Cheating In Esports
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Cheating In Esports
Cheating in esports is a deliberate violation of the rules of an esports governing body or other behavior that is intended to give an unfair advantage to a player or team. At its core, esports are video game competitions in an organized, competitive environment. Tournaments often pay out prize money to the highest placing teams in these events, giving players an incentive to cheat. Commonly cited instances of cheating include the use of software cheats, such as aimbots and wallhacks, exploitation of bugs, use of performance-enhancing drugs, such as Ritalin and Adderall, and match fixing. Regulation in esports is not as unified as other traditional sports. Since esports is not considered a sport in many countries, many state and national regulations may not apply to them. Moreover, video game developers and individual tournament organizers may choose to have a different set of regulations. While several global governing bodies have attempted to regulate the esports space, such as ...
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Esports
Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events. The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include ''League of Legends'', ''Dota'', ''Counter-Strike'', ''Valorant'', ''Overwatch'', ''Str ...
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The International (Dota 2)
The International is an annual world championship tournament for the five-on-five esports video game ''Dota 2''. Produced by the game's developer Valve, the International is the final event of the Dota Pro Circuit (DPC) and consists of 20 teams: 12 based on final results from the DPC; six from North America, South America, Southeast Asia, China, Eastern Europe, and Western Europe regional leagues; and two from last-chance qualifiers. The International was first held at Gamescom in 2011 to promote the game's release. It was then held annually in Seattle, where Valve is headquartered, until it began to be hosted internationally again starting with The International 2018. The tournament's prize pool has been crowdfunded via a battle pass system within the game since 2013, with a quarter of all revenue from it directly going towards it. Internationals have the largest single-tournament prize pool of any esport event, with largest reaching 40 million. The most recent champion is Tun ...
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AssaultCube Wallhacks (cropped)
''AssaultCube'', formerly ''ActionCube'', is an open source first-person shooter video game, based on ''Cube'' and use the same engine, the ''Cube Engine''. Although the main focus of ''AssaultCube'' is multiplayer online gaming, a single-player mode consists of computer-controlled bots. ''AssaultCube'' utilises efficient bandwidth usage, allowing the game to be run with connection speeds as low as 56kbit/s. It can run on older computer hardware as well. ''AssaultCube'' is available for free on Microsoft Windows, Linux, macOS, FreeBSD and Android. The game engine is free software, however parts of the accompanying game media, such as the graphics, are released under non-free licenses, the CC BY-NC-SA Creative Commons license, which makes the overall game freeware. Gameplay ''AssaultCube'' was designed to be more realistic and team-oriented than ''Cube'' while keeping ''Cube''s distinctive fast-paced gameplay. In comparison to other games, ''AssaultCube'' is slower than '' Q ...
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Spot-fixing
Spot-fixing is illegal activity in a sport in which a specific aspect of a game, unrelated to the final result but upon which a betting market exists, is fixed in an attempt to ensure a certain result in a proposition bet. Examples include something as minor as timing a no ball or wide delivery in cricket or timing the first throw-in or corner in association football. Spot-fixing attempts to defraud bookmakers by a player taking a pre-arranged action to fix the result of that specific event. Spot-fixing differs from match fixing in which the final result of a match is fixed or point shaving in which players (or officials) attempt to limit the margin of victory of the favoured team. Spot-fixing is more difficult to detect than match fixing or point shaving, and by its nature, it can be perpetrated by a lone fraudulent player without any other players or officials being needed to co-operate. The growth of Internet gambling and increased variety of betting options (for example, sprea ...
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Call Of Duty League
The Call of Duty League (CDL) is a professional esports league for the video game series '' Call of Duty'', produced by its publisher Activision. The Call of Duty League follows the model of the Overwatch League as well as other traditional North American professional sporting leagues by using a set of permanent, city-based teams backed by separate ownership groups. In addition, the league plays in a tournament point system and playoffs format rather than the use of promotion and relegation used commonly in other esports and non-North American leagues, with players on the roster being assured a minimum annual salary, benefits, and a portion of winnings and revenue-sharing based on how that team performs. The League was announced in 2019 with its inaugural season starting in 2020. Format The Call of Duty League is owned by Activision Blizzard and is the company's second franchise-based esports league. The league plays out similar to most North American professional sports lea ...
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League Of Legends Championship Series
The League Championship Series (LCS) is the top level of professional ''League of Legends'' in the United States and Canada. The esports league is run by Riot Games and has ten franchise teams. Each annual season of competition is divided into two splits, spring and summer, which conclude with a double-elimination tournament between the top eight teams. At the end of the season, the winner, runners-up and third-place team of the summer playoffs qualify for the annual ''League of Legends'' World Championship. With the exception of some touring events, all games of the LCS are played live at Riot Games' studios in Los Angeles, California. In addition to a small studio audience, all games are streamed live in several languages on Twitch and YouTube, with broadcasts regularly attracting over 300,000 viewers. The U.S. government grants athlete visas for foreign LCS competitors. The first LCS player to be awarded a P visa was Danny "Shiphtur" Le. The LCS has attracted sponsorships ...
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Overwatch League
The Overwatch League (OWL) is a professional esports league for the video game ''Overwatch'', produced by its developer, Blizzard Entertainment. The Overwatch League follows the model of other traditional North American professional sporting leagues by using a set of permanent, city-based teams backed by separate ownership groups. The league uses the regular season and playoffs format rather than promotion and relegation used commonly in other esports and non-North American leagues, with players on the roster being assured a minimum annual salary, benefits, and a portion of winnings and revenue-sharing based on team performance. The league was announced in 2016 with its inaugural season taking place in 2018 Overwatch League season, 2018. Format The Overwatch League is owned by Blizzard Entertainment and run by Major League Gaming, which is also owned by Blizzard's parent company Activision Blizzard. The Overwatch League plays out similar to most North American professional sport ...
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Electronic Sports League
The ESL Gaming GmbH, doing business as ESL (formerly known as Electronic Sports League), is a German esports organizer and production company that produces video game competitions worldwide. ESL was the world's largest esports company in 2015, and the oldest that is still operational. Based in Cologne, Germany, ESL has eleven offices and multiple international TV studios globally. ESL is the largest esports company to broadcast on Twitch. In 2022, it was announced that ESL and esports platform FACEIT were being acquired by Savvy Games Group (SGG), a holding company owned by Saudi Arabia's Public Investment Fund. As part of the acquisition, the two companies are set to merge and form the ESL FACEIT Group. History The Electronic Sports League launched in 2000 as the successor of the Deutsche Clanliga, which was founded in 1997 by Jens Hilgers. The company began with an online gaming league and a gaming magazine. It also rented out servers for game competitions. In 2015, ESL' ...
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International Esports Federation
The International Esports Federation (IESF) is a global organisation based in South Korea whose mission it is to have esports recognized as a legitimate sport. Member Nations So far, there are 130 member nations in IESF: History The International Esports Federation was founded on August 8, 2008, by nine esports associations from Denmark, South Korea, Germany, Austria, Belgium, The Netherlands, Switzerland, Vietnam and Taiwan, and held its first general meeting in November of the same year. A year later, on December 12, the IeSF was able to host its own international tournaments, starting with the "IeSF challenge" in 2009, followed by "IeSF Grand Finals" in 2010, and the "IeSF World Championship" in 2011 and onward. 2012 saw a massive breakthrough for esports and the IeSF, as the IeSF 2012 World championship presented an esports tournament for women for the first time. On July 7, 2013, IeSF was selected as counterpart for the electronic sports discipline of the 4th Asian ...
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Regulations
Regulation is the management of complex systems according to a set of rules and trends. In systems theory, these types of rules exist in various fields of biology and society, but the term has slightly different meanings according to context. For example: * in biology, gene regulation and metabolic regulation allow living organisms to adapt to their environment and maintain homeostasis; * in government, typically regulation means stipulations of the delegated legislation which is drafted by subject-matter experts to enforce primary legislation; * in business, industry self-regulation occurs through self-regulatory organizations and trade associations which allow industries to set and enforce rules with less government involvement; and, * in psychology, self-regulation theory is the study of how individuals regulate their thoughts and behaviors to reach goals. Social Regulation in the social, political, psychological, and economic domains can take many forms: legal restriction ...
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Case Law
Case law, also used interchangeably with common law, is law that is based on precedents, that is the judicial decisions from previous cases, rather than law based on constitutions, statutes, or regulations. Case law uses the detailed facts of a legal case that have been resolved by courts or similar tribunals. These past decisions are called "case law", or precedent. ''Stare decisis''—a Latin phrase meaning "let the decision stand"—is the principle by which judges are bound to such past decisions, drawing on established judicial authority to formulate their positions. These judicial interpretations are distinguished from statutory law, which are codes enacted by legislative bodies, and regulatory law, which are established by executive agencies based on statutes. In some jurisdictions, case law can be applied to ongoing adjudication; for example, criminal proceedings or family law. In common law countries (including the United Kingdom, United States, Canada, Australia and Ne ...
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