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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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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