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Imagine a scene where a group of gamers get together to play their favorite game. They join a tournament, pitted against other equally skilled players, and battle for hours for victory. Now, picture those players sitting in a stadium where their actions are broadcast for thousands to see. At the same time, additional people are logging in online to watch from a distance. Suddenly, those gamers have gone from geek to valuable commodity. This is the phenomenon known as Electronic Sports, or eSports.
— eSports Law
(other)
by USC School of Law
(see stats)
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