Summary: | 碩士 === 國立中正大學 === 勞工關係學系暨研究所 === 99 === The objective of this study is to inquire the working patterns of the e-sports players, and this emerging industry in recent years is viewed through the labour conditions on different levels. In addition, whether the e-sports players have similar labour processes to the teleworkers will also be discussed. The sample maternal of this study focuses on active duty e-sports players, retired e-sports players, and coaches. This study uses purposive sampling to sample all the players on Taiwan Esports League teams for an interview, including 14 SF and KR players, 2 managers of the team, and 2 retired players. The mystery of the industry can then be unveiled through Secondary Data Analysis and interviews.
The sample analysis shows that the difference between e-sports players and teleworkers is that practice room gives an impression that e-sports players are pseudo-home worker, and the equipment is provided by the employer. Therefore, e-sports players are similar to teleworkers to a certain extent. However, practice room is also a fix work place in the long run, and there are no multiple hirer problems in employment relationship, therefore, strictly speaking, e-sports players are not teleworkers.
In addition, the researcher uses contract mode, labor pension, subordinate of labor contract to confirm the applicability of e-sports players in Labor Standard Act. Under the literature and interview, the contract of e-sports players and athlete are in the same contract mode, a type of signed contract. However, e-sports is not an official sports event in Taiwan, so e-sports players are categorized as labors, not athletes. In terms of pension fund, only labor can contribute to pension fund. An interviewed coach said that the players on every team are formal employees, and all of the players also contribute to pension fund. An option of contributing to pension fund is provided to the players when they sign the contract. In subordinate of personality, there are no multiple hirer problems in employment relationship. Players at the independent organization do not only obey their own hirer but also follow the rules that the league has set. In subordinate of economy, e-sports players are employees in the system of production organization. The whole organization belong to the hirer, there are no corporate governance and management to the players. The coach only has the rights over the management of athletes, not the authority for decision-making process, so there are no significant impacts on the organization.
The sample analysis also shows that problems will occur if “computer game workers” are applicable to Labor Standard Act. The potential problem areas include working hours, wages, occupational accidents, and restraint of trade. This study also uses Secondary Data Analysis and tries to form possible measures of solution.
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