Exploring Vicarious Liability to
Remedy the #E-Too Movement
Eloise Hewson
Abstract
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.
This article argues that it is necessary to hold esports teams
vicariously liable for the harms caused by professional players
in order to remedy abuse in online games. The first section
proposes that serious instances of abuse committed by
professional esports players have normalised misogyny in
gaming communities and proposes that non-tortious solutions
are inadequate. The second section considers civil legal options
and argues that, whilst individual players could be held liable
in tort, the lack of means of most abusers renders direct claims
worthless. Finally, section three shows that esports teams could
be held vicariously liable for abuse if three doctrinal
ambiguities were clarified. It is concluded that these
ambiguities should be resolved in order to compel esports
teams to compensate victims and lessen abuse by improving
social norms in online gaming communities.