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Fortune

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PRACTICAL<br />

EXPERTISE<br />

TECH<br />

ENTERTAINMENT<br />

An Overwatch<br />

League match at<br />

Blizzard Arena in<br />

Burbank, Calif.<br />

ROBERT PAUL— BLIZZARD ENTERTAINMENT<br />

THIS GAME IS<br />

OUT OF CONTROL<br />

E-sports has grown into a real profession,<br />

touting benefits and other full-time trappings.<br />

But as workplaces go, it’s brutal.<br />

By Lisa Marie Segarra<br />

FOR YEARS, THE IDEA OF MAKING A CAREER out of playing<br />

video games seemed to be little more than a pipe<br />

dream. Then the rise of e-sports leagues made it real.<br />

Today’s professional gamers enjoy salaries, benefits, retirement<br />

plans, and the envy of many a cubicle dweller.<br />

Yet as gaming has grown into a proper profession, so<br />

have its harassment problems—enough so that today’s<br />

virtual workplaces could use an HR department of<br />

their own.<br />

Consider the case of Félix Lengyel, better known by<br />

his digital moniker “xQc.” The 22-year-old Canadian<br />

gaming pro gave the Overwatch League, a division<br />

of entertainment company Activision Blizzard,<br />

www.t.me/velarch_official<br />

23<br />

FORTUNE.COM // JULY.1.18

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