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ESIC Final Report On Professional CSGO Streamsniping
ESIC Final Report On Professional CSGO Streamsniping
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This PDF titled "ESIC Final Report on Streamsniping in Counter-Strike:
Global Offensive was compiled from two tweets originating from the
Esports Integrity Commission's (ESIC) announcement of its end of the
investigation into streamsniping in professional Counter-Strike: Global
Offensive esports.
Nicholas Johnson
CSGO Staff Writer
/4/2.........,
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~Q'jv
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,u.
Nicholas@win.gg
United Kingdom Office
1 Brassey Road,
Old Potts Way Shrewbury,
SY3 7FA United Kingdom
AustralIiian Office
Suite 4, Level 5 1 Horwood Place
Parramatta NSW 2150 Australia
OVERVIEW:
Through the period May to June 2020 ESIC received numerous allegations of coaches
and teams engaging in stream sniping behavior (having the broadcast stream visible during
the progress of the match, usually on a second monitor, sometimes called "ghosting")
during online competitions. Since the initial notification of this issue to ESIC, ESIC has
received and assessed compelling evidence depicting that this behavior has been taking
online events. ESIC strongly recommends that non-member organisations do the same.
ESIC has notified its members that this form of• cheating will be treated with zero
ESIC
• further recommends that additional measures be urgently implemented in order to
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mitigate the ongoing threat to competitive integrity which is posed by this practice. The
recommendations found below are specific to CS:GO and are not meant to cover any other
game. An unfair advantage could accrue by use of some of these recommendations in other
measures that should be impl emented to mitigate this risk for other game titles.
1) Any tournament rule prohibiting the viewing of a CS:GO match broadcast stream be
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reviewed and, if necessary, strengthened, republished and notified to all participants.
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It is noted that prohibitions within the ESIC Code of Conduct against the access
and/or use of any direct real time data feed by players, coaches or teams remain in
2) The delay between the real time match action and the stream broadcast be increased
to a minimum of 3 minutes.
as to not show any current round information or current round caster or analyst
commentary.
the participants covered by video as logistics and practicality allows. This footage
does not need to be broadcasted, but it must be stored by the tournament organiser
for at least 90 days following the match. Further to this, communication between
coaches and players should be recorded and kept for a minimum of 90 days.
5) In recognition of the fact that betting markets are highly likely to be offered on
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broadcast CS:GO matches (whether supported or endorsed by a tournament organiser
potential exploitation of a broadcast delay for the purposes of betting fraud being
provision o f real time data via a data partner or directly to the esports betting industry.
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ESIC explicitly disclaims that this recommendation is not to be construed as an
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are wholly mitigated by official data agreements, but these agreements are
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ESIC is open to discuss rules and practical measures that may be adopted with respect to
other games and welcomes dialogue from any member, tournament organiser or game
Overview of investigations conducted by ESIC, the reasons for our recommendations and
investigation outcomes:
and coaches from across the CS:GO ecosystem. If all were credible, it indicated a
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widespread practice of rule breaching across the online competitive CS:GO scene.
• Initial investigations and dealings with teams did indicate that, although far from
• To be consistent and fair to previous p layers sanctioned for this offence and the
precedent we set in previous decisions, ESIC and some of our Member tournament
organisers were faced with the very real prospect of the banning of a significant
number of players, ,coaches and, in a few cases, entire teams. This would have had•
an extremely adverse effect on CS:GO esports, particularly in the top tier. Accordingly,
such an action would have been, in ESIC Commissioner Ian Smith's view, a
disproportionate outcome to the actual harm done by the practice. In addition, due
to the domino effect of such an action, ESIC -and our members would have been
faced with weeks o r even months of further investigations into these alleged offences,
involving many hours of video footage (where available) and hundreds of hours of
in-game team communications, all over the period of our investigation into the coach
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bugs, which already threatened to overwhelm our limited resources.
• ESIC was also faced with the very real challenge of proving breaches in many cases
where, due to the teams playing in their own environments, -Iit simply could not be
ascertained with sufficient certainty whether the teams were ghosting to sustain a
regulatory prosecution. The offence, is, t o all intents and purposes, impossible to
in place.
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There is n o perfect solution. ESIC has considered scrapping the rule altogether, but
this affected the meta of the game even though it levelled the playing field, and, in
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our wide consultation, most agreed this was not acceptable. ESIC also considered
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increasing the delay between real time play and broadcast t o 5 minutes or more, but
this had many unintended and bad consequences and only partly solved the problem,
• The delay implemented by the tournament organisers in every case between the real
time game action and the broadcast stream negated almost all of the realisable
competitive advantage that could be gained from the on-screen information and
where we felt there was a case to answer extended to the fact that many of the
other allegations received were simply impossible to prove, which meant that some
participants faced prosecution and sanctions simply because they were unfortunate
community was to draw a line in the sand as of the date of this statement by
indicating that we are closing all current investigations without prosecution and
reiterating that any violation of this rule from today onwards will be prosecuted
vigorously and the maximum available sanction sought if the player, coach or
provision to betting operators occurred in real time so that the stream broadcast was
always behind the betting markets. No participant could, therefore, "beat" the delay
between game outcomes in real time and that outcome being reflected by betting
operators. Concurrently, ESIC takes the view that any betting operator offering markets
based on the broadcast stream of a match accepts the inherent risks associated with
Conduct. therefore remains in full force and effect and will be enforced from now
"Whilst I am disappointed with the level of abuse of this facility and clear rule breaking,
has collaborated with many stakeholders in the CS:GO space. In almost every case
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revealed in our investigation, •there was no discernible direct competitive advantage to
be gained due to the delay between the real time match action and the broadcast
stream. There are minor exceptions to this, but they can be circumvented by implementing
our recommendations. Our decision not to proceed with prosecutions and our
recommendations are born out of pragmatism and the desire for a holistic approach that
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actually works and has the
' minimum adverse impact on this important esports community.
ESIC has fulfilled its purpose to protect esports integrity by acting as we have, but those
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coaches, players and teams we have given a pass to by this decision have been warned
and we are watching them closely. They w ill not be so fortunate a second time."
by plea bargain. ESIC is available for further comment on the general issue of stream
-END-
Nicholas Johnson
CSGO Staff Writer
/4/2.........,
·
~Q'jv
•
,u.
Nicholas@win.gg