{"id":7969,"date":"2020-10-09T21:23:48","date_gmt":"2020-10-09T21:23:48","guid":{"rendered":"https:\/\/zslawv2.52improvements.com\/esports-and-the-very-long-arm-of-the-law\/"},"modified":"2026-07-06T07:57:22","modified_gmt":"2026-07-06T07:57:22","slug":"esports-and-the-very-long-arm-of-the-law","status":"publish","type":"post","link":"https:\/\/www.zslaw.rs\/sr\/esports-and-the-very-long-arm-of-the-law\/","title":{"rendered":"Esports and the very long arm of the law"},"content":{"rendered":"<h4 class=\"wp-block-heading\" style=\"font-size:18px\">The biggest issues facing professional players in the Republic of Serbia<\/h4>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"alignleft size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.zslaw.rs\/wp-content\/uploads\/Esport_1920-1024x683.jpg\" alt=\"\" class=\"wp-image-7970\" width=\"413\" height=\"275\"\/><\/figure><\/div>\n\n\n\n<p class=\"wp-block-paragraph\">Esports, for the uninitiated, are multiplayer video games played competitively for spectators, currently the most famous examples include Dota 2, Counter-Strike GO, LoL, Fornite, Overwatch and World of Tanks. In the recent years the Esport scene has slowly abandoned the premises of internet cafes and weekend Lan parties and has taken to the spotlight by being broadcast worldwide through prominent television channels such as ESPN and through platforms of newcomers in the digital age of entertainment such as Twitch, Youtube and Facebook Live. Back in 2016, Belgrade was host to the World championship in CS:GO with a humbling prize pool of 100.000 EUR. By comparison, just last year the prize pool for the Dota 2 International championship was in excess of 34.000.000,00 USD not to mention Epic games investing a total of 100.000.000,00 USD in Fortnite tournaments all across the world. One thing is for certain, the landscape of entertainment is changing drastically and the younger generations will be its torchbearers.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">During this year\u2019s COVID-19 pandemic, with the large absence of traditional sports coverage, Esports came out on top as being one of the most watched forms of entertainment available. To get a clear picture of the European Esports market, Deloitte ran two extensive surveys focused on the different segments of the European Esports industry, the direct market participants and company representatives from across the industry, both of which concluded in June 2020. In these findings it is worth to note that 77% of the organizations invested in Esports stated that they managed to increase their revenues compared to 2018 accompanied by a boost in user numbers, which was classified as sign of a dynamically developing industry. Furthermore, the market for mergers and acquisitions in this area had a cash flow of 1.7 billion EUR in global transaction volume in the last year.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But what does this all mean for the professional players, managers, team owners and even the viewers? The legal implications of Esports have been ignored in most part by state authorities but that is bound to change in the coming years with the unrelenting and exponential growth of the industry. The lawmakers will have their hands full with issues such as copyright \u2013 video games are protected under copyright law and as such broadcasting of the tournament or live streaming on the internet, without the prior approval of the copyright holder i.e. the publisher, might be considered an infringement on the author&#8217;s exploitation rights, not to mention the fact that the publisher can alter the rules of the game by altering its source code. Gambling laws \u2013 an increasing number of video games have in game purchases called \u201cloot-boxes\u201d where the rewards are randomized but are acquired with real money, while certain jurisdictions such as China or Belgium have already designated these purchases as gambling or have out right banned them, most of the European states have yet to address this issue.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Employment laws \u2013 different Esports have different formats for competing, some are individual (Street Fighter V) while some are team based (League of Legends, Overwatch) with Esport players often being under contract with a professional Esports team. Currently players are typically employed under a \u201cprovision of services contract\u201d, with the players being hired as a physical person \/ executor of work and paid a fee or as an entrepreneur having to issue invoices to their teams. There are instances where video game publisher required a specific type of contract between player and team, for instance, Riot games, required all NA and EU League Championship Series players to be employed by a team from 2017 onwards as a pre-condition to be eligible for a tournament. In contrast to executors of work i.e. contractors, players who are hired as employees are paid a salary. Whether a player is classed as an employee or a contractor can have real impact on both the player and the team in terms of obligations and money. Generally speaking, employees have higher legal protection and employers have higher obligations and both employer and employee usually pay higher taxes.&nbsp; Team draft changes are extremely common in Esports and with the issue of constant employment change, visas for competing in tournaments held in foreign countries (which can vary depending if the country in question recognizes Esports as a sport) there are numerous other issues which have already been regulated for traditional sports such as minimum wage, paid holidays, sick pay, etc.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The question of employment transfers over to the most pressing issue for upcoming professional players &#8211; &nbsp;taxes. Professional players must be aware of the tax implications of their earnings, including how their tournament winnings, player salaries, streaming income\/donations and sponsorship funds are typically taxed.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Before delving into these issues it must be analysed if existing sport regulation is applicable to professional gamers. Under the Law on Sports of Republic of Serbia a professional athlete is defined as a person who is engaged in sports activity as his only or basic occupation, or an athlete who has the status of a professional athlete in accordance with the sports rules of the competent international sports federation, whereas sports activities are all forms of physical and mental activity which, through unorganized or organized participation, aim to express or improve physical fitness and spiritual well-being, create social relationships or achieve results in competitions of all levels. By this broad definition, which leans on the internationally recognized standards for sports, it can be concluded that professional gamers can be treated as athletes if they fulfil the above mentioned criteria.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As stipulated by the Law on Sports a professional athlete establishes an employment relationship with a sports organization by concluding an employment contract, for a definite period of time, with a maximum of five years. This employment contract must determine the salary and other incomes of the professional athlete in accordance with relevant laws. Other incomes of a professional athlete or gamer are not characterized as salary, meaning that they are taxed differently. The salary tax is 10% on top of the contributions for social security insurance which can amount to an additional 36%. Any winnings the professional gamer achieves throughout tournaments and competitions is taxed at a rate of 20% where the gross income of the winnings is reduced beforehand by 50% on the account of standard costs, all under the prior condition that this type of income must be paid by sports organizations, associations or federations. Income not paid by sports organizations, sports associations or federations is taxed at a rate of 20% and standard costs which are deducted represent 20% of the gross income.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As a general rule, the location of a specific tournament dictates which tax laws are applicable to a particular tournament prize pool. As an example, the 2016 Dota 2 \u201cThe International\u201d was located in the U.S. and boasted a $20.7 million prize pool. Therefore, the players that won a portion of this prize pool, even those who were not U.S. residents, were subject to United States federal income tax on these winnings. With Esports the question where the outcome-defining activities manifest themselves becomes extremely relevant in determining which jurisdiction has the right of taxation on income made from tournament winnings. This is especially relevant in online tournaments. Are the income generating activities performed in the country where the player takes part in the competition, the country in which the team is established, in in the country where the servers are located or in the country of residence of the tournament organizer?&nbsp; A professional gamer who is a Serbian resident is subject to taxation in Serbia on their worldwide income which means that tournament winnings awarded in foreign countries can lead to potential double taxation. It is of note that Serbia has entered into a significant number of multilateral and bilateral treaties based on the OECD Model Tax Convention in order to avoid this very issue. In practice, this means that cross-border European Esports employers and professional players will need legal and tax advice to ensure they have the proper employer tax setup.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Professional gamers are also profiting from new forms of compensation, including sponsorships and income from streaming through partnerships with streaming websites and donations from their viewers all of which are subject to different types of taxation. In regards to donations, it is worth pointing out that the money received as a donation from the same person, up to the amount of 100,000 RSD in one calendar year, is excluded from taxes while any amount exceeding this is subject to a 2,5% gift tax. The issue which arises is how is a streamer to know when one person has donated funds which exceed the legal minimum when the donations are conducted through online aliases which make the donator practically anonymous to the streamer.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sponsorship fall into a different category on their own. When a sponsor gives a certain amount of money to the professional gamer or their team, who will in return publicly and in an agreed manner make it known that they are sponsored by a specific brand, this will be regarded as a transaction of services provided by the professional gamer or his team to the sponsor, which will then be subject to VAT. However, for the sponsors themselves it is relevant that the costs of advertising and propaganda are recognized as an expense in full in the tax balance.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Similar to any other type of income, benefits which professional gamers receive from their teams or sponsor are also taxed based on the fair market value of the benefit. For example, if a gamer received free air miles or products from a sponsor, they will be taxed based on the fair market value of those miles or products.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Even though the situation currently might not demand it, it is apparent that when negotiating the terms of their next gaming contract, professional gamers as well as their teams should utilise the advice of their tax advisor or legal professionals to determine the best way to structure the various forms of compensation they receive. In this regard our law office, along with the assistance of <a href=\"https:\/\/www.zstax.rs\/\" target=\"_blank\" rel=\"noopener\">ZSTAX<\/a>, provides the full scope of services necessary to ensure optimal legal security in the coming years.<\/p>\n\n\n\n<hr class=\"wp-block-separator\"\/>\n\n\n\n<h2 class=\"wp-block-heading\">Esport i vrlo duga\u010dka ruka zakona<\/h2>\n\n\n\n<h4 class=\"wp-block-heading\" style=\"font-size:18px\">Najve\u0107i problemi sa kojima se suo\u010davaju profesionalni Esport igra\u010di u Republici Srbiji<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">Esport, za neupu\u0107ene, su multiplayer igre koje se igraju u takmi\u010darskom okru\u017eenju za gledaoce. Trenutno najpopularnije igre u ovoj sferi su Dota 2, Counter-Strike: GO, LoL, Fortnite, Overwatch i World of Tanks. U prethodnim godinama Esport scena je polako napustila igraonice i lokalne Lan turnire i na\u0161la se u centru pa\u017enje emitovanjem na prominentnim kanalima kao \u0161to su ESPN i na platformama prido\u0161lica digitalnog doba zabave kao \u0161to su Twitch, Youtube i Facebook Live. Jo\u0161 u 2016. godini Beograd je bio doma\u0107in Svetskog \u0161ampionata u CS:GO koji je imao skromni nagradni fond od 100.000 EUR. Pore\u0111enja radi, samo pro\u0161le godine, nagradni fond za Dota 2 Me\u0111unarodni \u0161ampionat \u201cThe International\u201d iznosio je preko 34.000.000,00 USD. Pri tom ne treba ni spomenuti da je Epic games investirao ukupno 100.000.000,00 USD u Fortnite turnire organizovane \u0161irom sveta. Jedna stvar je sigurna, pejza\u017e interaktivne zabave se menja drasti\u010dno i mla\u0111e generacije su njegovi pioniri.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Za vreme ovogodi\u0161nje COVID-19 pandemije pra\u0107ene primetnim odsustvom prenosa tradicionalnih sportova, Esport se probio kao jedan od najgledanijih oblika zabave. U cilju dobijanja jasne slike evropskog Esport tr\u017ei\u0161ta, Deloitte je sproveo dve ekstenzivne studije koje su bile fokusirane na razli\u010dite aspekte evropske Esport industrije, prvo na direktne u\u010desnike na tr\u017ei\u0161tu a zatim i na predstavnike kompanija \u0161irom industije, obe studije su zavr\u0161ene u junu 2020. godine. U nalazima ovih studija zna\u010dajno je ukazati da je 77% organizacija investiranih u Esport navela da uspevaju da pove\u0107aju svoje prihode u pore\u0111enju sa 2018. godinom uz dodatno pove\u0107anjee broja korisnika, \u0161to je klasifikovano kao znak industrije koja je pra\u0107ena dinami\u010dnim razvojem. Dodatno, tr\u017ei\u0161te za M&amp;A transakcije u ovoj oblasti u toku prethodne godine videlo je protok kapitala u iznosu od 1.7 milijardi EUR u transakcijama na globalnom nivou.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ali \u0161ta ovo zna\u010di za profesionalne igra\u010de, menad\u017eere, vlasnike timova \u010dak i gledaoce? Pravne implikacije Esporta su dugo vremena bile ignorisane od strane dr\u017eavnih vlasti ali i to je neizbe\u017eno da se promeni u predstoje\u0107im godinama usled neprestanog i eksponencijalnog rasta ove industrije. Zakonodavci \u0107e imati pune ruke sa pitanjima kao \u0161to su autorska prava \u2013 video igre su za\u0161ti\u0107ene putem autorskih prava i kao takve emitovanje turnira ili streamovanje u\u017eivo putem internet, bez prethodno pribavljene saglasnosti nosioca autorskog prava tj. izdava\u010da, mo\u017ee predstavljati povredu autorovih prava na komercijalno iskori\u0161\u0107avanje dela, ovo i bez da spomenemo da izdava\u010d mo\u017ee menjati pravila igre izmenama source koda. Zakoni o igrama na sre\u0107u \u2013 sve ve\u0107i broj video igara sadr\u017ei mogu\u0107nost za dodatne transakcije unutar samih igara koje su kolokvijalno zovu \u201cloot-boxes\u201d a koje sadr\u017ee nagrade koje su nasumi\u010dno dodeljene i koje nagrade mogu da variraju u svojoj vrednosti po kojoj se preprodaju putem eksternih web siteova. Pojedine zemlje kao \u0161to su Belgija i Kina ve\u0107 su svojim zakonima okarakterisale ove vrste transakcija kao podvrstu igara na sre\u0107u, ili su ih \u010dak izri\u010dito zabranile, dok ve\u0107ina evropskih dr\u017eava tek treba da adresira ovo pitanje.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Radno pravo \u2013 razli\u010diti Esportovi imaju razli\u010dite formate za takmi\u010denje, neki su individualni (Street Fighter V) dok su neki timski (League of Legends, Overwatch) gde su profesionalni igra\u010di uglavnom pod ugovorom zaklju\u010denim sa profesionalnim Esport timom. Trenutno igra\u010di su tipi\u010dno anga\u017eovani putem ugovora o pru\u017eanju usluga, gde su igra\u010di naj\u010de\u0161\u0107e anga\u017eovani u vidu izvr\u0161ioca posla za \u0161ta im se ispla\u0107uje naknada ili u vidu preduzetnika u kom slu\u010daju izdaju ra\u010dun timu za svoje usluge. Postoje slu\u010dajevi gde izdava\u010di Esport video igara zahtevaju posebnu vrstu ugovora izme\u0111u igra\u010da i tima. Primera radi, Riot games od 2017. godine zahteva od svih igra\u010da koji u\u010destvuju u Severnoameri\u010dkoj i Evropskoj Seriji Lige \u0160ampiona da bude zaposleni od strane svog tima kako bi bili kvalifikovani da u\u010destvuje na turnirima. U odnosu na igra\u010de anga\u017eovane kao izvr\u0161ioce posla, igra\u010di koji su zaposleni u timu igraju za platu. Da li je igra\u010d klasifikovan tj anga\u017eovan kao zaposleni ili na neki drugi na\u010din mo\u017ee imati veliki uticaj kako na samog igra\u010da tako i na tim u pogledu obaveza i novca. Uop\u0161teno govore\u0107i, zaposleni imaju ve\u0107u pravnu za\u0161titu a poslodavci ve\u0107e obaveze a zaposleni i poslodavac zajedno pla\u0107aju ve\u0107e poreze i doprinose u odnosu na druge vidove anga\u017eovanja. Promene postave timova su ekstremno \u010deste u Esportu i zajedno za problemom stalne promene zaposlenja, vizama za u\u010destvovanje na turnirima koji se odr\u017eavaju u stranim zemljama (koje mogu da variraju u zavisnosti od toga da li dr\u017eava doma\u0107in priznaje Esport kao spor) postoji bezbroj drugih problema koji su ve\u0107 regulisani u tradicionalnom sportovima kao \u0161to su minimalna zarada, pla\u0107eni odmori, prekovremeni rad, bolovanje itd.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Pitanje zaposlenja se prenosi na mo\u017eda najbitnije pitanje za budu\u0107e profesionalne igra\u010de \u2013 porezi. Profesionalni igra\u010di moraju biti svesni poreskih implikacija njihove zarade, \u0161to uklju\u010duje znanje o tome kako se obra\u010dunava i pla\u0107a porez na njihove nagrade sa turnira, zarade, prihodi\/donacije dobijene putem streamovanja i sponzorstva.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Pre nego \u0161to se upustimo u analizu ovih problema moramo postaviti pitanje da li je postoje\u0107a regulativa sporta primenjiva na profesionalne Esport igra\u010de. Prema Zakonu o sportu Republike Srbije profesionalni sportista je sportista koji se bavi sportskom aktivno\u0161\u0107u kao jedinim ili osnovnim zanimanjem i drugi sportista koji ima status profesionalnog sportiste u skladu sa sportskim pravilima nadle\u017enog me\u0111unarodnog sportskog saveza, gde se sportske aktivnosti defini\u0161u kao svi oblici fizi\u010dke i umne aktivnosti koji, kroz neorganizovano ili organizovano u\u010de\u0161\u0107e, imaju za cilj izra\u017eavanje ili pobolj\u0161anje fizi\u010dke spremnosti i duhovnog blagostanja, stvaranje dru\u0161tvenih odnosa ili postizanje rezultata na takmi\u010denjima svih nivoa. Prema ovoj dosta \u0161iroko postavljenoj definiciji koja se u odre\u0111enoj meri oslanja na me\u0111unarodne standarde, profesionalni Esport igra\u010di mogu se tretirati kao sportisti ukoliko ispunjavaju gore navedene kriterijume.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Kao \u0161to je navedeno Zakonom o sportu profesionalni sportista zasniva radni odnos sa sportskom organizacijom zaklju\u010denjem ugovora o radu, na odre\u0111eno vreme, najdu\u017ee do pet godina. Ovim ugovorom o radu mora biti utvr\u0111ena zarada i drugi prihodi profesionalnog sportiste u skladu sa zakonom. Drugi prihodi profesionalnog sportiste i Esport igra\u010da nisu okarakterisani kao zarada, \u0161to zna\u010di da se oporezuju po drugom osnovu. Porez na zaradu je 10% povrh doprinosa za obavezno socijalno osiguranje koji mogu iznositi dodatnih 36%. Sve nagrade koje Esport igra\u010d osvoji kroz u\u010de\u0161\u0107e na turnirima i kroz druga takmi\u010denja oporezuju se kao prihodi sportista po stopi od 20% gde se priznaju normirani tro\u0161kovi od 50% putem umanjenja bruto prihoda sve pod uslovom da ova primanja ispla\u0107uju sportske organizacije, udru\u017eenja ili savezi. Prihodi koji nisu ispla\u0107eni od strane sportskih organizacija, udru\u017eenja ili saveza oporezuje se tako\u0111e po stopi od 20% kao dodatni prihod ali priznati normirani tro\u0161kovi iznose 20% na bruto prihod.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Kao op\u0161te pravilo lokacija pojedina\u010dnog turnira dikitira koji se poreski zakoni primenjuju na odre\u0111ene nagrade iz nagradnog fonda. Kao primer, svetsko takmi\u010denje iz Dota 2 \u201cThe international\u201d koje je 2016. godine odr\u017eano u Sjedinjenim Ameri\u010dkim Dr\u017eavama imalo je nagradni fond koji je bio ne\u0161to preko 20 miliona USD. Igra\u010di koji su osnovjili deo ove nagrade, \u010dak i oni koji nisu dr\u017eavljani SAD, bili su u obavezi da plate federalni porez na dohodak koji napla\u0107uje SAD. Kada je u pitanju Esport pitanje gde se ispoljavaju radnje po osnovu kojih se posti\u017ee odre\u0111eni rezultat u takmi\u010denju postaje izuzetno relevantno prilikom utvr\u0111ivanja koja jurisdikcija ima pravo da oporezuje nagrade dobijene za pobedni\u010dke plasmane na takmi\u010denjima. Ovo je naro\u010dito relevantno kada se turniri odr\u017eavaju online. Da li se aktivnosti koje predstavljaju izvor prihoda preduzimaju u mestu gde se profesionalni igra\u010d nalazi prilikom u\u010de\u0161\u0107a na turniru, u dr\u017eavi u kojoj je tim osnovan, u dr\u017eavi u kojoj se nalaze serveri preko kojih se takmi\u010denje odr\u017eava ili u dr\u017eavi porekla organizatora turnira? Profesionalni igra\u010d koji je dr\u017eavljanin Republike Srbije u obavezi je da izmiri porez prema Republici Srbiji na sve nagrade osvojene \u0161irom sveta \u0161to u praksi zna\u010di da nagrade osvojene u stranim zemljama mogu voditi do potencijalnog dvostrukog oporezivanja. Bitno je naglasiti je da je Republika Srbija potpisnica zna\u010dajnog broja multilateralnih i bilaterlanih sporazuma o izbegavanju dvostrukog oporezivanja koji su bazirani na O.E.C.D. modelu kao i da je potpisnica Multilateralne konvencije koja je su\u0161tinski, kada je re\u010d o Srbiji po\u010dela da se primenjuje od oktobra 2018. godine, sve u cilju regulisanja ovoga problema. U praksi, ovo zna\u010di da Esport igra\u010di i njihovi poslodavci moraju zatra\u017eiti pravni i poreski savet kako bi osigurali optimalan poreski tretman koji je u sva\u010dijem zajedni\u010dkom interesu.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Profesionalni igra\u010di tako\u0111e profitiraju putem drugih oblika kompenzacije uklju\u010duju\u0107i sponzorstva i prihode od streamovanja kroz partnerstva sa websajtovima koji pru\u017eaju usluge streamovanja a koji su svi podlo\u017eni razli\u010ditim poreskim tretmanima. U pogledu domacija prilikom streamovanja, bitno je ukazati na to da novac koji je primljen na ime donacije od strane istog fizi\u010dkog lica i koji ne prelazi iznos od 100.000 RSD u jednoj kalendarskoj godini ne predstavlja oporeziv prihod dok iznos koji prelazi ovu granicu podle\u017ee porezu na poklon od 2,5% i \u010diji je obveznik poklonoprimac. Problem koji se ovde javlja je kako da osoba koja streamuje svoj sadr\u017eaj stekne saznanje o tome kada je jedan donator prema\u0161io navedeni zakonski maksimum kada se donacije sprovode putem lako promenjivih online nadimaka koji \u010dine donatora prakti\u010dno anonimnim.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sponzorstva spadaju u potpuno druga\u010diju kategoriju. Kada sponzor daje primaocu sponzorstva odre\u0111eni nov\u010dani iznos, a primalac sponzorstva zauzvrat javno i na ugovoreni na\u010din isti\u010de da je sponzorisan od strane sponzora i na drugi na\u010din reklamira sponzora, radi se o prometu usluga koji primalac sponzorstva vr\u0161i sponzoru, a koji je predmet oporezivanja PDV. Za sponozora je od zna\u010daja da tro\u0161kovi reklame i propagande priznaju se kao rashod u poreskom bilansu u celosti.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sli\u010dno kao i drugi osnovi prihoda, benefiti koje profesionalni igra\u010d primi od svog tima ili sponzora tako\u0111e se oporezuju po njihovoj tr\u017ei\u0161noj vrednosti. Primera radi, ukoliko profesionalni ogra\u010d budu obezbe\u0111eni letovi od strane tima ili proizvodi od sponzora, oni \u0107e biti oporezivani na na\u010din da \u0107e se kao poreska osnovica uzeti tr\u017ei\u0161na vrednost tro\u0161kova leta ili proizvoda a obveznik poreza bi\u0107e sam profesionalni igra\u010d.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Iako trenutna situacija mo\u017eda to ne zahteva, evidentno je da prilikom pregovaranja uslova njihovog slede\u0107eg ugovora, profesionalni igra\u010di ali i njihovi timovi trebaju da uposle podr\u0161ku njihovih ra\u010dunovo\u0111a ili pravnih timova kako bi utvrdili koji je najbolji na\u010din da se struktuiraju razli\u010dite forme prihoda koji se mogu javiti u budu\u0107nosti. U ovome pogledu, na\u0161a advokatska kancelarija, zajedno sa asistencijom <a href=\"https:\/\/www.zstax.rs\/\" target=\"_blank\" rel=\"noopener\">ZSTAX<\/a> pru\u017ea potpun set usluga neophodnih da se omogu\u0107i optimala prava sigurnost u predstoje\u0107im godinama.<\/p>","protected":false},"excerpt":{"rendered":"<p>The biggest issues facing professional players in the Republic of Serbia Esports, for the uninitiated, are multiplayer video games played competitively for spectators, currently the most famous examples include Dota&#8230;<\/p>","protected":false},"author":3,"featured_media":90127,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[42],"tags":[67,68,69,70,71,72,73],"class_list":["post-7969","post","type-post","status-publish","format-standard","has-post-thumbnail","category-insights","tag-counter-strike","tag-csgo","tag-dota-2","tag-esport","tag-esports","tag-fortnite","tag-games"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/posts\/7969","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/comments?post=7969"}],"version-history":[{"count":1,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/posts\/7969\/revisions"}],"predecessor-version":[{"id":90319,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/posts\/7969\/revisions\/90319"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/media\/90127"}],"wp:attachment":[{"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/media?parent=7969"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/categories?post=7969"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.zslaw.rs\/sr\/wp-json\/wp\/v2\/tags?post=7969"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}