Health concerns Most esports generally require participants to sit and/or move little while playing, which raises concerns about a
sedentary lifestyle by players. A research led by Ingo Froböse, a professor at the
German Sports University in Cologne, for over eight years found professional and also amateur esports gamers play on average 24–25 hours per week and even physical activities after hours of playing are not able to compensate the damage of oversitting. Players in China may train for almost 14 hours a day. A study conducted in 2022 of
CS:GO players found that total hours played were about 31.2 hours each week. Sitting for long periods at a computer could lead to eye
fatigue and lower back pain from poor posture. Gamers with poor posture sit in
forward head posture which can cause symptoms such as decreased arm or shoulder mobility and tension headaches. These
sedentary behaviors of sitting for too long concerns public health researchers because spending more than 6–8 hours per day has been linked to increased risk of
cardiovascular disease and all-cause mortality. As a result, teams like
T1 have partnered with
Nike to encourage exercise and provide training that helps improve gaming skills. Recent research has also shown that structured esports activities can foster teamwork, problem-solving skills, and promote digital literacy among participants, though concerns about sedentary behavior and mental health risks persist. In addition to sedentary behaviors, players' mental health is a concern for scientists. One study found that competitors in esports are often under psychological and physical stress, and the amateur ones are the most affected, since they frequently aim at greater wins without enough preparation, though no clear training guidelines are set to become professional players. Researchers have found that high levels of stress lead to mental illness and poor decision making. The Esports sector has a high rate of burnout due to mental health and stress. A study found a correlation between depression and training time leading to sleep disturbances. Teams are starting to incorporate mental health support for players. For example, the organization
Misfits Gaming has hired a psychologist to ensure players are equipped with methods to deal with stress and anxiety.
Ethical issues Esports athletes are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good
sportsmanship. For example, it is common practice and considered good etiquette to send a "gg" (good game) message to opponents when defeated. Many games rely on competitors having limited information about the game state. In a prominent example of good conduct, during a 2012
IEM StarCraft II game, players Feast and DeMusliM voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to Feast during the game. Players in some leagues have been reprimanded for failing to meet expectations of good behavior. In 2012, professional
League of Legends player Christian "IWillDominate" Riviera was banned from competing for one year following a history of verbal abuse. In 2013,
StarCraft II progamer
Greg "Idra" Fields was fired from
Evil Geniuses for insulting his fans on the
Team Liquid internet forums.
League of Legends players Mithy and Nukeduck received similar penalties in 2014 after behaving in a "toxic" manner during matches. There have been serious rule violations in certain esports. In 2010, eleven
StarCraft: Brood War players were found guilty of
fixing matches for profit and were fined and banned from future competition.
Team Curse and
Team Dignitas were denied prize money for collusion during the
2012 MLG Summer Championship. In 2012,
League of Legends team Azubu Frost was fined US$30,000 for cheating during a semifinal match of the world playoffs.
Dota 2 player Aleksey "Solo" Berezin was suspended from several tournaments for intentionally throwing a game to collect $322 from online gambling. In 2014, four high-profile North American
Counter-Strike players from iBuyPower were suspended from official tournaments after being found guilty of match-fixing, allegedly profiting over US$10,000 through betting on their fixed matches.
Gambling on esports using Counter-Strike: Global Offensive "skins", worth an estimated US$2.3 billion in 2015, came under criticism in June and July 2016 after several questionable legal and ethical aspects were discovered.
Performance-enhancing drugs Reports of widespread use of
performance-enhancing drugs (PEDs) in esports are not uncommon, with players discussing their own, their teammates' and their competitors' use as well as officials acknowledging the prevalence of the issue. Players often turn to
stimulants such as
Ritalin,
Adderall and
Vyvanse, drugs which can significantly boost concentration, improve reaction time, and prevent fatigue. In July 2015 Kory "Semphis" Friesen, an ex-
Cloud9 player, admitted that he and his teammates were all using Adderall during a match against
Virtus.pro in the
ESL One Katowice 2015 Counter-Strike: Global Offensive tournament, and went on to claim that "everyone" at
ESEA League tournaments uses Adderall. The unregulated use of such drugs poses severe risks to competitors' health, including
addiction,
overdose,
serotonin syndrome and, in the case of stimulants,
weight loss. Although not all players use drugs, the use of over-the-counter
energy drinks is common. These energy drinks are often marketed specifically toward gamers, and have also faced media and regulatory scrutiny due to their health risks.
Player exploitation There has been some concern over the quality of life and potential mistreatment of players by organizations, especially in South Korea. Korean organizations have been accused of refusing to pay competitive salaries, leading to a slow exodus of Korean players to other markets. In an interview,
League of Legends player Bae "Dade" Eo-jin said that "Korean players wake up at 1 pm and play until 5 am", and suggested that the 16-hour play schedule was a significant factor in causing
burnout. Concerns over the
mental health of players intensified in 2014 when
League of Legends player Cheon "Promise" Min-Ki attempted suicide a week after admitting to
match fixing. To combat the negative environment, Korean
League of Legends teams were given new rules for the upcoming 2015 season by Riot Games, including the adoption of minimum salaries for professional players, requiring contracts and allowing players to stream individually for additional player revenue. Since esports games often requires many actions per minute, some players may get
repetitive strain injuries, causing hand or wrist pain. During the early development of the esports industry, sports medicine and gaming-related injuries were ignored by players and organizations, leading to some early player retirements.
Women The number of female viewers has been growing in esports, with an estimated 30% of esports viewers being female in 2013, a significant increase from 15% the previous year. However, despite the increase in female viewers, there are still very few female players in high level competitive esports. As of 2024, 33% of European e-sports viewers are female. The top female players that are involved in esports mainly get exposure in female-only tournaments, most notably
Counter-Strike,
Dead or Alive 4, and
StarCraft II. Current all-female esports teams include
Frag Dolls and
PMS Clan. The formation of Team Siren, an all-female
League of Legends team, in June 2013 was met with controversy and dismissed as a "gimmick" to attract men's attention. The team disbanded within a month due to negative publicity from their promotional video and the team captain's poor attitude towards her teammates. In 2018,
Team Vaevictis attempted to field an all-female roster in the
LCL, the top esports league in Russia, but faced similar criticism. Vaevictis went 0–14 in both splits, and in February 2020, the LCL announced their disbandment due to a failure to field a competitive roster. The LCL stated, "The results of the 2019 season showed a huge difference in Vaevictis Esports' results compared to other LCL teams, which is an unacceptable level of competitiveness in a franchised league."
Economics The
League of Legends Championship Series and
League of Legends Champions Korea offer guaranteed
salaries for players. Despite this, online streaming is preferred by some players, as in some cases, streaming can be more profitable than competing with a team, and streamers have the ability to determine their own schedule. The International tournament awards US$10 million to the winners, however teams that do not have the same amount of success often do not have financial stability and frequently break up after failing to win. In 2015 it was estimated by SuperData Research, that the global esports industry generated revenue of around US$748.8 million that year. Asia is the leading esports market with over $321 million in revenue, with North America at around $224 million, and Europe at $172 million. For comparison, the rest of the world combines for approximately $29 million. Global esports revenue is estimated to reach $1.9 billion by 2018. During the
COVID-19 pandemic, the video gaming industry bypassed many economic sectors by providing a means of compensating for the physical isolation imposed by the lockdown, transforming it into an increasingly important economic sector within the global economy.
Gambling Gambling on esports matches have historically been illegal or unregulated by major markets. This created a
black market via virtual currency. In places where esports gambling is not officially recognized, the lack of regulation has resulted in match-fixing by players or third parties, and created issues with underage gambling due to the draw of video games. Some games allow bets in their
in-game currency, while third-party gambling platforms will often take bets placed using virtual items earned in games. For example,
League of Legend bettors may place their money on which team/champion will take the "First Blood". Esports gambling in the United States has been illegal under the federal
Professional and Amateur Sports Protection Act of 1992 (PASPA). The Act prevented all but five states from allowing gambling on sporting events. Other companies established in the United States allow betting on esports to international users but are restricted to Americans. Nevada legalized esports gambling in June 2017, classifying esports along with competitive sports and dog racing. With the
Supreme Court of the United States's ruling in
Murphy v. National Collegiate Athletic Association in May 2018, PASPA was recognized as unconstitutional, as the Court claimed that the federal government cannot limit states from regulating
sports betting. This created the potential for legalized esports-based betting in the United States. However, New Jersey, the state at the center of the Supreme Court case, passed its bill to legalize sports gambling but restricted gambling on esports to only international competitions where most players are over 18 years of age. Without PASPA, interstate gambling on esports would be still be limited by the
Federal Wire Act, preventing users from betting on national esports events outside of the state. By the end of 2019, the state of
New Jersey approved esports betting, just in time for the finals of the LoL Worlds Cup 2019 final match, which had over 4.000.000 spectators. The esports
gambling industry has attracted criticism because of its target audience. As a large part of the esports audience is underage, governments and regulators have expressed skepticism regarding the market and the possibility of underage gambling. Additionally, gambling platforms have received criticism for their integration with the larger esports industry. Esports platforms regularly sponsor professional esports teams, as happened with the contract between
Betway and
PSG.LGD team (
Dota 2) in August 2019.
Data analytics and machine learning With the growing popularity of
machine learning in data analytics, esports has been the focus of several software programs that analyze the plethora of game data available. Based on the huge number of matches played on a daily basis globally (
League of Legends alone had a reported 100 million active monthly players worldwide in 2016 and an average of 27 million League of Legends games played per day reported in 2014), these games can be used for applying big-data machine learning platforms. Several games make their data publicly available, so websites aggregate the data into easy-to-visualize graphs and statistics. In addition, several programs use machine learning tools to predict the win probability of a match based on various factors, such as team composition. In 2018, the
DotA team
Team Liquid partnered with a software company to allow players and coaches to predict the team's success rate in each match and provide advice on what needs to be changed to improve performance.
Game cancellations As more esports competitions and leagues are run entirely or in portion by the video game publisher or developer for the game, the ongoing viability of that game's esports activities is tied to that company. In December 2018, Blizzard announced that it was reducing resources spent on the development of
Heroes of the Storm and canceling its plans for tournaments in 2019. This caused several professional
Heroes players and coaches to recognize that their career was no longer viable, and expressed outrage and disappointment at Blizzard's decision. ==Media coverage==