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What Could Go Wrong: Cyber Security

1.5 million. That’s the number of user’s records that were breached in the Esports Entertainment Association League (ESEA) hack in late 2016. Compared to the rest of the world, this breach is hardly a drop in the ocean; AOL had 92 million records compromised in 2005, Ebay had 145 million records compromised in 2014, and… Continue reading What Could Go Wrong: Cyber Security

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Policy Pandemonium: Documentation Uplift in the Esports Industry

The monumental meeting between the Olympic committee and esports representatives indicates, above all else, that esports is continuing its upward trajectory and is cementing itself within today’s sports and entertainment industry. Money is no longer an issue, teams now have fixed salaries, corporate partners and athletic sponsors. Further, it is predicted that approximately $622 Million… Continue reading Policy Pandemonium: Documentation Uplift in the Esports Industry

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Going for Gold: Esports at the Olympics

The international Olympic Committee (IOC) and the Global Association of International Sports Federations (GAISF) recently convened in Lausenne, Switzerland, inviting over 150 esports representatives to discuss what could be the most contentious decision made in recent Olympics history: Will esports be at the 2024 Olympics? While an article on the official Olympics website states that… Continue reading Going for Gold: Esports at the Olympics

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Breaking the Habit: Changing our Perception of Video Game Addiction

Recently, the World Health Organisation (WHO) introduced gaming disorder as a mental illness, again putting esports under the microscope – another piece of the already convoluted esports puzzle. According to WHO, Gaming Disorder is defined as “a pattern of gaming behaviour (“digital-gaming” or “video-gaming”) characterised by impaired control over gaming, increasing priority given to gaming… Continue reading Breaking the Habit: Changing our Perception of Video Game Addiction

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Delete Your Tweet: Reputational Risk from an Esports Perspective

Faker, Flash, GeT_RiGhT and Saebyeolbe are or were at one point considered among the best players in the world. All four are known for competence in a number of areas, some excelling in pure technical ability, while others are credited as highly cerebral players. However, the one factor these players all have in common, and… Continue reading Delete Your Tweet: Reputational Risk from an Esports Perspective