Author: Vansh Dua, Student at Jindal Global Law School, Sonipat
INTRODUCTION
The field of competitive, organised video gaming is referred to as electronic sports.In popular at-home games like Fortnite, League of Legends, Counter-Strike, Call of Duty, Overwatch, and Madden NFL, players from different leagues or teams compete against one another. Millions of fans watch and follow these gamers from all around the world, whether they attend live events or watch them on TV or online. Viewers may watch their favourite gamers play in real-time on streaming platforms like Twitch and Youtube and this is often where popular players grow their fan bases. Esports is becoming more popular by the day. The phenomenal development in esports users have given many benefits to organisations but has also brought many obstacles. With the increased number of players, concerns such as gambling, E-doping, and fair play management have also come to the fore.Esports unlike conventional sports has a unique challenge which is that it has an upside-down structure, with commercial interests at the top and governing organisations at the bottom according to Anna Baumann Other difficulties, such as the absence of control over the sale of broadcast rights and whether player contracts are consistent with employment law, are still being addressed or even recognised, as esports enters an economically flourishing early period.