Traditionally, the utility of sports was limited to personal entertainment. Steadily, the scope of sports was widened to include broadcasting, endorsements, franchisees, etc, thereby making it a commercially profitable venture. By the late 1990s, another unique integration of online gaming experience – electronic sports or e-Sports began to take shape as high revenue generating competitive sports; and with the advent of the new millennium, e-Sports started attracting significant sponsorship and investment.
Electronic sports or e-Sports are a form of sports that involve electronic systems as the primary facilitators of the sport with human-computer interfaces mediating the input and output of players and teams. Its distinguishing features include flexibility of location, a vast prize pool and the need for updating the format of the game at quick intervals. With the increasing competitiveness, vast prize pools, and a formalisation of the online gaming industry, e-Sports – Premier leagues and championships, now generate huge revenue and account for about 3% of World trade.
While the domain of traditional sports has aged well with a definite regulatory framework, the e-Sports industry, being in its nascent stages, is still dependent on contracts. Such contractual relations among the stakeholders and a huge revenue generation attributable to sponsorship and advertisements make the e-Sports industry vulnerable to exploitation and corruption. In the era of continuous growth, a regulatory regime for e-Sports is the need of the hour.