E-Sports in India

E-Sports in India

E-Sports in India

This article discusses “Daily current events” about e Sports in India news in relation to Polity and Governance. In GS-2 and following content has relevance for UPSC.

For prelims: Facts about E-sports

For mains: GS-2, Government policies and interventions

Why in news:

  • The President of India recently recommended that the Sports Ministry and the Ministry of Electronics and Information Technology include “eSports in multi-sport events” in the legislation governing eSports.
  • According to Article 77(3) of the Constitution, the President has the authority to enact regulations for the government of India’s business transactions and for the distribution of said business among Ministers.
  • E-Sports will now fall under the “multi-sports event” category in India, according to a gazette notice.

About E-sports

  • In e-sports, often known as “Electronic Sports,” players compete in a variety of video games in a virtual, electronic setting by using their physical and mental prowess.
  • Counter-Strike, League of Legends, Overwatch, Fortnite, and DOTA 2 are a few examples.
  • After being incorporated into the 2018 Jakarta Asian Games, there was an increasing demand for e-sports to be covered in the multi-discipline event curriculum.
  • However, this gave e-sports fans a boost and gave Indian e-sports fans a shot in the arm.
  • In the 2018 Asian Games, which featured e-sports as a demonstration title, India took home a bronze medal.
  • The Olympic Council of Asia (OCA), the Commonwealth, and the International Olympic Committee (IOC), which together make up sports’ governing bodies, have recognized it as a sport.
  • Prior to the 2020 Tokyo Olympics, the IOC created the Virtual Olympic Series (e-sports Tournament); from 2007, e-sports have been a part of OCA events. e-sports will be a medal sport at the 2022 Asian Games.
  • The International Olympic Committee (IOC) has announced that Singapore would host the first Olympic e-sports Week in June 2023 in a similar effort to popularize e-Sport.

Ministry involved:

  • E-Sports will be handled by the Department of Sports within the Ministry of Youth Affairs and Sports as the nodal ministry.
  • While MEITY will be in charge of “Online Gaming” (Ministry of Electronics and Information Technology).
  • Reorganization of E-Sport as a Sport: At this point, nations including the United States, Finland, and even the cautious Germany have recognized e-sports as a sport.

Reason for law at the central level:

  • Even though online gaming has historically been a state issue, state governments have reported having a very difficult time enforcing laws like geo-blocking particular websites or apps within their state’s borders.
  • The fact that laws passed in one state may not apply in another raises additional concerns and has led to inconsistent regulation of the nation’s online gambling market.
  • Additionally, unlike the Centre, state governments do not have sufficient blocking authority to impose orders preventing access to offshore betting sites. Several societal issues that may develop as a result of the rise of online gaming in the nation have also been brought up.
  • People have reportedly lost significant amounts of money playing online games, which has resulted in suicides across the nation.
  • Additionally, there is currently no legal framework in place to control several aspects of online gaming businesses, including the establishment of player protection measures, data and intellectual property rights protection, and the banning of deceptive advertising.

Status in other countries:

  • China and South Africa were among the first few countries to recognize e-sports as a sport, along with South Korea. In addition, Nepal, Italy, Denmark, and Russia have joined. In September 2020, Ukraine formally recognized e-sports as a sport.

Way ahead:

  • Government and Gaming Industry Collaboration: Gaming companies should also continue to collaborate with the government to promote responsible gaming by instructing players and establishing best practices like performing KYC checks, user authentication, etc. to halt illegal activities and financial dealings on their platforms.
  • Strong Policy Framework: For the Indian e-gaming business to reach its full potential, maximize income, and take the lead globally, it needs strong policy frameworks and digital infrastructure.
  • It is necessary to have a governing body that controls operations, develops progressive laws to prevent social problems, defines games of skill or chance appropriately, assures consumer protection, and fights crime and illegality.

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