Module 6 Name of the student Name of the institute Date of submission Should fantasy sports leagues have to pay a licensing fee in order to o

Module 6 Name of the student
Name of the institute
Date of submission

Should fantasy sports leagues have to pay a licensing fee in order to o

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Module 6 Name of the student
Name of the institute
Date of submission

Should fantasy sports leagues have to pay a licensing fee in order to obtain statistical data from the various leagues or players associations?

Fantasy sport is the act where the games are played using the virtual reality and they form teams (Hong, & Magnusen, 2017). Also helps those who are making their bets to predict and place players where they are supposed to be like the real players are placed according to the position they play. If players are positioned according to the way they should, those who have position the players the way they should do there are some points that are earned.

Fantasy sport should be paid for since the sport is used by many as a means of making money, those who use the service should pay the license since it will encourage those who create such sites to upgrade those players to a level where they can be the top. This will also be used to improve the industry of the games since there will be many fans where they will be having some good time ensuring that they give support to the teams they support.
The paying of license will also help those players who are being used in knowing that they are being supported by different people around the world. This will be used to improve the team’s strategy where they will use the money to improve on the resources of the team (Levenson, 2018). The license will ensure that the organizations that will be making money from the sites are legal and can access the services.
People who are using the sport as a means of entertainment are going to be well entertained since they are going to know their favourites teams tactics that they are using in order to defeat their opponents due to the update of the players which will be brought about by the update of the app.

References
Hong, S. I., & Magnusen, M. (2017). From virtual reality to reality: Examining the relationship between sport video gaming and sport consumption behaviors. Journal of Physical Education and Sport Management, 8(4), 41.
Levenson, A. (2018). Using workforce analytics to improve strategy execution. Human Resource Management, 57(3), 685-700.

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