British Esports describes ‘esports’ as “competitive gaming, human-v-human, usually with a spectator element to it”. In recent years, the esports industry has grown significantly – and is expected to reach an overall worth of $1.2 billion, with around 30 million monthly viewers, by the end of 2022. This rapid evolution has presented even more opportunities … but, of course, opportunities usually come with a risk. Here, we’ve highlighted some of the potential hazards within the esports industry and suggested ways to help young people stay safe so they can make the most of this exciting space.
In the guide, you’ll find tips on a number of potential risks such as in-game purchases, inappropriate content and possible exploitation.