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Milano University Press

Facial Recognition Technology in Esports? Youth Protection vs. Human Rights Risks

  • Tsubasa Shinohara (author)
Chapter of: Law in the Age of Digital Technologies(pp. 335–356)
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TitleFacial Recognition Technology in Esports? Youth Protection vs. Human Rights Risks
DOIhttps://doi.org/10.54103/milanoup.215.c457
Landing pagehttps://libri.unimi.it/index.php/milanoup/catalog/book/215
PublisherMilano University Press
Published on2025-07-28
Long abstract

Esports (‘competitive video games’ or ‘electronic sports’) have rapidly developed. Currently, the esports industry is composed of many esports stakeholders and becomes one of the worldwide economic markets. Due to such rapid growth, however, the esports society has faced many problems, such as doping, match-fixing, physical and mental health issues, and sexual harassment against vulnerable esports players etc. In this situation, some states enact national legislation on video games to protect children against negative consequences, such as violent scenes, images of sexual expression, gaming addiction and disorders. National legislation has created an age limitation for children to play competitive video games. Despite this, children still have access to esports activities because their parents or other adult give them prohibited video games. Therefore, it is difficult for states to restrict children’s access to competitive video games. In this situation, this chapter considers whether esports society should use facial recognition technology to protect youth esports players. To answer this main question, this chapter will examine the following research questions: (1) How has facial recognition technology been used in esports society?; (2) What human rights risks can be identified due to the use of facial recognition technology?; and (3) How should the esports society strike a balance between youth protection in esports and human rights risks caused by the use of facial recognition technology? Through this research, it may clarify how esports publishers and esports event/league organisers may evaluate the impact on fundamental human rights by using facial recognition technology in the esports society.

Page rangepp. 335-356
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PDFhttps://libri.unimi.it/index.php/milanoup/catalog/book/215Landing pagehttps://libri.unimi.it/index.php/milanoup/catalog/view/215/1041/2416Full text URL

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