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Manipulation in Esports

In: The Palgrave Handbook on the Economics of Manipulation in Sport

Author

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  • Brett Abarbanel

    (International Gaming Institute, William F. Harrah College of Hospitality, University of Nevada, Las Vegas
    University of Sydney)

Abstract

The esports industry is a global phenomenon that mimics many of the hallmarks of sports, while also featuring unique characteristics that stem from its highly digital existence. At its core, esports is the professionalisation of competitive video game play. Like the sports industry from which it draws its name, esports is built around the spectatorship of competition—in this case, digital game competition (Abarbanel & Fiedler, Social gaming and social gambling: eSports. University of Hamburg and University of California, 2016). Many of the potential impacts of esport manipulation parallel also those seen in sport, such as loss of viewership numbers, loss of sponsors, and/or parents may discourage their children from participating in the game. But with an ecosystem differing from traditional sports, potential manipulation in esports also carries distinct impacts. While many integrity needs directly parallel sport, others are more closely tied to its intellectual property rights, digital game characteristics and peripheral mechanics, and cultural views on cheating ethics.

Suggested Citation

  • Brett Abarbanel, 2024. "Manipulation in Esports," Springer Books, in: Markus Breuer & David Forrest (ed.), The Palgrave Handbook on the Economics of Manipulation in Sport, edition 0, chapter 0, pages 313-326, Springer.
  • Handle: RePEc:spr:sprchp:978-3-031-63581-6_16
    DOI: 10.1007/978-3-031-63581-6_16
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