business and Tax Law and Its Impact on the Esports Business Ecosytem 73 3.1 Business Entities in Esports 73 3.1.1 “Loan-Out” Companies for Gaming “Talent”: Competitive Gamers and Gaming Influencers 76 3.1.2 Business Investments and Transfers for Professional Esports Organizations and Teams 77 3.2 Tax Matters in Esports 80 3.2.1 Personal Income Tax Matters for Gaming “Talent”: Competitive Gamers and Gaming Influencers 80 3.2.2 Some Tax Matters for Professional Esports Organizations and Teams 86 4 Immigration and Employment Law and Its Impact on the Esports Business Ecosystem 89 4.1 Immigration Law in Esports 89 4.1.1 Work Authorization for Gaming “Talent” 89 4.2 Employment Law in Esports 95 4.2.1 Employment Matters for Esports Organizations and Teams 95 4.2.2 Employer Law Matters for “Competitive” Gamers 100 5 Contract Law and Its Impact on the Esports Business Ecosytem 103 5.1 Gaming “Talent” Agreements 103 5.1.1 A Look at Professional Gamer Contracts with an Esports Team 104 5.1.2 A Look at Esports Coach Contracts with a Team 134 5.1.3 A Look at On-Air Talent Contracts with an Event, Tournament, or League Organizer 138 5.2 Esports Sponsorship and Brand Partnership Contracts 142 5.2.1 Look at Sponsorship and Investment Pitch Decks for Gaming “Talent,” Esports Teams and Event Organizers 143 5.2.2 Some Considerations for Sponsorship Agreements with Gaming Talent and Esports Organizations 146 5.2.3 Some Professional Gamer-Specific Sponsorship Matters 157 CONTENTS ix 5.3 Licensing in Esports 158 5.3.1 Gaming “Talent” Licensing Matters 158 5.3.2 Professional Esports Organizations and Teams Licensing Matters 162 5.3.3 Other Esports Institution Licensing Matters: Esports Teams and Game Publishers 166 5.3.4 Licensing of Broadcasting and Streaming Media Rights by Event Organizers and Game Publishers 167 5.3.5 Licensing of Rights by Event Organizers from Game Publishers 169 6 Some Other Ancillary Esports Legal and Business Topics 171 6.1 Mobile Esports 172 6.2 The Rise of Global Youth, High School, and College Esports 174 6.3 International and National Esports Associations and Federations 179 6.4 Esports Professionals 182 6.5 Marketing and Promotions Legal Considerations for Social Media and Streaming 188 6.6 Conclusion 192 6.6.1 The Future of the Business of Esports 192 References 195 Index 301

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