TREATMENT AND REGULATION OF ESPORTS IN INDIA
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https://doi.org/10.55662/Abstract
Millions of people including us play computer games or video games in general as avocation or amusement, but for some exceptionally skilled players gaming is not just restricted to a means of pass time or amusement, rather, they intend on making a living of it. This professional video gaming has been dubbed as "eSports". The advent of this new vocation has been supported and accompanied by the development of a nascent professional infrastructure with features familiar from the world of physical sports and entertainment, including tournaments, leagues, fans, teams, team owners, player contracts, sponsors, and the like.
There has been a huge debate amongst the eSports enthusiasts and the policy makers of several countries as to the point whether “eSports” can be included within the definition of traditional “sports” and doing so can it be recognised as a type of traditional sports. According to Guttman’s model, there are seven characteristics for a gaming activity to be considered as a sport:
Guttman’s first characteristic is that modern sport is secular and whilst throughout history sports and sport events have been seen as sacred or tied to religion, modern sport is separate from religion. eSports, a phenomenon belonging completely to the modern times, follows a similar path and has no religious ties whatsoever.
The second of Guttmann’s characteristic is equality. Equality as in every person is free to take up a sport, irrespective of his sex, race or any other characteristic features one possesses, one is judged only on one’s skill and no other ground. Similarly, in e-sports all the players compete in the same conditions regardless of gender, form or functionality.
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