British Gambling Commission: 8.5% of e-sports users have participated in gambling
The live broadcast economy is ramming, and if it is perfectly combined with the rapidly growing gaming games, its gold-absorbing power seems to be in front of the sky. However, in 2016, the size of the global gaming market was between US $ 3.9 billion and US $ 5.1 billion, most of which were illegal, and 8.5% of the e-sports players had used this to conduct gambling. When the emerging economy brought strong How does Qian Chao challenge the limits of the law and the formal market?
GameLook report / In recent months, the news about the alleged gambling of live game broadcasting can be said to be rumors, and some popular anchors on YouTube have even been involved in lawsuits. According to statistics, the size of the global gaming market in 2016 was between US $ 3.9 billion and US $ 5.1 billion, most of which were illegal. According to the survey, 8.5% of e-sports players have used this to engage in gambling. Now even the British Gambling Commission has to come forward. In addition to demanding increased supervision of gaming, it also warns guardians to keep minors away from these live broadcasts.
Gambling in the game has been banned for many countries in Europe and the United States, including the well-known YouTuber Craig Douglas (Craig Douglas) also suffered from prison. Craig Douglas is the owner of the NepentheZ channel, which has more than 1.45 million subscribers on YouTube. Last year, he recommended the gaming site FUT Galaxy to underage viewers in his game videos.
The move caught the attention of the British Gambling Commission, and Dylan Rigby, who was also a popular YouTuber with his partner, was accused of promoting illegal lottery and advertising gambling and was brought to court by the British Gambling Commission. Players bet on the game in “FIFA 17” in FUT Galaxy through the game currency, and the result can be obtained as a reward in the guess. This behavior violates the relevant laws.
Some scholars believe that the link between real currency and virtual currency gives many irregular gambling sites an opportunity, and even some games allow players to exchange virtual currency for cash, which has greatly contributed to the madness of the illegal gaming market. rise.
In fact, the committee has previously mentioned relevant information in the paper on “virtual currency, e-sports, social gambling games”. The size of the global gaming market in 2016 was between US $ 3.9 billion and US $ 5.1 billion, most of which were illegal. According to the survey, 8.5% of e-sports players have used this to conduct gambling, of which more than 90% used game props as bets, and 88% of gaming betting involved real money.
Judging from the attributes of gaming gambling users, the proportion of male users is relatively high, with the male and female ratios being 58% and 42%, respectively. Among them, female users prefer to use in-game props as bets than money. Judging from the age of users, young users account for more than half of the total, and users aged 18-24 account for 20%. Users aged 25 to 34 accounted for the highest proportion, reaching 44%.