Agoracom Blog Home

Posts Tagged ‘egaming’

A beginner’s guide to enjoying eSports $GMBL.us

Posted by AGORACOM-JC at 12:20 PM on Monday, May 1st, 2017
  • Reader offers an introduction to watch eSports through League Of Legends, Dota 2, and Counter-Strike: GO.

I’m about to talk about three games I’ve never played. Not even once. I’ve seen them played. I’ve seen them played in theatres, in conference halls, on streaming websites like Twitch and YouTube, and in some extreme examples in stadiums. It’s the part of gaming that can be the hardest to fathom, and that’s the psyche of a person who watches eSports. As if to reinforce the unacceptableness of it Microsoft Word angrily underlines the word eSports as I type it. As if to say, ‘That’s not a word, silly boy, don’t be so ridiculous’.

But it clearly is, as evidenced by its growing popularity, I think it’s worth trying to understand it if only as a phenomenon of our hobby in its own right. To give people a bit of background knowledge, and to try remove some of the barriers to entry for people curious to find out what it’s all about, this is intended as a beginners’ guide, a cheat sheet if you will. I will leave judgment on eSports’ worth as entertainment or its validity as a sport for you to decide

There are a number of game genres which lead the way for eSports, we have MOBAs (Multiplayer Online Battle Arena) such as LoL (League Of Legends) Dota 2 (Defence Of The Ancients), Heroes Of The Storm, and SMITE. We have first person shooters such as Counter-Strike: Global Offensive, Overwatch, Halo, and Call Of Duty. And finally card games, both physical like Magic The Gathering and digital such as Hearthstone

These games have a few things in common: they usually either require great skill, twitch sensitivity, or immense brainpower to execute perfectly every game. Note, I’m not saying that they should be great games to play, just that they require great skill to play. That is the primary draw for the top level eSports titles.

Most of the games are based on PC, or the tournaments are largely ran on PC. This is probably for a broad range of factors. PCs are more customisable for the user, the game may have its biggest audience on PC, PCs may be more stable and suitable for tournament play, or it may just be because Twitch has led the way in making eSports accessible to people and has been available for longer on the PC platform

The most passionate fans make up the bulk of an eSports games audience, and even as a newcomer you are expected to enter with knowledge of the jargon and terms used. In my experience this is the biggest exclusionary factor of all eSports, their love of acronyms, in-jokes, obscure memes, and the lack of any explanation

The three biggest players in eSports would be Dota 2, League Of Legends, and Counter-Strike, so two MOBAs and a shooter. It is fair to say that MOBAs dominate the scene, so what are these games?

Most MOBA games follow a similar template, so I am going to give a very general overview so you get the idea. To keep it simple I will limit my description to the characteristics of the two genre giants: LoL and Dota 2. The setup is of two teams of five players who face each other across an arena where the objective is to capture a key piece of the opposing team’s base. In between the teams the arena usually consists of broad paths known as lanes, parts with winding paths known as jungle, and some form of defensive fortifications usually known as towers for each team – up to the halfway point of the map.

The players themselves take roles as heroes to defend their base by taking up one of the lanes and battling their counterparts, hoping to push them back towards their own base and destroying the defences as they go. They are also supported by computer-controlled allies who will mindlessly attack any opposition they meet. These are referred to as either creeps or minions. The spare human members usually roam the winding paths in the jungle and support their teammates in their task attempting to ambush or ‘gank’ opposing team members.

Players level up as the game progresses and can purchase items using gold earned in the game to build up their avatar. All progress is reset at the start of each game. The skill lies in the deep knowledge of the game, players’ positional awareness, and the ability to predict what their opponent will do. The very best players can seem clairvoyant and creative as they build their player up in surprising and unusual ways.

….

Read more: http://metro.co.uk/2017/05/01/a-beginners-guide-to-enjoying-esports-readers-feature-6607864/#ixzz4fqIxnBC4

Gaming for a living? It’s a real thing $GMBL.us

Posted by AGORACOM-JC at 9:35 AM on Monday, April 10th, 2017
  • Call of Duty: Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket
  • Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket

For two days this past weekend, local video game aficionados were invited to bring their A-game to the Machine Shop for the first ever Sault Ste. Marie UMG Pro-Am tournament. Call of Duty: Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket. The entire eSports event was broadcast on Twitch.tv and Microsoft’s new streaming platform, Beam.

“A lot of people identify video game tournaments with where they came from – college dormitories and things like that. Around 2010, we got the ability to broadcast tournaments and that’s really what’s made eSports the billion dollar industry that it is,” explained Cynn Smith, event lead at UMG. “In many way we emulate traditional sports – we have analysts, we have commentators, we have massive production needs.”

The world of eSports has grown very quickly, Smith said, and the players responsible for that surge are now gaming as professionals. While traditional sports recruit new talent from college, eSports recruitment is a bit more challenging.

“It’s actually rare for new teams to show up,” he said. “We’re looking at places like Sault Ste. Marie, and other places in Canada and around the world where we can find that new talent – getting them on stage, getting them on camera – so they can be noticed. We see ourselves as a stepping stone for their career just as much as a provider for entertainment.”

And gaming can definitely lead to a career. Upper echelon eSports teams can make a living at it, Smith said, but not from tournament prize money. The real money comes by way of corporate sponsorships.

“That’s way we keep our production and broadcast quality high,” he said. “We’re making these amateurs look like professionals, and that’s going to be the number one thing they need to get sponsors and to go full time. There’s a lot of teams that can and do this full time.”

While the majority of participating teams in the Sault Ste. Marie UMG Pro-Am tournament were local, a few traveled from out of town for the event including the reigning COD world champion SetToDestroyX. The Canadian team managed to live up to its title, taking home first place and $6,000 of the prize pool. 1 Hype placed second followed by PrimeTime Nation in third.

Source: https://www.sootoday.com/local-news/gaming-for-a-living-thats-a-thing-7-photos-584514

Joe Montana talks of esports: ‘We believe in the space’ $GMBL.ca

Posted by AGORACOM-JC at 11:31 AM on Friday, March 31st, 2017

Joe Montana said he doesn’t take losing well, and after getting beaten by his kids in video games he lost interest in playing. But investing in esports, however, is a whole different ballgame for the NFL Hall of Famer. Thearon W. Henderson/Getty Images

The Cloud9 organization and its co-founder and CEO Jack Etienne are no strangers to winning, having won the North American LCS in its inaugural season in the summer of 2013.

Former San Francisco 49ers quarterback and Hall of Famer Joe Montana is also no stranger to victory, just on a different playing field. He was named Super Bowl MVP three times in his career and lifted the Vince Lombardi Trophy on four occasions in the 1980s and early ’90s.

Together, they both hope to continue their winning ways. Montana and his seed stage fund Liquid 2 Ventures invested in Cloud9 over the past week, along with other notable athletes such as Hunter Pence of the San Francisco Giants and Andrew Bogut of the Cleveland Cavaliers.

For Montana, one of the winningest players in NFL history, the rapid growth of esports was an opportunity that he and his partners couldn’t pass up, even if his children continually beat him down in the world of video games.

“[My background] in video games has been very limited,” Montana said. “[It’s] because I hate to lose.”

Montana’s four children, in their mid-20s and early 30s, passed up the MVP quarterback when it came to video games, and made him a less-than-active participant. As an observer, however, Montana has already made moves to enter the video-game scene, helping create Montana 17, a mobile virtual reality football game for VR systems like the Samsung Gear.

On the opposite end of the spectrum, Etienne has been in the esports scene for five years now, first a manager for Team SoloMid before co-founding Cloud9. Even during his days while working at Crunchyroll, the leading streaming anime service, the C9 CEO knew one day esports had the potential to be as big as it’s getting now.

“I did believe we were heading in this direction” Etienne said of his team’s growth over the past few years. Starting as just a League of Legends club, the organization has expanded across the esports landscape, having players and teams in such large competitive titles as Overwatch, Dota 2 and Counter-Strike: Global Offensive.

With the added funding, Cloud9 is always on the search for the next big esport, and for Etienne, it’s the fans, not the game publisher or title itself, that interests the organization in terms of expanding.

“Twitch is a fantastic tool to find what people are watching,” Etienne said. “There is a lot of research you can do on Twitch. H1Z1 and games [in the same genre] are getting a lot of attention.”

In the day and age where every game publisher with a new multiplayer title wants to become an esport, Cloud9 believes in trusting what the fans support instead of simply backing the video game with the most marketing behind it. If the fans flock to a video game on Twitch, C9 takes notice.

With that being said, though, Etienne says that although the organization is looking to expand, the added investment will also be a boon toward its already established teams, giving them more funds to help them improve.

“We believe in the team. We believe in the space.”

Joe Montana

In the whirlwind of traditional sport owners and stars investing in esports over the past year, the NFL has seemingly lagged behind the competition. The NBA has had the biggest impact in competitive gaming, with stars and former stars like Rick Fox, Magic Johnson, and Shaquille O’Neal becoming faces for various organizations. Montana, the biggest NFL name to attach himself to esports, says he believes there are a few factors for that.

“Part of it is the NFL, part of is coincidence,” Montana said. “On average, until recently at least, NBA players made more than players in the NFL. Also, NBA players are traveling all the time, and are on the road three-to-five days a week.”

In the NFL, players can have more of a stable home life. They play on the road only eight times a season, not counting the playoffs, and when you’re a family man, being able to play games is a luxury. NBA players, especially younger ones, bring their favorite consoles along for long road trips, playing with their teammates in the hotel to kill time while away from their families. Additionally, the NBA has fewer traditional owners compared to the NFL, so it’s not surprising why it’s now that the NFL and its representatives are discovering the potential of esports.

A similarity Montana found between esports and NFL is the newfound training regimens. When asked how he felt about esports moving away from the old stereotype of players sitting in a room guzzling Mountain Dew and devouring Doritos, Montana said, “Anything you do, you’re better when you’re healthier. That [stereotype] is what linemen used to be.”

As esports advances to match traditional sports in mental and health training, it also appears to be heading toward a franchising system. Blizzard, for example, announced the upcoming Overwatch League in North America would be built around geolocation and owners bidding where they would want their team to play.

Etienne sees this as the inevitable future of competitive gaming if it wants to reach its full potential. “I think for esports to evolve, these franchises need to happen,” he said. “Franchise models are critical.”

On the topic of fan support and the difference between esports fans primarily following teams because of personalities over any sort of allegiance with a city, Montana isn’t deterred. He cites a story about meeting a die-hard 49ers fan in the heart of Miami Dolphins country, so he says he believes fans can come in all different shapes. “To [esports] fans, it’s the same as a [traditional] sport to them. They’re crazy. It can survive the way it is.”

Montana knows that profits won’t come easy or right away. He and his group, especially when coming into a space so early, are aware of the risks and are confident that their investment in Cloud9, and esports in general, will bear fruit sooner rather than later.

“We believe in the team,” Montana said. “We believe in the space.”

Source: http://www.espn.co.uk/esports/story/_/id/19027086/joe-montana-esports-believe-space

Meet PSG’s latest signings – an esports team $GMBL.us

Posted by AGORACOM-JC at 8:36 AM on Tuesday, March 21st, 2017
  • Predicted to become a £1bn industry by 2020

With esports – organised, competitive computer gaming – predicted to become a £1bn industry by 2020, traditional sports clubs are looking to get involved in this fast-emerging world.

As part of a BBC State of Sport week examining different topics and issues across sport, meet Paris St-Germain’s League of Legends team, who are representing the club in online tournaments.

They live in Berlin, practise 14 hours a day and prepare like professional sportsmen.

READ MORE: Esports ‘to double audience by 2020′.

READ MORE: What is esports?

Source: http://www.bbc.com/sport/39331794

eSports revenues estimated to reach $3.5bn by 2021$GMBL.us

Posted by AGORACOM-JC at 11:24 AM on Tuesday, March 14th, 2017
  • Rapid rise in consumption of eSports and streamed games content will drive $3.5 billion (€3.29bn) in revenues by 2021, up from $1.8 billion in 2017

A study from Juniper Research has found that a rapid rise in consumption of eSports and streamed games content will drive $3.5 billion (€3.29bn) in revenues by 2021, up from $1.8 billion in 2017.

Juniper’s report found that whilst the subscription model, as seen on platforms such as Twitch, will contribute significant revenues to the industry, it will be advertisers who reap rewards; with almost 90 per cent of eSports & ‘Let’s Play’ viewers also watching ad-supported casual games streams in 2021.

Alongside eSports viewership, the popularity of casual ‘Let’s Plays’ (commentary on streams of the playing of videogames) has accelerated dramatically.

The research found that much of this relates to viewers seeking to improve their own gameplay, alongside a dedicated following of individual broadcasters on platforms including Twitch and YouTube. It argued that companies seeking to cash-in on the trend should either work with a streamer who aligns with their values, or closely monitor content which is to be published in public.

Research author Lauren Foye explained: “As we saw following PewDiePie’s recent controversial videos, a breach of a sponsor’s values can result in the termination of lucrative partnerships. Nevertheless, a rise in PewDiePie’s channel engagement following the scandal highlights a quandary sponsors are facing.”

Whilst advertising, and increasingly tips, are dominant in the viewership of casual games streaming, eSports content has begun to be monetised through alternative means. Juniper believes that the sale of merchandise, time-limited content (such as in-game items), and access passes, will form part of a wider trend to drive the industry forwards. As we saw with DOTA 2’s 2016 ‘The International’ tournament, sales of additional content boosted the prize pool by $18 million.

Source: http://advanced-television.com/2017/03/14/esports-revenues-to-reach-3-5bn-by-2021/

Intel talk IEM esports and why that matters for VR to eSports Pro $GMBL.us

Posted by AGORACOM-JC at 11:09 AM on Wednesday, March 8th, 2017

  • First of all it’s the viewership,” said Woo.”Last year we had 256 million viewers watching this stuff. That’s supposed to grow to 345 million by 2019. So there’s a huge growth opportunity there.
  • You’ve got the communities, the competitions are getting better, more digital platforms like Facebook Live and Twitter – this is all spurring the growth of eSports. And then tech companies like ourselves – we’re learning too.

    Intel “in the leadership spot right now” when it comes to eSports VR

    In an interview with Intel’s esports marketing manager George Woo, our sister site eSports Pro has talked about how Intel’s IEM esports events could be leading towards better adoption for VR

    The IEM is a collaboration between esports outfit ESL and the tech giant, and Intel are using this event to talk about their plans for virtual reality.

    “First of all it’s the viewership,” said Woo.”Last year we had 256 million viewers watching this stuff. That’s supposed to grow to 345 million by 2019. So there’s a huge growth opportunity there.

    You’ve got the communities, the competitions are getting better, more digital platforms like Facebook Live and Twitter – this is all spurring the growth of eSports. And then tech companies like ourselves – we’re learning too. We’re learning how to address those audiences and create those amazing experiences, pushing the boundaries of innovation. And this year is all about VR.

    We are going to continue to be that leader in VR. Are we going to say we’re going to have eSports in VR next year? No. But what we want to do is get this top of mind, get people experienced with the head units, start with the experience showcases, and the next iteration is broadcast – in which we did League of Legends and CS:GO with Sliver.TV.

    If people didn’t have the head sets, they can still see in 360. It’s just getting that option rate higher and faster. The more that happens you get AAA titles, titles that might be more conducive towards eSports that the community gets behind, and so on. And we want to be at the forefront of that. Because we believe that IEM delivers the best VR Gaming streaming content in the world, and you need that with the whole suite of Intel products. It’s a natural fit. That’s why we want to continue to do this.”

    Intel could be a powerful advocate for virtual reality, even if they admit in the interview — which you can read here — that Intel are mostly interested in it so they can ride the hardware wave that increased interest in virtual reality can give, but a rising wind lifts all ships, and developers looking to develop in virtual reality could also benefit from Intel’s efforts.

Source: http://www.develop-online.net/news/intel-talk-iem-esports-and-why-that-matters-for-vr-to-esports-pro/0230387

 

Former Brazil, Real Madrid and Inter Milan striker Ronaldo has become the latest high profile figure to invest in esports $GMBL

Posted by AGORACOM-JC at 5:10 PM on Tuesday, January 24th, 2017
  • Former Brazil, Real Madrid and Inter Milan striker Ronaldo has become the latest high profile figure to invest in esports.
  • Alongside professional poker player André Akkari and Igor Trafane Federal, CEO of the Brazilian Series of Poker (BSOP), the two time Ballon d’Or winner has invested in CNB e-sports Club
  • The three of them now own 50% of the team which currently boasts a roster in League of Legends.

Founding brothers Cleber ‘Fuzi’ Fonseca and Carlos ‘Fury’ Junior own the remaining 50% of the organisation which was founded back in 2001. Fury commented: “The administration remains the same, with me and my brother, what changes is that we now have two world champions with us, which adds a lot to our image.”

This story went live on Brazilian site MyCNB.com, and it states that this deal has been on the discussion table since the summer of 2016. The deal was finally put to paper in the iconic city in which Ronaldo was born; Rio de Janeiro.

Brazilian esports includes teams such as INTZ based in Sao Paulo and interest is high though significant investments have been somewhat lacking to date. Naturally this investment begs the question of who the highest profile investor is in esports, and whether Shaquille O’Neal or Ronaldo is the bigger sporting star?

Esports Insider says: We’re going with our (English) gut and stating that Ronaldo is a bigger name than Shaq. With such a prominent backer, this should spell great things for CNB and Brazilian esports more widely. 

Source: http://www.esportsinsider.com/2017/01/ronaldo-invested-brazilian-esports-team/

Big Ten Universities Entering The New Esports Realm $GMBL

Posted by AGORACOM-JC at 11:05 AM on Friday, January 20th, 2017

Vgabmlinglarge copy

Members of Robert Morris University eSports teams practiced League of Legends in Chicago in 2014.CreditNathan Weber for The New York Times
  • In a recognition of the popularity of e-sports on college campuses, most Big Ten universities will field teams in the multiplayer online game League of Legends and compete in a style resembling conference play, in a partnership with the Big Ten Network.
  • Besides streaming competitions on the internet, the Big Ten Network will broadcast select games, including the championship in late March, weekly on its cable network, which is available to more than 60 million households nationally.

Riot Games, League of Legends’ creator and publisher, and the Big Ten Network — which is owned by Fox and the Big Ten Conference — announced the partnership Thursday morning in a joint statement.

In the first broadcast, on Jan. 30, teams from the Big Ten’s two newest members, Rutgers and Maryland, will face off, according to a Big Ten Network spokesman.

A number of popular games, including Madden-brand football video games, fall under the e-sports rubric. In League of Legends, two teams of five — composed of a set of stock characters seemingly inspired by fantasy novels — try to destroy a glowing object, called a nexus, on their opponent’s side.

In the Big Ten Network’s League of Legends season, teams in the Big Ten’s East and West divisions will play each other in best-of-three, round-robin competitions, and the top four from each division will then enter a single-elimination bracket. (The two Big Ten universities not participating this year, Nebraska and Penn State, are in different divisions. The Big Ten has 14 members.)

While lacking the mainstream visibility of traditional college sports, e-sports are wildly popular, even as spectator sports, among young people of the type sought after by both colleges and advertisers. Professional gaming contests frequently sell out major arenas, including Madison Square Garden, and several top European soccer clubs have signed e-sports playersas brand ambassadors.

Riot already runs a League of Legends College Championship, and the champion crowned by the Big Ten Network season will compete in the final rounds of that annual event.

Source: www.nytimes.com/2017/01/19/sports/big-ten-is-entering-a-new-realm-e-sports.html?smprod=nytcore-ipad&smid=nytcore-ipad-share&_r=0

VGambling Appoints Director $GMBL

Posted by AGORACOM-JC at 2:12 PM on Thursday, October 27th, 2016

Vgabmlinglarge_copy

  • Recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company
  • Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience

ST. MARY’S, ANTIGUA–(Oct 27, 2016) - VGambling Inc. (OTCQB: GMBL) (or the “Company”), a next generation online gambling company specifically focused on eSports, has recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company.

“We are honoured to have Mr. Watt join our Board of Directors,” said Grant Johnson, Chairman of VGambling. “We believe that Mr. Watt’s leadership and financial expertise will enable him to contribute significant managerial and strategic oversight skills to the Company.”

Biography of Mr. Watt, Director

Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience. Most recently, Mr. Watt was Financial Controller for the Blue Waters Hotel and Caribbean Developments (ANU) Ltd., both in Antigua. Previously, Mr. Watt was a Partner with the accounting firm Derrick & Watt in Antigua. Prior, Mr. Watt was an Accountant with South Bank Glass Co. Ltd, Input Typesetting Limited, and Cable & Wireless Plc all in London, UK. Mr. Watt is a graduate of South Bank Polytechnic in London, UK.

On October 26, 2016, Mr. Chul Woong Lim resigned from his position as a director of the Board of Directors the Company. The resignation was effective immediately.

About VGambling Inc.

VGambling Inc. is a next generation online gambling company specifically focused on eSports. VGambling intends to offer wagering on eSports events on a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, VGambling intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website. VGambling common stock is listed on the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
Tel. +1-905-580-2978
grant@vgambling.net

FEATURE: Wagering on eSports is projected to hit $23 BILLION by 2020 $GMBL

Posted by AGORACOM-JC at 11:33 AM on Thursday, October 20th, 2016

Vgabmlinglarge_copy
Online Wagering Platform for the Future of Competitive Gaming

Why VGambling Inc?

“There is no other way to say it … VGambling represents one of the best potential mega winners I’ve seen in years.” George Tsiolis, AGORACOM Founder

“The Business of eSports Is Set To Explode…. Billions of dollars will soon be wagered on eSports competitions. Brands, consultants and investors are always looking for the next great opportunity and eSports appears to be an able applicant for the role.” Forbes Magazine, October 15, 2015

The 5 Things You Need To Know:

1. eSports – Over 130 million people from around the world tune in to watch teams of video game players compete with each other.

2. eSports Wagering – Wagering on eSports is projected to hit $23 BILLION by 2020.

3. VGambling is the next generation online gambling company that is built for the purpose of facilitating as much of this wagering as possible

4. VGambling is fully licensed, compliant and authorized to legally transact in eSports wagering.

5. VGambling has assembled a team of officers and board members with significant star power in the world of eSports and online gambling

VIDEO: eSports Investing AGORACOM at League of Legends Finals

Who is VGambling Inc.?

  • Company intends to offer users from around the world the ability to wager on professional e-Sports events for real money in licensed and secure environment.
  • Makes it possible to play in multi-player video game amateur tournaments and win cash prizes.
  • Issued an Internet gambling License by the Kahnawake Gaming Commission in Canada
  • Applied for a License in Antigua and Barbuda.
  • Company intends to conduct real money interactive gaming activities on a global basis from our base in St. John’s, Antigua.
  • Bringing users from these two huge industries together by offering our users from around the world the opportunity to play, and bet on online single and multi-player, video game tournaments for real money in our secure and licensed environment.
  • Utilizing VGambling Inc.’s peer-to-peer wagering system, video game fans and enthusiasts everywhere will be able to place all manner of bets on eSports professional players’ performance. Wagering will be available on a wide range of professional eSports events from around the world.
  • Company also intends to offer the widest selection of video games of skill, designed to be compatible for all applications including mobile and in multiple languages, to be played online for real money in small groups, tournaments and major events

The Opportunity

INTERNET GAMBLING EXPENDITURE IS INCREASING GLOBALLY

Online gambling, also known as Internet gambling and iGambling, is a general term for gambling using the Internet.

  • $40B industry with +20% annual growth
  • Sports betting estimated to be 41% of total online market.
  • Internet gambling represents +10% of global gambling market

eSports

Electronic sports (also known as eSports, e-sports,
competitive gaming, or progamming in Korea) is a term for organized multiplayer video game competitions.
Last year Riot Games’ “League of Legends” world championship had 27 million streaming views. To provide some correlation, it was more than the average viewership of the World Series of baseball, which is the second most viewed sport in the USA. The number of professional eSports tournaments worldwide more than tripled from 430 in 2013 to 1,485 in 2014.

  • eSports organizations hosting major tournaments include the Electronic Sports League in Europe, Major League Gaming in North America, and the Korean eSports Association founded by the Korean government and affliated to the Korean Olympic Committee
  • China and Korea continue to dominate the global eSports market
  • eSports are currently being seriously considered by the IOC as an Olympic sport