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ESports has always attracted the interest of children and young people.A significant number of professionals began their careers well before they turned eighteen.As the eSports industry matures, development opportunities for children and young people will inevitably increase.The number of “grassroots” eSports clubs is also on the rise,and we will see more organised coaching and more sophisticated scouting1scouting人才發(fā)掘。足球俱樂部通過雇用球探來搜尋杰出球員的行為。for young players.
對青少年而言,電競運(yùn)動(dòng)一向魅力十足。許多專業(yè)選手不到18歲就早早開始了職業(yè)生涯。隨著電競行業(yè)日漸成熟,青少年的發(fā)展機(jī)會勢必與日俱增?!安莞彪姼偩銟凡恳苍絹碓蕉?,針對年輕選手的有組織培訓(xùn)將更多,人才發(fā)掘活動(dòng)也將越來越成熟。
[2]The involvement of more children and young people in eSports is something to be celebrated and encouraged.Indeed2indeed甚至;而且。用于引出更深層、更強(qiáng)烈或更驚人的內(nèi)容。, it is vital for the long term health and stability of the eSports industry.As the British ESports Association notes in a recent publication concerning a pilot initiative: “By targeting children from a younger age, we are looking at the bigger long-term picture3picture情況;局面;事態(tài)。with the goal of creating more British eSports champions and talent in the future.We can also present our findings to the Government to show them the value of eSports in a bid to4in a bid to = in order to為了。secure potential funding for grassroots eSports in the future.”
[2]更多青少年投身電競是件好事,可賀可勵(lì)。對電競行業(yè)長期健康、穩(wěn)定的發(fā)展而言,這一點(diǎn)實(shí)際上至關(guān)重要。英國電競協(xié)會最近發(fā)布了關(guān)于某試點(diǎn)項(xiàng)目的一份文件,其中指出:“之所以面向年紀(jì)更小的兒童,就是要放眼長期、著眼大局,將來為英國培養(yǎng)更多的電競冠軍與人才。另一方面,我們還可以將研究成果呈交政府,讓政府看到電子競技的價(jià)值,以確保草根電競未來可能獲得資助?!?/p>
[3]If it is to be considered successful however, the involvement of children and young people in eSports needs to be subject to appropriate safeguards and risk management measures.The potential risk of harm to children is a sad everyday reality, and the importance of child protection issues in sport has been highlighted by high profile allegations of historic5historic = past過去的。child sex abuse in football6指英國足壇性侵丑聞。2016年,英國多名退役球員稱幼年參加足球訓(xùn)練時(shí)曾遭到俱樂部教練等業(yè)內(nèi)人士性侵,引起社會廣泛關(guān)注?!猻omething which the FA’s chairman described to the BBC as “one of the biggest crises in the history of the Football Association”.
[3]然而,要取得真正意義上的成功,還須為涉足電競的青少年提供妥善的安全保障與風(fēng)險(xiǎn)管理。兒童可能遭受的種種侵害不僅現(xiàn)實(shí)存在,而且屢見不鮮,令人扼腕。英國足壇曝出多起針對性侵兒童舊案的指控,足協(xié)主席在接受英國廣播公司采訪時(shí)稱之為“足協(xié)有史以來最大的危機(jī)之一”,事件不僅引起了社會各界的廣泛關(guān)注,也凸顯了體育界兒童保護(hù)問題的重要性。
[4]One positive aspect of the recent attention in this area is that it has highlighted the critical importance of sports bodies having sufficiently robust child protection measures in place7in place就位;就緒。to prevent such abuse from the outset, and responding effectively if and when it does.In fact, most organised sports in the UK—not least8not least = especially特別;尤其。the FA—do now have highly developed and sophisticated child protection measures in place.
[4]社會近來對該領(lǐng)域的關(guān)注產(chǎn)生了積極效果,其中之一就是使人們更加明確地意識到以下舉措至關(guān)重要:各體育機(jī)構(gòu)必須事先制定足夠強(qiáng)力的兒童保護(hù)措施,從一開始就對此類侵害加以防范,并確保侵害行為一旦發(fā)生,即能有效地作出反應(yīng)。事實(shí)上,英國大部分有組織的體育運(yùn)動(dòng)機(jī)構(gòu)——尤其是足協(xié)——現(xiàn)在均已制定了高度完善與成熟的兒童保護(hù)措施。
[5]Stakeholders in the eSports industry have been proactive in their approach to integrity threats such as doping and corruption.The creation of the ESports Integrity Coalition is one example of the industry’s proactive approach to address these issues.
[5]電競行業(yè)相關(guān)人士已在積極采取措施應(yīng)對興奮劑和腐敗等有損誠信的行為。電競誠信同盟的成立即是電競行業(yè)積極行動(dòng)解決問題的一個(gè)例子。
[6]Having adequate child protection measures in place is a requirement of public funding for sport governing bodies, so the British ESports Association will possibly need to address this further if it is to realise its stated ambition of obtaining public funding.
[6]擁有充分的兒童保護(hù)措施是體育運(yùn)動(dòng)管理機(jī)構(gòu)獲得公共資助的必要條件,因此,英國電競協(xié)會要想如愿獲得公共資助,可能還需要更深入地解決這一問題。
[7]There are a number of reasons why the risk of harm to children might be a greater risk in eSports when compared to traditional sports, including: the number of children and young people participating and engaging in eSports; the lack of regulation (alongside the pace of growth of eSports); the online environment; outdated laws relating to video game age restrictions (which is obviously an eSports specific risk); and the lack of an entity to take a firm lead in relation to child protection matters.
[7]相較于傳統(tǒng)體育運(yùn)動(dòng),電競運(yùn)動(dòng)中兒童遭受侵害的風(fēng)險(xiǎn)可能更大,其原因包括:青少年參與電競、投身電競的人數(shù)較多;監(jiān)管相對不足,跟不上電競運(yùn)動(dòng)發(fā)展的速度;網(wǎng)絡(luò)環(huán)境較差;有關(guān)電子游戲年齡限制的法律法規(guī)過于陳舊(顯然,這是電競運(yùn)動(dòng)特有的風(fēng)險(xiǎn));以及缺少在兒童保護(hù)方面發(fā)揮引領(lǐng)作用的強(qiáng)力機(jī)構(gòu)。
[8]Especially in the absence of an entity that can lead on the issue, each eSports organisation should consider whether there is any foreseeable risk of harm to children arising from its activities.These risks most obviously arise—online or offl ine—where adults have direct and unsupervised access to children.“Harm” should not be thought of as limited to sexual abuse, but also to include physical abuse, emotional abuse, neglect,bullying, and any other behaviour that may be harmful to children.
[8]所開展的活動(dòng)是否存在致使兒童受到侵害的可預(yù)見風(fēng)險(xiǎn),是每個(gè)電競組織都應(yīng)考慮的問題,在當(dāng)前引領(lǐng)性監(jiān)管部門缺失的情況下尤應(yīng)如此。無論線上還是線下,這些風(fēng)險(xiǎn)在成年人可以不受監(jiān)管地直接接觸到兒童的情況下尤為突出。所謂“侵害”,不應(yīng)單純理解為性侵,還應(yīng)包括身體傷害、精神傷害、不理不顧、欺侮霸凌等可能對兒童造成傷害的一切行為。