Document Type

Interview

Publication Date

6-14-2022

Publication Title

Gaming Law Review

Volume

26

Issue

5

First page number:

292

Last page number:

302

Abstract

The COVID pandemic has changed the world in ways, both large and small, forever. One unexpected way the world changed was when live sports suddenly went dark and esports began experiencing attention from betting audiences that were suddenly starving for content.1 Esports also received a second glance from gaming regulators. And, though not exactly suddenly (even though it felt like it), approvals for wagering on esports were granted in a variety of jurisdictions, most notably Colorado and Nevada.2

A subset of the larger esports environment, peer-to-peer (P2P) skill-based play is hardly a new concept. You can find it in countless activities from basketball pick-up games at the park to arcade games and video games. Though monetized P2P skill-based game play is not novel either, the rise of game platforms allows causal and hyper-casual video game players the chance to wager on their individual performance.

Skill-based game platforms enable immediate game play that can be either synchronous or asynchronous, allow for the matching of competitors of relatively equal skill, provide the rules for various competitions and tournaments, ensure that they are complied with, and offer a level playing field. One of the most desirable characteristics of P2P competition is the agnostic approach to outcome. Platform providers have no interest in who wins or loses, they simply provide the medium for the competition.

Keywords

Fair match making; Anti-cheat; Fraud detection; Monetized skill-based game play; Peer-to-peer

Disciplines

Gaming and Casino Operations Management | Gaming Law

Language

English

Rights

IN COPYRIGHT. For more information about this rights statement, please visit http://rightsstatements.org/vocab/InC/1.0/


Search your library

Share

COinS