Four eSports principles – Western associations come together to support virtual competitions
Esports brings together not only players and spectators, but also industrial associations. According to my partners, several Western organizations have formed an alliance to support virtual competitions.
In a joint announcement, associations associated with video games outlined four principles for promoting and participating in e-sports, each of which provided an explanation:
- Safety and well-being.
All members of the eSports community deserve to participate in and enjoy eSports in safe places, to be free from threats and acts of violence, as well as from language or behavior that makes people feel like they are threatened or harassed.
- Honesty and fair play.
Cheating, hacking, or otherwise engaging in dishonest or dishonest behavior diminishes the “experience” of others, unfairly benefits teams and players, and undermines the legitimacy of eSports.
- Respect and diversity.
Esports promotes a healthy competition. At both local and online tournaments, all members of the eSports community must show respect and courtesy to others, including teammates, opponents, game officials, organizers and spectators.
Esports is truly global and brings together players from different cultures, backgrounds and points of view. We believe that a wide and diverse base of e-sportsmen contributes to its success. We support an open, inclusive and welcoming environment for everyone, regardless of gender identity, age, opportunity, race, ethnicity, religion or sexual orientation.
- Positive and enriching gameplay.
ESports can help build self-confidence and sportsmanship, as well as improve interpersonal skills and teamwork. Esports brings players and fans together to solve problems through tactical play, collaboration, and critical thinking. Engaging in eSports can also lead to new and lasting friendships between teammates, rivals, and members of the wider eSports community.
The principles were jointly published by the European Federation of Interactive Software (ISFE), the Entertainment Software Association (ESA), the Canadian Entertainment Software Association (ESAC), the Interactive Games and Entertainment Association (IGEA) and the United Kingdom’s Interactive Entertainment Association (UKIE).
It is not surprising that e-sports attracted the attention of organizations: according to Newzoo, revenue from the global e-sports market in 2019 should exceed $ 1 billion.