Asser International Sports Law Blog

Our International Sports Law Diary
The Asser International Sports Law Centre is part of the T.M.C. Asser Instituut

Football Intermediaries: Would a European centralized licensing system be a sustainable solution? - By Panagiotis Roumeliotis

Editor's note: Panagiotis Roumeliotis holds an LL.B. degree from National and Kapodistrian University of Athens, Greece and an LL.M. degree in European and International Tax Law from University of Luxembourg. He is qualified lawyer in Greece and is presently working as tax advisor with KPMG Luxembourg while pursuing, concomitantly, an LL.M. in International Sports Law at Sheffield Hallam University, England. His interest lies in the realm of tax and sports law. He may be contacted by e-mail at ‘p.roumeliotis@hotmail.com’.


Introduction

The landmark Bosman Ruling triggered the Europeanization of the labour market for football players by banning nationality quotas. In turn, in conjunction with the boom in TV revenues, this led to a flourishing transfer market in which players’ agents or intermediaries play a pivotal role, despite having a controversial reputation.

As a preliminary remark, it is important to touch upon the fiduciary duty of sports agents towards their clients. The principal-agent relationship implies that the former employs the agent so as to secure the best employment and/or commercial opportunities. Conversely, the latter is expected to act in the interest of the player as their relationship should be predicated on trust and confidence, as much was made clear in the English Court of Appeal case of Imageview Management Ltd v. Kelvin Jack. Notably, agents are bound to exercise the utmost degree of good faith, honesty and loyalty towards the players.[1]

At the core of this blog lies a comparative case study of the implementation of the FIFA Regulations on working with intermediaries (hereinafter “FIFA RWI”) in eight European FAs covering most of the transfers during the mercato. I will then critically analyze the issues raised by the implementation of the RWI and, as a conclusion, offer some recommendations.


FIFA RWI

In 2015, FIFA sought a new reform of football agents’ activity and adopted regulations on dealing with intermediaries[2] that are defined as “a natural or legal person who, for a fee or free of charge, represents players and/or clubs in negotiations with a view to concluding an employment contract or represents clubs in negotiations with a view to concluding a transfer agreement”.[3]

As solemnly illustrated in the Preamble, their purported aim is to bolster high ethical standards for the relations between clubs, players and third parties as well as enable proper control and transparency as regards player transfers.[4]  In a nutshell, FIFA devolved its regulatory powers to the national federations whereas it will just monitor the regulations’ proper implementation.[5]


Case studies of the national implementation of the RWI in eight countries

The concrete impact of the new RWI can be duly chartered through an examination of European FAs’ implementation (i.e. Belgium, England, France, Germany, Italy, Netherlands, Portugal, and Spain) as Europe possesses by far the biggest transfer market globally.

Registration

The registration process is a conditio sine qua non for agents. Based on a literal interpretation of the RWI, agents’ registration should occur on a transactional basis[6] and it is conferred upon clubs and players to provide to the respective FA the intermediary declaration and representation contract.[7] As FAs are empowered to go beyond the minimum requirements enshrined in FIFA’s RWI[8] in some instances they have implemented different requirements.

Burdensome character

For purposes of tracking and tracing their activity, agents should, subject to signing and filing the so-called “intermediary declaration”, be registered with the FA where they exercise their profession. Ergo, the plethora of administrative rules simultaneously applied constitute glaring obstacles, as they allegedly impede the provision of services on behalf of agents[9] and, on top of that, the enhanced amount of registration fees[10] is burdensome. The net result seems to be that a “fragmented and multi-tiered system”[11] does not seem compatible with EU law. It is more likely than not that by curtailing the development of agents’ business, EU law (i.e. restraint on competition, free movement of services) is infringed.

Lack of qualification assessment 

Apart from France[12], where candidates must sit a written examination and Spain[13], where a personal interview with the respective FA takes place, in principle, such assessments are not considered. 

The self-certification of impeccable reputation does not guarantee the quality of the services rendered by agents and the possession of the requisite skills thereto. In fact, the EU Sectoral Social Dialogue Committee for Professional Football confirmed a decreased quality of said services. The obligation to undertake a serious examination should, a fortiori, be taken seriously into account and put into practice as it will offer guarantees of objectivity and transparency.

Of course one could contradict that agents derive their value from their extensive network of contacts and market knowledge;[14] instead of their education or license. Nevertheless, qualitative criteria need to be set as a condition for eventual registration, as players should only have the option to gravitate towards agents that can deploy them quality services. This is further fortified by the fact that football has become a sophisticated business, whereby complex contracts plausibly require qualified assistance so as to achieve a better protection of players’ rights.[15]

Remuneration

In theory, agents should be entitled to receive remuneration so long as they have brought about the employment contract/transfer agreement for which they have been engaged. The mere introduction of the parties to a contract, without evidence of contribution to said conclusion, is not sufficient[16] as the entitlement to commission crystalizes upon the provision of services.

Reality bears witness to the fact that the recommended 3% benchmark cap inserted in the FIFA RWI[17], albeit being the apple of discord in recent discussions, has not been interpreted by FAs as a “must”. Only 4/8[18] FAs have transposed such recommendation in their domestic RWI while the others[19] have ignored it.

A glance at current numbers proves that, in spite of the recommended cap, agents’ fees have swelled; as from 2013, UEFA clubs have spent 97.2% (i.e. USD 1.54 billion) of the commissions pocketed by intermediaries globally. Going forward, it is indicative that as per the UEFA Report for the FY 2016, the average commission rate amounted to 13% in Belgium, England, Italy and Portugal, 9% in France, 15% in Germany, 12% in the Netherlands and 8% in Spain. The above figures succinctly demonstrate that FIFA’s recommendation has not led to a de facto limitation of the remuneration paid to agents. This is also confirmed by a report for the EC that outlined the increase in agents’ fees following FIFA’s deregulation.

Benchmark cons

Potential low remuneration cap would, unavoidably, incite agents to breach their fiduciary duty and favour their own interests. Exempli gratia, they would rather clinch deals in FAs that contemplate higher commission fees, even if it is contrary to the best interests of their client’s career. Furthermore, reprehensible practices would definitely take place since agents’ commission and players’ remuneration function inversely (i.e. the more agents receive, the less players earn), while it is also likely that agents would be discouraged to provide high quality services.

In the same vein, it could lead to collision with EU law. As a matter of fact, it has already raised EU competition law concerns as some have considered it a disproportionate encroachment on agents’ economic freedom, thus, infringing Articles 101 and 102 TFEU.

Benchmark pros

 On the flip side, I would like to play devil’s advocate going forward. Should the 3% cap on fees apply, this would ward off “agents” whose sole purpose is to make “quick and dirty” money. Therefore, the 3% cap could work as an indirect assessment of the ones who are worth of being agents.

Conflicts of interests 

From the outset of the eventual transaction, players/clubs should endeavor to assure that no conflicts of interest exist.[20] 6 out of 8 FAs[21] have transposed ad litteram the provision stipulating the right of intermediaries to represent multiple parties to a transaction, so long as they have articulated in advance potential conflicts of interest and received written consent by all parties involved. The CSKA Sofia v. Loic Bensaid case could be considered as a precursor to this provision, in which it was stressed that an agent who represents both player and club does not commit fraud so long as he has made the situation transparent to the parties.[22]

In my view, said provision ostensibly solves potential conflicts of interest but de facto goes against agents’ fiduciary duty and ineluctably leads to such conflicts. By way of comment, should an agent represent both the player and the destination club, he would have to act in a neutral manner, which will adversely affect the player’s interests. In order to maintain healthy relationships with the club so as to facilitate future transactions, it is more likely that he will not seek the maximum salary possible for the player. Conversely, should the agent represent both the player and the club of origin, one can easily understand that a higher transfer fee reduces the player’s salary and vice versa.

In my view, with such provision, unwittingly or not, an own-goal has been inflicted as FAs are not incentivized to crack down on potential conflicts of interest. At least, if the French[23]/Portuguese[24] practice is not followed (i.e. dual representation is prohibited), the English model[25] could be an attractive solution. Notably, the possibility to seek independent legal advice should be construed as a necessary requirement that will safeguard players’ sporting/financial interests from being compromised.

Minors

Almost all FAs outlawed payments when the player is a minor.[26] Portugal[27] seems to have applied a more stringent standard (i.e. representation is totally forbidden), while Italy[28] does not stricto sensu prohibit such remuneration.

One might be tempted to conclude that outlawing payments is commendable but such perception is erroneous as the premise behind it goes against the players’ interests:

  • Agents not receiving consideration in exchange for their services would most likely not provide the best advice for their client, as, “good advice comes at a price”[29]
  • Agents would have a vested interest to tie up youngsters for many years, which might, in turn, work at their expense, as the former might seek to capitalize their investment in the players as soon as they get 18 years old. As submitted, when it comes to minors, unscrupulous agents can go “forum shopping” and seek to conclude a representation contract in the most favorable jurisdiction,[30] i.e. the one that does not limit the duration of said contract.

The foregoing should be read in conjunction with the fact that in modern football there are lots of talented young players with potential to become a bone of contention for agents. Further to this, due account should be taken of the fact that UEFA’s “home grown player rule” and the UEFA Financial Fair Play Regulations push clubs to invest in youngsters and this renders their circulation in the market more common than in the past.

The statistics provided by FIFA ITMS show that minors are the category of players who have most often used an agent, in 17.6% of the concluded international transfers against 15.2% and 14.5% between 18-25 and 26-32 years old, respectively. Therefore, it borders on the absurd that agents cannot be remunerated when engaged in transactions involving minors.

On top of that, higher thresholds ought to have been imposed i.e. the representation contract should have a limited term and for this, a useful inspiration could be derived from the case of Proactive Sports Management v Wayne Rooney, where it was decided that the eight-year image rights representation agreement[31] constituted an unreasonable restraint of trade.

Duration of the Representation Contract

FIFA’s RWI left a normative vacuum by not including a provision on the maximum duration of a representation contract. However, my comparative study shows that 5/8 FAs[32] impose a maximum 2 year term on the representation contract.

Such a limit protects not only the players’ but also the clubs’ interests against potential abuses involved in the engagement of agents for long periods.[33] Furthermore, it avoids conflicts pertaining to restraint of trade as the absence of limits could lead to players being tied to their agent for a disproportionate period of time.

However, since exclusivity (i.e. maximum duration of contract) is not prescribed in FIFA RWI, this could imply that they provide a safe harbor to players not to be contractually bound for a predetermined period of time. As submitted, this grants the players more bargaining power and would, indirectly, force agents to act in the best interests of their clients.[34]


Harmonization at European level

It is crystal clear that multiple national disparities exist in the regulation of agents. Hence, I believe a streamlined uniform regulatory framework is needed at the European level and, as such, could be put in place by UEFA’s FAs.

FAs Partnership

As football’s transfer money and underlying intermediaries’ commission fees are mostly concentrated in Europe, it should be underscored that consolidated RWI at the level of all European FAs would provide a more potent regulatory space and countervail “FIFA’s regulatory relinquishment”.

As FIFA switched the onus to FAs, some of them could come together and become embroiled in enforcing an enhanced monitoring system and stricter conditions of access to the profession. This has also been supported by the EU Sectoral Social Dialogue Committee for Professional Football, which formulated that such harmonized European policy is the desirable next step for a better regulatory oversight of agents. Such partnership could be a laudable response to the calls for a centralized and harmonized mandatory licensing system. It should be done in cooperation with the EFAA, so as to take into account the agents’ perspective and likely facilitate adherence to the regulations.

In this respect, it would be prudent to follow the examples of other Sports Associations. For example, FIBA when formulating effective regulations pertaining to agents promoted harmonization while involving the agents through consultation of AEBA. Pursuant to the latest EC Report, the National Basketball Players Association (“NBPA”) Regulations could also be considered as an example to follow, as they enhance the “professionalization” of agents and are based on a mandatory licensing system while setting accomplished higher education as an indispensable condition. The NFL, on the other side of the Atlantic, is also an interesting example as it requires a university degree or sufficient negotiating experience of minimum 7 years.

As it is generally felt that the agents’ business is “unethical, complex and deceptive”, thus stringent conditions should be imposed to enter the profession. A qualitative selection process is indispensable. Players must be able to rely on agents equipped with the necessary skills and knowledge. FAs should look back at the Piau case where the compulsory licensing system was duly endorsed as legitimate by the then Court of First Instance of the EU, inter alia, on the basis that it was necessary to introduce “professionalism and ethical standards to protect players whose careers are short”.

UEFA

On a separate note, UEFA, as it claims to operate in a spirit of consensus with all its stakeholders, has to be the leading frontrunner of a harmonised regulation. In the framework of Article 165 TFEU and UEFA’s conditional supervised autonomy[35], this could be done in dialogue with the EC that possesses coordination competence with regard to sport, so as to ensure that potential new regulations can resist challenges on grounds of restraint of trade and alleged infringements of EU law. The Arrangement for Cooperation signed by the UEFA and EC earlier in February 2018 could be a good starting point going forward.


Conclusions

It is unequivocal that FIFA’s RWI advent has had as a main repercussion the deregulation of the industry, or better put, the granting of autonomy to the FAs to regulate said industry using the minimum standards as the cornerstone. The case study, though, evidences that important disparities exist between crucial provisions of the various European FAs’ RWI, which leads to compounding practical and ethical problems and to higher risks of forum shopping. 

It is forthwith conspicuous that such disparities create challenges, which could be duly faced, first and foremost, by accepting that agents are inherent to the mercato and, as previously alluded, by taking account of their fiduciary duty. Ergo, it is contingent upon European FAs, in the framework of UEFA, to cooperate so as to adopt a robust unified regime that will bring forward sweeping and streamlined changes to the profession. To do so, agents’ should be consulted and respected, as in the modern era of professional football, “they are the oil that keeps the wheels of international football in motion.”[36]


[1] WALTER T. CHAMPION, “Attorneys Qua Sports Agents: An Ethical Conundrum” (1997) 7 Marquette Sports Law Journal 349, 350.

[2] The term “agent” will be used, as it constitutes the international jargon.

[3] 2015 FIFA RWI, Definition of an intermediary.

[4] 2015 FIFA RWI, Preamble.

[5] 2015 FIFA RWI, Article 10.

[6] JUAN DE DIOS CRESPO and PAOLO TORCHETTI, “Limiting intermediaries’ fees and enhancing fiduciary duty” [2018] World Sports Advocate 11, 12.

[7] 2015 FIFA RWI, Articles 3 and 6(1).

[8] 2015 FIFA RWI, Preamble.

[9] JUAN DE DIOS CRESPO and PAOLO TORCHETTI, “FIFA’s new Regulations on Working with Intermediaries” [2015] Football Legal 36.

[10] Annex 11 to the URBSFA Regulations, Article 4 [1.3]; The FA website, Intermediaries Registration [online]. Available at: http://www.thefa.com/football-rules-governance/policies/intermediaries/intermediaries-registration [accessed on 1 May 2018]; Code du Sport, Article L.222-7; FIGC, Regolamento per i Servizi di Procuratore Sportivo, Art. 4(1), 4(3) and 5; KNVB Regulations, Article 2(6); PFF Regulations, Article 7(2); RFEF Regulations, Article 7.

[11] JUAN DE DIOS CRESPO and PAOLO TORCHETTI, “FIFA’s new Regulations on Working with Intermediaries” [2015] Football Legal 37; ORNELLA DESIREE BELLIA “FIFA Regulations on Working with Intermediaries: Analysis from the perspective of the clubs” in MICHELE COLUCCI (ed) The FIFA Regulations on Working with Intermediaries, Implementation at National Level (2nd ed., International Sports Law and Policy Bulletin 1/2016) 57-66, 59.

[12] Code du Sport, Article L.222-7.

[13] RFEF Regulations, Article 4.

[14] IAN LYNAM and JONATHAN ELLIS, “Players’ Agents”, in ADAM LEWIS QC and JONATHAN TAYLOR (eds), Sports: Law and Practice (3rd edition, BLOOMSBURY 2016), 1418 – 1478, 1420.

[15] SALEH ALOBEILDI, “FIFA’s RWI – Historical overview” [2015] Football Legal 30.

[16] CAS 2006/A//1019 G. v. O., award of 5 December 2006 (anonymized) [11].

[17] 2015 FIFA RWI, Article 7(3).

[18] Annex 11 to the URBSFA Regulations, Article 8 [3]; FA Regulations, Rule C (11); FIGC, Regolamento per i Servizi di Procuratore Sportivo, Art. 6; KNVB Regulations, Article 8(6).

[19] Code du Sport, Article L. 222-17 ; DFB Regulations, Section 7.1-7.2; PFF Regulations, Article 11 ; In Spain no remuneration cap has been prescribed.

[20] 2015 FIFA RWI, Article 2(2).

[21] Annex 11 to the URBSFA Regulations, Article 9 [3]; FA Regulations, Rule E (2) a-c; DFB Regulations, Article 8; FIGC, Regolamento per i Servizi di Procuratore Sportivo, Art. 7; KNBV Regulations, Article 4; RFEF Regulations, Article 12.

[22] CAS 2012/A/2988, PFC CSKA Sofia v. Loic Bensaid (award of 14 June 2013) paras 74, 82 and 101.

[23] Code du Sport, Article L.222-17.

[24] PFF Regulations, Article 5(3).

[25] FA Regulations, Rule E (2) d.

[26] Annex 11 to the URBSFA Regulations, Article 8 [8]; FA Regulations, Art. C (10) ; Code du Sport, Article L.222-5; DFB Regulations, Art. 7.7; KNVB Regulations, Article 8(7); RFEF Regulations, Article 10.

[27] PFF Regulations, Article 5(4); The Physical Activity and Sports Basic Law (“PASBL”) or Law no. 5/2007, Article 37(2).

[28] SALVATORE CIVALE and MICHELE COLUCCI, “The FIGC Regulations on Intermediaries” in MICHELE COLUCCI (ed) The FIFA Regulations on Working with Intermediaries, Implementation at National Level (2nd ed., International Sports Law and Policy Bulletin 1/2016) 329-338, 335.

[29] JEAN-MICHEL MARMAYOU, “EU Law and Principles applied to FIFA Regulations” in MICHELE COLUCCI (ed) The FIFA Regulations on Working with Intermediaries, Implementation at National Level (2nd ed., International Sports Law and Policy Bulletin 1/2016) 75-112, 91.

[30] ROBERTO BRANCO MARTINS, “FIFA’s RWI – Agents’ perspective” [2015] Football Legal 50.

[31] The judge supported his argumentation by making reference to the obsolete FIFA Regulations, which stipulated that representation contracts were limited to a maximum two-year term, attaching to said agreement a unique character.

[32] FA Regulations, Art. B (10); FIGC, Regolamento per i Servizi di Procuratore Sportivo, Art. 5; PFF Regulations, Article 9(2) §c; RFEF Regulations, Article 8(4).

[33] CAS 2008/A/1665, J. v. Udinese Calcio S.p.A, (award of 19 May 2009) para 54.

[34] WIL VAN MEGEN, “The FIFA Regulations on Intermediaries: The players’ point of view” in MICHELE COLUCCI (ed) The FIFA Regulations on Working with Intermediaries, Implementation at National Level (2nd ed., International Sports Law and Policy Bulletin 1/2016) 67-74, 74.

[35] BORJA GARCIA, “Sport governance after the White Paper: the demise of the European model?” (2009) 1:3 International Journal of Sport Policy 267; It was firstly stated in the Meca-Medina case [47]: “restrictions imposed by sports federations must be limited to what is necessary to ensure the proper conduct of competitive sport”.

[36] ROBERTO BRANCO MARTINS and GREGOR REITER, “Players’ Agents: Past, Present … Future?” (2010) 1-2 The International Sports Law Journal 7.

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Asser International Sports Law Blog | Introducing the new legal challenges of E-Sports. By N. Emre Bilginoglu

Asser International Sports Law Blog

Our International Sports Law Diary
The Asser International Sports Law Centre is part of the T.M.C. Asser Instituut

Introducing the new legal challenges of E-Sports. By N. Emre Bilginoglu

Editor’s Note: Emre Bilginoglu[1] is an attorney in Istanbul and the co-founder of the Turkish E-Sports Players Association, a non-profit based in Istanbul that aims to provide assistance to professional gamers and to work on the relevant laws affecting them. 


The world is witnessing the rise of a new sport that is growing at an incredible speed: E-Sports. We are only starting to understand its legal implications and challenges.

In recent years, E-Sports has managed to attract thousands of fans to arenas to see a group of people play a video game. These people are literally professional gamers (cyber athletes)[2] who make money by competing in tournaments. Not all video games have tournaments in which professional players compete against each other.

The most played games in E-Sports competitions are League of Legends (LoL), Defense of the Ancients 2 (DotA 2) and Counter-Strike: Global Offensive (CS:GO). LoL and DotA are both Multiplayer online battle arena (MOBA) games, a genre of strategy video games in which the player controls a single character in one of two teams. The goal of the game is to destroy the opponent’s main structure. CS:GO is a first-person shooter (FPS) game, a genre of video games where the player engages combat through a first-person perspective. The main objective in CS:GO is to eliminate the opposing team or to terrorize or counter-terrorize, planting bombs or rescuing hostages. Other games that have (popular) E-Sports competitions include Starcraft II (real time strategy), Hearthstone (collectible card video game), Call of Duty (FPS) and FIFA (football).

The gaming requires cooperation between team players, a high level of concentration, rapid reactions and some seriously fast clicking. E-Sports is a groovy term to describe organized competitive computer gaming. The E-Sports industry is exponentially growing, amounting to values expressed in billions of dollars. According to Newzoo, a website dedicated to the collection of E-Sports data, there are some 250 million occasional viewers of E-Sports with Asia-Pacific accounting for half of the total amount. The growth of the industry is indubitably supported by online streaming media platforms. This article aims to explain what E-Sports is and to give the readers an insight on the key legal questions raised by it. 


Is E-Sports a Sport?

The introductory legal question regarding E-Sports is whether it is a sport. There are different definitions of “sport”. According to the Council of Europe, “sport” means all forms of physical activity which, through casual or organised participation, aim at expressing or improving physical fitness and mental well-being, forming social relationships or obtaining results in competition at all levels.

SportAccord a non-profit association which is composed of autonomous and independent international sports federations and other international organisations contributing to sport in various fields, also offers a definition of sport. According to this definition, sport:

1) includes an element of competition;

2) does not rely on any element of “luck” specifically integrated into the sport;

3) does not pose an undue risk to the health and safety of its athletes or participants;

4) is in no way harmful to any living creature;

5) and does not rely on equipment that is provided by a single supplier.


Sport categories designated by SportAccord are primarily: physical sports (e.g. basketball); mind sports (e.g. chess); motorized sports (e.g. motorcycle racing); coordination sports (e.g. snooker); and animal-supported sports (e.g. equestrianism).

SportAccord also states that activities with limited physical or athletic activity would be carefully considered. E-Sports indeed involves a limited physical activity. The professional gamer generally sits in front of a designated computer. However, at this point it is important to highlight the existence of multiplayer video games that involve a considerable amount of physical activity. Home video game consoles that detect movement were released in early 2000s, paving the way for true E-Sports cyber athletes in the near future. Until now however, games that require physical activity have not been played at a professional level.

Having said this, E-Sports does involve a clear element of competition, does not rely only on luck, does not pose an undue risk to the health and safety of its competitors and is not harmful to any living creature. At some point, it does rely on equipment that is provided by a single supplier, as the subject game that is played is in general produced by a single supplier. In other words, E-Sports clearly complies with the remaining criteria (2 to 5) suggested to be defined as a “sport”.

Even though there are a myriad of multiplayer games, one mostly categorizes E-Sports as a primarily mind and coordinated sport. It does not require lots of physical activities except for very fast finger movement. A similar sport is chess. It is challenging to oppose the argument of David Papineau, professor of philosophy of science at King’s College London, who, as regards chess, said that “(t)he activity is playing a game, therefore it is not a sport but a game”. However, chess is a strategy board game and at the same time it is an organized sport with an international governing body, namely FIDE.


Can E-Sports Be an Olympic Sport?
The International Olympic Committee (IOC) is the supreme authority of the Olympic movement. The IOC decides which sports are included in the Olympic Games. Choices of the IOC always bring forth discussions and debates in the sports community. Some sports are discontinued and some are re-introduced. Wrestling was announced to be dropped from the 2020 Olympic Games in 2020, but was reinstated seven months after losing its place. Even though wrestling is one of the founding sports of the Olympics, the IOC could have removed it from the Olympic Games. The IOC recently reinstated baseball and softball, and added skateboarding -, karate, climbing and surfing- to the sports programme for the Olympic Games in Tokyo 2020. Therefore, it is possible to say that popularity is one of the crucial elements for a sport to be included to the Olympic Games. Chess, led by FIDE, is attempting to be an Olympic Sport. Although the attempt for Tokyo 2020 was not successful, things may change in the future.

In my opinion, E-Sports can very well be regarded as an Olympic sport in the near future. Whatever game that is played on a professional level, may be regarded as its discipline. The crucial setback is the perishability of games. Video games become “obsolete” with time. This is especially the case with sports games. Squads and the game play changes every season. That is one of the reasons why FIFA releases a new video game every single year. Therefore, video games such as FIFA are unlikely to make it to the top E-Sports games awarding prize money.


What type of Governance for E-Sports ?

The formation of a single internationally recognized E-Sports federation would be a first step in a long journey to reach the Olympics. Currently however, several international E-Sports organizations exist.

In South Korea, where E-Sports is what football is to Brazil, the South Korean E-Sports Association was founded in 2000. The Association regulates the working conditions of cyber athletes. The highest earnings in E-Sports by countries are listed as: China, the United States, South Korea, Sweden and Canada. As for international associations, three of them need to be mentioned.

First, there is the World E-Sports Association (WESA), founded in 2016 by a group of E-Sports teams and ESL (i.e. largest video game event company in the world). WESA aims to professionalize the industry, regulating matters regarding revenues and schedules. WESA even has an internal arbitration court, namely WESA Arbitration Court. It operates independently from WESA and is open to everyone involved in E-Sports, such as players, teams, organizers and publishers.

The second is the International e-Sports Federation (IeSF), an international organization based in Seoul, South Korea. A total of 46 nations are member of the IeSF. It has listed seven objectives in its Statute, the first one being as follows: to “constantly improve e-Sports and promote it in the light of its values - humanitarian, educational, cultural, unity of purpose and ability to promote peace”. IeSF is a signatory of the World Anti-Doping Code (WADC). ESL also endorsed the WADC and conducts doping tests on cyber athletes. Stimulants- drugs that improve reaction time and concentration are prohibited.

The third association worth mentioning is the International eGames Committee (IEGC), a non-profit E-Sports organization, supported by the government of the United Kingdom. It aims to positively shape the future of competitive gaming.

In my view, countries that seek to be a part of the E-Sports world should establish their own national federations and apply to IeSF. IeSF should collaborate with WESA, which is founded by the most significant organizations in the industry. IeSF is capable of growing into an internationally recognized authority that is in charge of international competitions between national teams, whereas WESA would be in charge of all competitions between clubs.


E-Sports and Free Speech
Since there is a certain amount of (virtual) killing and planting bombs involved, some games are not suitable for children. Deciding who can play which game is up to certain institutions around the world. One of them is Pan European Game Information (PEGI). PEGI is the age rating system for video games in Europe, Israel and Quebec. The Entertainment Software Rating Board (ESRB) is another institution providing an age rating system for video games, this time for North America. PEGI and ESRB standards are generally not legally binding. PEGI standards are legally enforced in few jurisdictions, one being the United Kingdom. Another example is Austria. In Austria, protection of minors are implemented by states. Two of the nine states, Vienna and Carinthia, legally adopted PEGI standards.

California passed a law that prohibited the sale of certain video games to minors. It was struck down by the U.S. Supreme Court. The Supreme Court ruled that video games were protected speech under the First Amendment.[3] The Supreme Court had its own reasons, such as “Psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively.or “This country has no tradition of specially restricting children’s access to depictions of violence.”


E-Sports and IP Law
Apart from constitutional law, video games can be subject to other fields of the law. Intellectual property law is one of such fields. For example, DotA is a fan-made custom map originated with Warcraft III, a strategy video game created by Blizzard Entertainment. It was not a separate game until published by Valve Corporation as Dota 2. Blizzard sought to prevent registration by its competitor Valve of the trademark Dota by resorting to the United States Patent and Trademark Office. Subsequently, Blizzard and Valve reached a settlement agreement and Valve went on to publish Dota 2.

Playing Dota 2 is free of charge and Valve speedily hosted its first competition in 2011, with a prize pool of 1.6 million dollars. The International became an annual Dota 2 E-Sports tournament. The prize pool for the tournament in 2016 was approximately 20 million dollars. The team Wings Gaming of China completed the tournament in first place and was awarded 9.1 million dollars. The final was viewed by almost 6 million spectators. Dota 2 tournaments have awarded a total prize money of approximately 90 million dollars so far. League of Legends took the second place with 36 million dollars, followed by Counter Strike: GO (nearly 27 million dollars) and Starcraft II (nearly 22 million dollars). 


E-Sports Clubs, Athletes and the Law
The E-Sports teams that participate in these kind of high level competitions have different rosters for different games. They are starting to become more and more important business entities with their superstar players. The teams are mainly sponsored by tech firms, consumer electronics companies, gaming equipment producers, web hosting companies, automobile manufacturers, energy drinks manufacturers and business people who dream of owning a sports team but who cannot afford to acquire a professional football club. Football clubs themselves are also keen on forming their own E-Sports club, not only limited to football games. PSG (FIFA, LoL, Starcraft, CS, Call of Duty and Hearthstone) Schalke 04 (LoL) and Manchester City (FIFA) have already signed their own E-Sports players. Besiktas was the first football club in the world to form an E-Sports team in 2015. Fenerbahce has also entered the arena in 2016 and will be competing in the upcoming Turkish League of Legends season with a roster of accomplished players. As for football, FIFA and EA Sports organise the FIFA Interactive World Cup 2017. FIFA announced that the winning prize would be 200 thousand dollars.

High level cyber athletes are mostly men. However, the industry is trying to tackle gender discrimination and promote women cyber athletes. Cyber athletes sign contracts with their teams and sometimes receive salaries from video game developers. The developer of League of Legends, Riot Games chooses to pay salaries to competitors. Cyber athletes may want to make some extra money by streaming on online platforms, an important issue while drafting a contract. Therefore, E-Sports concerns both labor law and contract law. It also concerns criminal law, as there have been several incidents of betting-related match-fixing in E-Sports. In one such case, the manager of a LoL club was inciting his players to lose against big teams, claiming that the organizers would kick them out of the league should they win. The players allegedly did so, believing their manager. In the end, the manager was found to be betting against his own team, which finished the season with no wins. A player of the team attempted suicide, leaping off a building. Fortunately, he survived. In another case, a Dota 2 player placed a bet against his own team in a major event and won $322. “322” is now a nickname for players who deliberately fail in a game.

In Turkey, where I practice law, E-Sports players became athletes licensed by the “Federation of Developing Sports”, established by the Sports Ministry. There are about three thousand licensed players. The level of professionalism in elite clubs is surprising, and they are actually pretty successful in international tournaments. Space Soldiers (CS:GO), SuperMassive (LoL) are followed by tens of thousands of fans, even though they were founded only a few years ago.

The primary concern of the athletes and their families in general is the lack of opportunities after their brief but intense careers. Successful cyber athletes require a superordinate level of reactions and excellent reflexes. These attributes become slower with time. Consequently, cyber athletes are usually active between the ages 18-23. It is arduous for them to find time to study, as they need at least eight hours of training per day. National legislators around the world should also focus on devising E-Sports regulations, as more and more professional contracts are being signed. Cyber athletes are transferred from clubs to other clubs as in any other sport and foreign cyber athletes may encounter problems regarding their visas. France recently tackled the legal vacuum and granted a specific legal status for cyber athletes.


Conclusion
Call it a sport or not, E-Sports is growing exponentially. It is an industry worth billions and watched by millions. Although the industry is a commercial success, there are still lots of legal issues to tackle. These legal issues fall within the scope of various fields of law causing lawyers to work on improving their respective national laws.

Transfers of cyber athletes, drafting contracts for cyber athletes and the resolution of contractual disputes are some of the key issues, as well as tackling doping and match-fixing, intellectual property rights, broadcasting rights in particular, and the exploitation of minors or professional gamers. WESA and IeSF are significant international organizations that can endeavor on unifying E-Sports regulations and tackling legal problems faced by the players and the clubs.

The 21st century will offer more new games to play. Considering the current growth in the industry, I would dare predict that the industry will be worth hundreds of billions in the near future. I would recommend the countries and E-Sports governing bodies leading the industry to work together and bring forth certain essential regulations. This would also benefit game developers, as their games and gamers would find a place in the industry on a legal basis. I would also suggest the industry to incite women cyber athletes and facilitate their involvement in professional competitions, so that possible instances of discrimination are proactively precluded.




[1] Nurettin Emre Bilginoglu, LLM, Attorney-at-law - Istanbul, Turkey.  E-mail: emre@caglayanyalcin.com.

[2] Although there is no precise definition of a “professional E-Sports player”, the approach of FIFA could be deemed applicable by analogy. According to Article 2 of FIFA Regulations on the Status and Transfer of Players, a professional is a player who has a written contract with a club and is paid more for his footballing activity than the expenses he effectively incurs. In E-Sports, certain players are paid more for their gaming activities than the expenses they incur.

[3] Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011).

Comments (1) -

  • Adem Yaşar

    2/6/2017 4:55:32 PM |

    A new milestone has been recorded in the history of eSports. So, that is very good to deal with this matter in terms of legal implications.
    Good luck from Heidelberg University

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