Bibliographie complète
Exploring Vicarious Liability to Remedy the #E-Too Movement
Type de ressource
Auteur/contributeur
- Hewson, Eloise (Auteur)
Titre
Exploring Vicarious Liability to Remedy the #E-Too Movement
Résumé
The esports, or competitive video gaming, industry is an exciting area of economic and cultural growth. Gaming can facilitate interpersonal connection, shared problem-solving, and creativity. Players may purchase a game, watch a streamer play it online, join an online gaming community, attend a tournament, compete professionally, or find employment in game development or a related field. The gaming industry generates enormous economic value and employs tens of thousands of people in the UK alone. However, the esports sector does not extend its benefits equally. Women are regularly verbally harassed in video games, countless women have been groped at esports events, women have been raped by professional players, underage fans have been groomed. Abuse is endemic to online gaming communities.
Publication
York Law Review
Volume
3
Date
2022
Langue
en
Catalogue de bibl.
Zotero
Référence
Hewson, E. (2022). Exploring Vicarious Liability to Remedy the #E-Too Movement. York Law Review, 3.
Secteurs de la culture
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