The core purpose of any sports federation is representation. Whether it operates at the player, national, or international level, these organizations are typically responsible for delivering the interests of stakeholders within their given sport to another, overarching governing body. As a traditional sport emerges, governing bodies quickly become necessary to provide disciplinary action for rule infractions, or to decide on rule changes for their respective sport.

The ultimate arbiter of how a game is governed is the competition organizer or publisher—and sometimes these are the same entity. Game publishers also serve many of the same functions that a sports governing body would. These include setting the rules for their games (both the actual in-game mechanics and structure for tournament/league play), and having the final say when it comes to rule infractions or team/player disputes.

There are also an increasing number of esports federations and associations that are able to convey the needs and concerns of their members to an international sports governing body, or a local government. Many federations also run their own events, and have made judicial decisions

Types of Associations/Federations Currently Active in Esports

There are fundamental differences that exist between the traditional sports and esports industry, with the latter essentially existing as a commercial product first and foremost. Nevertheless, a direct sports-to-esports comparison reveals a number of self-described governing bodies in the competitive gaming space, each founded with similar principles as their traditional sports counterparts.

It also worth noting that, except for a select few player associations, no esports federation or association is based around a single game. Instead they are more comparable to associations and federations in motorsport, which sanction and license a number of disparate competitive sporting events, all of which are based around motorized vehicles.

These organizations can be divided as such:

National esports federations and associations

These groups represent organized esports competition, and its respective athletes, on the national level. Their roles include, but are not limited to, the selection, training, and fielding of national teams to compete in international events.

There is no one set of standards by which all national federations and associations adhere to; some are branches of their respective governments, some are non-profit organizations (NGO), and others are for-profit entities. Some federations work with their local government to issue licenses to players and referees, while others work purely with amateur players and grassroots initiatives.

These organizations typically seek, and in some cases have received, recognition by their respective national Olympic committee (NOC).

Notable examples:

(KeSPA) The Korean eSports Federation(KeSPA)

eSport-Bund Deutschland (ESBD)

Japan Esports Union (JESU)

General Administration of Sport of China, E-Sport Department

International/Regional esports federations and associations

These umbrella organizations list their express purpose as governing esports within their respective continent, or internationally. National federations and associations usually have to apply and be accepted for membership before representing their respective interests within these larger organizations. Though the number and authority of these governing bodies is limited, several organize international competitions with their own regulations and provisions.

These organizations typically seek and in some cases have received, recognition by their respective continental sports governing authority, or continental association of national Olympic committees. All are seeking recognition by the International Olympic Committee (IOC).

Notable examples:

(IeSF) The International eSports Federation(IeSF)

The Asian Electronic Sports Federation (AESF)

League/Team associations

These organizations are designed to foster a working relationship between professional esports team organizations and third-party league organizers. The stated goal of several of these organizations is to negotiate playing conditions and compensation, create standardized regulations across multiple competitions, and introduce forms of revenue sharing. Some of these associations run leagues themselves, while in others, the league operator is a member of the organization.

There is no equivalent of these league/team associations in traditional sports. This is due to the fractured nature of the esports industry, where professional team organizations employ rosters in multiple games (run by different league organizers, publishers, etc.).

Notable examples:

(WESA) World Esports Association(WESA)

Professional Esports Association (PEA)

G7 Teams (now defunct)

Player associations

These are essentially labor unions/trade associations within esports. They are designed to protect players’ rights, to negotiate collective bargaining agreements with league organizers and/or publishers, and to create opportunities for professionals beyond competitive play. While most of these groups were founded by players independently from game publishers and tournament organizers, some game publishers founded player associations for their own esports competitions.

Notable examples:

Counter-Strike Professional Players’ Association (CSPPA)

North American League of Legends Championship Player’s Association (NALCSPA)

King Pro League (KPL) UNION

IeSF Athlete’s Commission

Game industry associations

These trade associations represent the video game industry as a whole with their respective countries. Although they are not esports focused, several list esports game developers, publishers, and other related companies as listed members. Most engage in some form of government relations, intellectual property protection efforts, and advocation of the video game industry. Several organize annual video game trade expos, usually with esports events or showcases.

Notable examples:

Entertainment Software Association (ESA)

Verband der deutschen Games-Branche e.V. (game)

Computer Entertainment Supplier’s Association (CESA)

This story is part of a larger interview in the upcoming The Esports Observer’s Q4 report providing the blueprint to understanding the prospects of esports associations & federations around the world Sign up now and don’t miss out when the report can be downloaded.