Match-fixing Occurs in the Esport Industry

Victoria State Police recently arrested six men suspected of being involved in the online Counter-Strike: Global Offensive match-fixing online game. The Guardian reported the alleged perpetrators – four from Victoria and two from Western Australia aged between 19-22 years – deliberately losing the tournament in order to manage his score. This is the first police investigation related to alleged violations in the Esport scene in Australia.

If convicted, they face a sentence of up to 10 years in prison for betting betting results and using information that has been matched for betting purposes.

Detective teams from the Victoria Police Sports Integrity Intelligence Unit and the Organized Crime Intelligence Unit carried out execution orders at a number of properties last Wednesday, after months of investigating suspicious betting activity related to the Esport tournament reported by a gambling house in March. After being questioned, the six gamers were released until further investigation.

Based on reports on the Victoria Police website, there are at least five matches affected by match-fixing and more than 20 bets placed in the game. The police did not reveal the value of the bet. The investigation process is still ongoing now.

Assistant Police Commissioner Victoria Neil Paterson said that even though it was the first time to investigate a case like this, the police were obliged to break the circle of illegal gambling and criminal actions arising from the development of the Esport sector.

“The popularity of the Esport industry has skyrocketed, so it can invite demand for score bets,” he explained. “Therefore, the police and other relevant law enforcement agencies must work together against suspicious activity.”

“This warrant also emphasizes that the police must not underestimate reports of suspicious activity and criminal activity around Esport. We encourage anyone to report to us when they find something strange. ”

 

Reuters reported earlier this year that increased revenue from advertising, sponsorships and media rights to competitive video games could increase global Esport revenues to $ 1.1 billion by 2019.

Its income has increased 27 percent from 2018. However, market research company Ibis World projects the Australian Esport industry – which does not generate revenue from sponsorship deals, ticket prices, broadcasts, and endorse players like in other countries – will only generate $ 20 million, according to Fairfax.

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