Project
The exploration of how to deal with electronic sports, or e-sports, has gained significant importance in contemporary society, as evidenced by ongoing debate within the social and human sciences over the last two decades. E-sports represent a new frontier, blending traditional sports and online gaming, where players compete individually or as teams in global competitions, often winning substantial prizes. While e-sports exist in a virtual realm, their impact can extend to real-life consequences. Despite their success and growing popularity, this booming phenomenon has yet to be subjected to systematic analysis that explores the theoretical foundations and practical implications of the various approaches to e-sports. Furthermore, the rise of e-sports as a social and business force in today's digital culture is a global phenomenon, with distinct gaming cultures rooted in eastern and western value systems. Traditional sports institutions are increasingly engaging with e-sports, yet there remains no universally accepted definition of what constitutes an e-sport or a professional player, and regulations are sparse. With the inclusion of e-sports in the 2020 Tokyo Olympics, the International Olympic Committee made a significant step toward integrating virtual sports, yet e-sports’ place within the broader sporting world remains ambiguous. Additionally, there are ongoing concerns about player safety, especially among minors, regarding issues such as game time limits, inclusion, gender equality, doping, and harmful online environments.
Objectives
The project aims to address the multifaceted nature of e-sports by conducting a comprehensive historical-conceptual and legal analysis. Its primary goal is to articulate a detailed classification of legal solutions, drawing on case studies and mapping statistical indicators that provide empirical insights into health, security, and human rights concerns in the e-sports realm. By fostering collaboration between two complementary interdisciplinary research units, the project intends to generate significant impacts across various scientific sectors, including legal, medical, and economic fields, on both national and international levels. The project will use two main methods: the theoretical reconstruction of the e-sports phenomenon and the collection of concrete evidence on the current spread and participation in e-sports. This will be achieved through close collaboration with both private and public partners, ensuring that legal responses to key issues in e-sports, such as regulation, safety, and inclusion, are informed by thorough research and empirical data.




