Abstract
E-sports is a new and growing form of entertainment, where gamers at the peak level of their skill compete for prestige and prizes. The contracts these athletes have are evident of a problem within the legal field of the right of publicity: there are few, if any, protections for individuals who want to license their right of publicity. The growth of E-sports has shown us the caveat emptor approach taken by courts does not adequately protect the licensee from having their privacy intruded upon. Adopting a set of standards for licensing the right of publicity would protect the privacy of the licensee, and let them control their identity as they see fit.
Recommended Citation
Adam Levy,
PWND or Owned? The Right of Publicity and Identity Ownership in League of Legends,
6 Pace. Intell. Prop. Sports & Ent. L.F.
163
(2016).
DOI: https://doi.org/10.58948/2329-9894.1053
Available at: https://digitalcommons.pace.edu/pipself/vol6/iss1/7