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Artículo “Copyright Aspects of E-sports” de Emil Edissonov, publicado en ECTA Bulletin, March 2021, Issue XIX, p. 24-26

4 October 2013, the Staples Center, Los Angeles. More than 13,000 fans fill the coliseum seating, chanting with a passion that shakes the building’s foundation. Strobe lights and neon signs flash as the athletes take the center stage.1Eight million are watching livestream on twitch (the leading broadcasting and viewing platform for e-sports). No, the LA Lakers are not going to play a basketball game. It is the final match of League of Legends World Championship.This is how exciting e-sports are. And because they entail playing and watching videogames, the copyright issues involved are also exciting. This article examines some of these issues.

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