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Thumbs up to #Esports dream: #Raptors #NBA 2K draft pick has visions of stardom $GMBL $KUU.ca

Posted by AGORACOM-JC at 2:25 PM on Wednesday, April 18th, 2018

Toronto’s Yusuf Abdulla hits training camp with 102 other gamers ahead of season

Jamie Strashin

Toronto’s Yusuf Abdulla does an interview at the draft for the NBA’s esports league, NBA 2K. (Photo courtesy Yusuf Abdulla)

Yusuf Abdulla never thought he would be make it to the NBA. Not in a million years.

Sure, the 25-year-old Toronto native played some college basketball. But that was years ago. Abdulla’s closest connection to the game today is his obsession with the video game NBA 2K.

It turns out the countless hours he’s spent honing his skills have paid off. He was one of 102 players drafted earlier this month to play in the NBA’s inaugural NBA 2K league. It is the first professional gaming league being operated by one of North America’s four major sports.

All 17 teams in the league are affiliated with NBA franchises. Just like real teams, there’s a general manager and front-office staff in place.

Abdulla made his first-ever trip to New York City for the draft, held at the Madison Square Garden in Manhattan.

“It was unbelievable,” said Abdulla, who along with the rest of the draft class was outfitted with a new suit for the occasion. “You feel like an NBA player, but just a virtual NBA player. It’s the same perks though. They treat you well. It was amazing”.

Abdulla was taken 45th overall by Toronto’s entry, the Raptors Uprising Gaming Club.

“It means the world to me,” he said. “You don’t even understand. After I got drafted, I have had so much support from fans, friends, family. The Raptors are calling me the hometown hero.”

The NBA is the first professional sports league attempting to tap into the exploding and lucrative world of esports. In recent years, esports leagues focused around popular games like League of Legends have formed, offering millions in prize money. Some U.S colleges have even started recruiting and offering athletic scholarships to accomplished gamers.

It’s why the NBA chose to partner with Take-Two Interactive, the maker of the popular NBA 2K game, which has sold nearly 80 million copies this year.

The 102 draft picks of the NBA’s esports league pose with NBA commissioner Adam Silver, centre. (NBAE/Getty Images)

NBA commissioner Adam Silver said it’s an area the NBA has been curious about for a while.

“A couple of years ago, at Madison Square Garden, I attended a League of Legends competition and that was incredibly eye-opening for me, to see the enthusiasm from a packed house of gamers cheering for things on a screen that I couldn’t understand,” he said.

Silver said the NBA is putting its full energy behind this new venture.

“From the NBA’s standpoint, this is our fourth league,” he said. “We have the NBA, WNBA, the G league. This is the fourth league in our family and that’s exactly how we are treating it. It’s one more professional league. We are welcoming a new generation of players.”

The season tips off at the beginning of May. Teams will play weekly games through August, culminating with playoffs. There will also be three in-season tournaments with $1 million in prize money up for grabs. Games will played out of the NBA studio. Plans on ticket sales and a potential broadcast deal still haven’t been announced. In the past, both Fox and ESPN have broadcast esports competitions.

For Abdulla, getting this far wasn’t easy.

The National
Video games: The Olympic event of the future?

Will video games be an Olympic event in the future? It could be closer to happening than you think. The video game industry is booming with the advent of eSports — there are competitive leagues, with lucrative sponsors, news conferences and million-dollar prize pools, not to mention the hundreds of millions of fans across the world. With the Olympics looking to attract a younger audience, video games and eSports might just be coming to an Olympic venue sooner than you’d think 7:17

Just like real players vying for limited space in the NBA, he had to prove himself countless times before being selected.
After making it through an initial qualifying stage, he was assigned to the NBA combine where he played almost eight hours a day for two weeks, showcasing his skills.

He also had to submit a two-minute video explaining why he was good fit for the league. After making it through to the final 200 players, Abdulla had to go through an hour-long interview with league officials.

“They asked me how I thought I would perform on the big stage — how would you react if you were losing, how would you treat your teammates because people can turn hostile?” Abdulla said. “Let’s say your teammate is missing shots or misses you wide open under the rim and you lose the game, what would you do?”

Basketball IQ

Abdulla said he always believed he had a chance to reach this stage. He fell in love with the game as a child and even played in college for a few years..

“I grew up in a rough neighbourhood and I couldn’t really play basketball outside,” he said. “My mother wouldn’t let me because she didn’t want me to get hurt. So instead of doing that, I needed a hobby so I started playing 2K. And I got good. I have a real-life basketball IQ. I understood the game better because I played in real life.”

Abdulla admitted he has devoted an inordinate amount of time to the game. And like thousands of others, his family told him to turn off the television.

“They have said video games are a waste of time. You should work, find a part-time job instead of wasting your time,” he said. “And I would tell them in life you have to enjoy what you do. And when the news dropped about this 2K league, I knew with my skill level, I was good enough to get in.”

“Fourteen months ago, there was no path,” said Brendan Donahue, NBA 2K’s managing director. “Now we are going to reward them for their passion and dedication to the game. There are 1.6 million daily players and we had the challenge of creating a path to becoming a professional.”

As a newly minted professional, Abdulla is currently in a training camp with his five new teammates, getting ready for the first season.

“Basically we are going to practise together, create some chemistry,” Abdulla said.

6-month contract worth $32-$35K

Abdulla and his teammates will live together during the season. Each player has been signed to a six-month contract and will be paid between $32,000-$35,000.

But the NBA is hoping Abdulla and the league’s 145 other players will earn much more, hopefully becoming household names similar to the league’s biggest stars.

Silver said the league is committed to making that happen.

“What we are hoping to do with an entire new group of athletes, these 102 gamers, using same model as the NBA or WNBA, is developing them as unique personalities with their own following,” he said.

Which has Abdullah dreaming of big things.

“I am hoping for lots of sponsorships, a shoe deal maybe,” he said. “ Who knows?  Depending on my game play I could go as far as Nike.”

Source: http://www.cbc.ca/sports/basketball/nba/nba-2k-esports-league-yusuf-abdulla-1.4623929

March #Esports Investment Recap: A Billion Dollar Bet $GMBL $KUU.ca

Posted by AGORACOM-JC at 3:04 PM on Tuesday, April 10th, 2018

  • Year is nowhere near from being over, but more than $1B invested in esports-related companies last month
  • Once again, it was the Chinese games market leader Tencent  that’s responsible for the biggest part of the cash injection.
Image Credit: ESL/Helena Kristiansson

The year is nowhere near from being over, but with more than $1B invested in esports-related companies last month, the industry likely reached its annual high already. Once again, it was the Chinese games market leader Tencent  that’s responsible for the biggest part of the cash injection.

Tencent Tightens Its Grip on the Sector In March, Tencent has made separate investments in two of China’s key streaming platforms, both announced in close succession. Huya raised $461.6M in its latest series B equity financing round, led by Tencent, while rival game-streaming platform Douyu TV  received $632M from the Chinese gaming and social media giant.

Being involved in a combined $1.1 billion in funding in one day, Tencent has elevated its already dramatic hold on one of the world’s most vital live streaming markets. For comparison, Amazon’s acquisition of Twitch  was valued at close to $1B, reportedly. According to Niko Partners, the market size for professional esports alone in China in 2017 was $1.26B, and furthermore, live streaming of esports events was the industry’s top source of revenue in the country, at $625M.

In March, Tencent made separate investments in two of China’s key streaming platforms, both announced in close succession.

Related Article: Imagine Spalding Owned Basketball, That’s How Esports Works

Other companies are expanding their market shares as well, though. Infinite Esports & Entertainment , a majority shareholder in OpTic Gaming  and Overwatch League’s  Houston Outlaws, diversified its portfolio last month, by acquiring esports apparel brand Sector Six for an undisclosed amount.

Infinite, which is backed and headed by Neil Leibman—a co-owner of the MLB franchise Texas Rangers—has acquired and partnered with a multitude of companies and esports organizations. These include broadcast and events management company NGAGE, esports agency Triggerfish, and teams OpTic, Allegiance, and Obey Alliance. The holding company plans to bring its entire portolio together later this year, with the opening of a 3,000 seat esports stadium in Arlington, Texas.

Elsewhere, one of the world’s leading producers in television content, European entertainment company RTL Group—majorly owned by German media conglomerate Bertelsmann—through its French TV network subsidiary M6, has taken a minority stake in Glory4Gamers, an amateur esports competition organizer, for an undisclosed amount.

While M6 taking a minority stake in Glory4Gamers may not be a game-changing acquisition, it’s a signal that esports might enter a consolidation phase. These kind of investments are a typical indicator for a maturity period in an industry cycle, where growth slows, focus shifts towards expense reduction, and the competitive landscape of a marketplace becomes more clear while the big companies claim their spots and deter smaller competition.

Esports Takes Off in South-East Asia

Market researcher Niko Partners estimates the number of mobile online game users in SEA will surpass 170M by the end of 2017, rising to 250M by 2021. It doesn’t come as a surprise that estimations like that attract the eye of investors like AirAsia Group CEO and co-founder Tony Fernandes. The majority shareholder of the Queens Park Rangers soccer club, who has a total net worth of $745M, last month announced to have acquired a majority share in Malaysian mobile esports organization Team Saiyan, which is to be rebranded as AirAsia Saiyan.

Team Saiyan are one of the top-ranked professional teams playing the Moonton developed MOBA title Mobile Legends. The squad currently competes in the game’s MPL competition, which is sponsored by mobile phone brand Honor, GoPro, and Singapore hardware brand Armageddon.

Fernandes founded Malaysian lost-cost airline AirAsia in 2001, which reported $408M in profit for 2017. AirAsia itself was a sponsor of Manchester United F.C. between 2009 and 2013.

Esports AI and Nutrition

Game Insight founder Alisa Chumachenko has launched a new esports company, raising $1.9M in funding. Gosu.ai utilizes artificial intelligence to provide gamers with direct feedback and coaching, from recommending item builds to suggesting strategies in certain matchups. The investment round was lead by Runa Capital, and included participation from Ventech and Sistema VC, the latter of which invested $420K in a seed round last October.

Gosu.ai joins a growing list of companies marrying artificial intelligence with esports. Last month, esports audience monetization platform FanAI raised $2.5M during a funding round, and there is also Elon Musk’s AI technology company OpenAI, which is teaching a program to play esports games like Dota 2  and StarCraft II  at the highest level. German startup Shikenso is working on an artificial intelligence Twitch filter, adding additional options for fans to watch streams.

Runtime , an esports startup focused on bringing nutrition products to the gamer market, has raised a seven-digit seed round, led by Everblue Management. Other participants include existing investor BITKRAFT Esports Ventures , along with Döhler Ventures, Food Angels Germany, and angel investors.

Runtime, which began as a BITKRAFT incubated company, launched its online store in January 2017. The brand’s stock includes multiple flavors of its performance drink, meal shake, and a recently launched protein bar.

Source: https://esportsobserver.com/march-esports-investment-recap/

#Esports Monday Morning Briefing, 26/03/2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:04 AM on Monday, March 26th, 2018

Modern Times Group will split off its esports/gaming portfolio into a new company, while the German Olympic Committee remains firm against esports recognition.

Missed any of the biggest esports business news last week? The TEO Monday Morning Briefing recaps the top headlines from the last seven days!

MTG to Split Into Two Listed Entities

Modern Times Group (MTG ), the Swedish media firm that acquired a majority stake in ESL in 2015, and the entirety of DreamHack  that same year, has announced it will split off into two separately listed companies. This follows on from a failed $2.5B takeover bid from Danish telecommunications TDC to acquire MTG’s Nordic TV businesses, which will be part of a separate entity listed on Nasdaq Stockholm.

While we won’t feel the esports impact of this for some time, the idea of MTG becoming a full-on digital company with an emphasis on esports and gaming is fairly significant.

Facebook and Amazon Compete for Esports Crowd with New Developer Tools

As part of last week’s Game Developer Conference (GDC), Facebook and Amazon have both announced new tools for video game developers, both with potential esports applications.

For Facebook, it’s a software development kit that allows games to be streamed directly to Facebook Live, a feature tested with the Paladins Premier League. Meanwhile Amazon will allow game makers to add tournaments and leagues directly to games, and even ship prize deliveries through the e-commerce giant.

Tennis Joins Virtual Sports Space with French Open Esports Tournament

Let’s list all the popular sports that are trying to make it in esports: basketball, hockey, European football, American football…anything missing? Well now the French Tennis Federation wants to host a competition around the unreleased game Tennis World Tour, with a final to be held at the French Open.

Perhaps the most noteworthy part of this news is that the series will be backed by the competition’s main sponsor, BNP Paribas.

Sponsorship/Partnership Round-Up

In partnership news, DreamHack is not only extending its 10-year relationship with Twitch with a new multi-year deal, but in Spain the company is also partnering with recruitment company Page Personnel to introduce career development opportunities at events, starting with DreamHack Valencia and DreamHack Sevilla.

Elsewhere, performance drink eNgage enters the Chinese market with a sponsorship deal with LGD Gaming, and eSports.com becomes the newest jersey sponsor for Astralis in a deal—sources close to it say—is worth $2M over three years.

German Olympic Committee Opposes Coalition Esports Agreement

Finally, when the new German coalition government formed, it pledged to support esports as an organized sport in the country. It’s one of the most significant movements of its kind in Europe, but it also faces a lot of hurdles, namely the German Olympic Committee, who last week called the attempt to integrate esports into Germany’s organized sports as the work of “specialist politicians” in the digital sector. We’ll update you further as the story progresses.

Source: https://esportsobserver.com/teo-monday-briefing-march-23-2018/

#Esports: Why pro video #gaming will be bigger than the #NFL $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 2:44 PM on Thursday, March 15th, 2018

Players of ‘Dota 2’ and ‘League of Legends’ reap millions

SHOTARO TANI, Nikkei staff writer

Teams face off at the League of Legends Champions Korea tournament in Seoul on Feb. 1. (Photo by Koji Uema)

TOKYO — For those above a certain age, sports are all about pushing the lungs, muscles and mind to the limit in the pursuit of victory. They are played in the open air on a track or field, or indoors on a court or in a pool.

But for many people who have never known a world without the internet, that definition looks incomplete. For them, sports are just as likely to be played sitting in a comfortable chair in front of a glowing PC. Instead of a bat, racket or ball, they are equipped with bulky headphones, state-of-the-art keyboards and a lightning-fast mouse.

Han Ki-hoon, a 25-year-old from South Korea, is one of these new athletes. Sitting in a small room on the seventh floor of an apartment on the outskirts of Tokyo, curtains shut to block out the sunlight, Han quivers his mouse with his right hand, directing his character where to go next. On the screen his half-human, half-monster character faces off against other digital creatures, and a number pops up every time a character inflicts damage on another.

Han, whose gaming name is viviD, is one of the millions who play the online game “League of Legends,” or LoL for short. What sets him apart from the rest is that he plays professionally, lending his talents to Japanese gaming team DetonatioN Gaming.

Han’s esports career prompted his move to Japan two years ago. “I was playing for a South Korean team, but it ran into operational difficulties,” Han recalled. “I declared myself a free agent, and DetonatioN Gaming came calling.”

South Korean esports pro Han Ki-hoon came to Japan on an athletic visa. (Photo by Ken Kobayashi)

LoL is a strategy game that pits teams of three or five players against each other. Good communication among teammates is essential — so much so that Han lives, eats, sleeps and trains with four other DetonatioN LoL players and a coach in room 701 of their apartment building. They call it “The Gaming House.”

It is easy to dismiss the idea that playing video games, even at a high level, is the same thing as athletics. But esports players argue that the act of professionally competing in top titles such as LoL, which require quick thinking, fast reflexes and dedication, is as demanding as standard sports. When Han is not playing the game, he is either eating or sleeping. “I don’t play any other games,” he said, not even for fun.

Whatever the purists may say, Han has some important supporters who have little doubt that he is an athlete — including the Japanese government. Han was one of the first esports players to be granted an athletic visa by Japan.

Japan is just one of the countries seeking to catch up with the more developed esports markets — South Korea, China and the U.S. — in the hope of nurturing a new, fast-growing industry. The Hong Kong government recently vowed to invest HK$100 million ($12.7 million) to develop the Cyberport business park as an esports training and competition venue.

Such official support is understandable, given projections that the industry will generate around $1 billion a year by 2021. For Japan, nurturing the esports scene should pay off later by boosting tourism and helping its domestic gaming companies, like Nintendo and Capcom.

 

Source: https://asia.nikkei.com/Features/Cover-story/Esports-Why-pro-video-gaming-will-be-bigger-than-the-NFL


The biggest companies sponsoring #Esports teams and tournaments $GMBL $KO $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:17 AM on Friday, January 12th, 2018
  • Esports and competitive gaming are growing in popularity and gaining viewership each month
  • Current value of the eSports market is approximately $900 million, a figure that should continue to rise throughout the year
  • International 2017, the world championships for Dota 2, broke the record for the largest prize pool in eSports history at $24,787,916

By: Andrew Meola

eSports and competitive gaming are growing in popularity and gaining viewership each month. The current value of the eSports market is approximately $900 million, a figure that should continue to rise throughout the year.

Consider that the prize pools for the most popular eSports games (League of Legends, Dota 2, Call of Duty) get richer with each passing year. The International 2017, the world championships for Dota 2, broke the record for the largest prize pool in eSports history at $24,787,916. But more impressive is that every International since 2014 has accomplished that feat.

And as with any successful industry, a greater valuation means more money will follow. For competitive gaming, that has taken shape in the form of eSports sponsors and gaming sponsorships. These eSports sponsorship deals are helping push international competitions from a niche segment to full-fledged sporting events.

Below, we’ve compiled an eSports sponsors list that highlights some of the major companies that are attaching their names and dollars to competitive gaming.

Intel: Has sponsored Intel Extreme Masters along with ESL (Electronic Sports League) since 2006. This is the longest-running eSports tournament in existence.

Melia Robinson

Coca-Cola: The soda giant sponsors the League of Legends World Championship, one the largest eSports competitions on earth. But to take it a step further, Coca-Cola and Riot Games partnered with some cinemas to host more than 200 simultaneous viewing parties for the 2016 League of Legends World Championships throughout the U.S., Canada, and Europe.

Comcast Xfinity: The cable and internet provider sponsors both ESL and the eSports team Evil Geniuses, which competes at the highest levels in Dota 2, League of Legends, and more.

Red Bull: Energy drinks such as Red Bull are major proponents of eSports. The company began by sponsoring tournaments for Blizzard’s StarCraft 2 and then branched out into Dota 2. Red Bull sponsors competitions and teams, such as Tempo Storm.

Mountain Dew: The soft drink company sponsors several eSports teams, including Team Dignitas, Splyce, and Team SK Gaming. It also started the Mountain Dew League, which helps amateur teams try to make it to the pros.

T-Mobile: The wireless carrier sponsored eSports organizations TSM and Cloud9 starting in August 2017. T-Mobile also sponsored Twitch’s E3 fighting game tournament “Twitch Esports Arena” in June 2017 at the Staples Center in Los Angeles.

Mobil 1: The synthetic motor oil brand sponsors the Rocket League Championship Series. It’s a natural fit, as Rocket League is a game in which two teams of three remote-controlled cars play soccer.

Audi: The German automaker began sponsoring Counter-Strike: Global Offensive team Astralis in January 2017.

Airbus: The aeronautics company announced a sponsorship with eSports team Out of the Blue in October 2017.

More to Learn

As the eSports market grows, more sponsors and investors will flow into the industry, which will create a booming opportunity for all the players involved. To see how it all fits together, BI Intelligence, Business Insider’s premium research service, has put together a comprehensive guide on the future of professional gaming called The eSports Ecosystem.

Source: http://www.businessinsider.com/top-esports-sponsors-gaming-sponsorships-2018-1

The Explosive Growth of #Esports – Trends to Watch in 2018 $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 3:00 PM on Wednesday, January 10th, 2018

Esport accomplishments in 2017:

  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016
  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports

By Jesse Steinberg, Account Supervisor, Taylor

As an avid fan of video gaming and a counselor to some of the most innovative brands in the space, I can confidently say that 2017 was a banner year for esports. Just look at all of the breakthrough accomplishments last year (list after video). But first, it’s worth taking a moment to watch this video that highlights the celebrities who have made investments in esports:

Esport accomplishments in 2017:

  • Overwatch League signed 12 teams for the first-ever global city-based esports league, featuring investments made by some of the most successful owners in the world of sports: Robert Kraft (New England Patriots, New England Revolution), Jeff Wilpon (New York Mets), Stan Kroenke (Los Angeles Rams, Denver Nuggets, Colorado Avalanche, Colorado Rapids, Arsenal FC), Andy Miller (Sacramento Kings) and other noteworthy names from both traditional sports and esports
  • Riot introduced a franchising model for teams powered by  investments from mostly NBA team owners and the endemic gaming space
  • Intel Extreme Masters held its premiere tournament in Katowice, Poland with on-site attendance of 173,000 fans, making it the biggest live event in esports history
  • Blizzard opened a dedicated esports stadium called Blizzard Arena at the former studio of The Tonight Show with Johnny Carson
  • The League of Legends World Championship reached 60 million unique viewers online, compared to 43 million in 2016

So where does the sport evolve from here and what does it mean for current and prospective sponsors and their partners? Our experience and alliance working with client partners Comcast and Activision Blizzard (and its Overwatch League) tell us the marketing opportunities within esports will only continue to accelerate and diversify. Here are four overarching trends we’ve identified for the next 12 months within this dynamic industry:

  1. Mainstream consumer awareness of esports will grow faster than predictedWith increased investments from celebrities, teams, and non-endemic brands, it’s not a surprise that esports is growing at an unprecedented rate. Nielsen reported in 2016 that 14% of Americans aged 13 and older are avid fans of esports. And according to industry research group Newzoo, 1.3 billion people worldwide are aware of esports. That leaves more than six billion people around the world who are not aware of esports. Talk about opportunity!The reason behind esports’ record growth and global awareness is because the industry continues to blend in seamlessly with traditional sports and our cultural fabric. As an example of esports and traditional sports culture colliding, Overwatch League aired an ad on ESPN during the 2017 ESPYs awards show (you can watch it here). In case you didn’t watch it live – you’ll see more esports awareness plays like that plugged into bigger cultural moments (football Sundays maybe? Super Bowl even?) where you won’t be able to miss it.
  2. Blue chip, non-endemic brands will continue investing in esports through sponsorshipsThis trend isn’t new to 2018 since it’s technically already happening. Companies like BMW, Mercedes-Benz, Jack in the Box, Intel, Snickers, Coca-Cola and others are diving into the space,  innovating across an industry that has already generated  $1.5 billion in 2017 alone. At this rate, esports is projected to bring in $2.3 billion by 2022, according to statistics company SuperData.What we will see in 2018 is the accelerated pace of new brands entering the space and the sophistication and reach of these partnerships. No longer is the market so fragmented that brands can’t get a good read on their ROI. Stability and projected longevity from entities like Overwatch League and Riot’s League Championship Series will offer brands more visible, global, robust platforms from which to activate and leverage their sponsorships.
  3. More celebrities, pro athletes, and team owners will be involved in professional esports The massive growth of esports has not only caught the eyes of brands and team owners. The dizzying pace at which celebrities and pro athletes are investing in esports teams, leagues, tech companies, etc. will be an intriguing sidelight to the growing allure of esports. Just to rattle off a few names who entered the space in 2017:
    • Marshawn Lynch
    • Jennifer Lopez
    • Joe Montana
    • Shaquille O’Neal
    • Robert Kraft

      These investments are just another indication of the benefits esports has to offer. Smart investors who jump in early will ultimately reap the rewards of brand integration and awareness and increased revenue stream. This year, when the Kraft Group bought into the Overwatch League, Robert Kraft, chairman, and CEO of the Kraft Group, said this decision was made after careful and extensive research in the industry.
      “We have been exploring the esports market for a number of years and have been waiting for the right opportunity to enter,” said Kraft. “The incredible global success of Overwatch since its launch, coupled with the League’s meticulous focus on a structure and strategy that clearly represents the future of esports made this the obvious entry point for the Kraft Group.”

    Be prepared for many more global influencers to align with the sport. Remember, everyone wants to be first in line when something special rolls around and because this industry is still in its formative years, the opportunities to invest have a very high ceiling. For more on this, see the video above. 

4. Broadcast/streaming convergence as big media players battle for valuable media rights.

Are we moving to a premium viewing model in esports like some experts predict? The answer is not entirely – at least for now. But what will happen is more deals being made with significant streaming partners like Facebook, Twitter, YouTube and, of course, Twitch. And when you look at the younger audience demographics, it’s easy to understand why esports has found a home on these platforms. In addition to online media, mainstream television networks will also jump in to grab a piece of this lucrative pie. In 2016, Turner made a bold move by investing in esports. This year, ESL announced a partnership with former Fox Sports chief  David Hill to launch “eSports by Hill” which will provide premium broadcast experiences to esports.

The esports industry is growing at an exponential rate year-over-year. Media rights, advertising, merchandise sales, sponsorship opportunities and revenue streams are all increasing by double digits each year  — and we see no end in sight. Taking the aforementioned four trends into account, marketers should not view esports as building toward a bubble.

With hundreds of millions of streaming hours viewed and revenue generated in this space, we can’t point to a reason why NOT to invest in an area with such a significant potential for marketers.

Source: https://www.holmesreport.com/agency-playbook/sponsored/article/the-explosive-growth-of-esports-trends-to-watch-in-2018

Alibaba $BABA betting on long-term gain from #Esports investment, bodes well for $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 10:16 AM on Thursday, November 30th, 2017

  • Chinese e-commerce conglomerate Alibaba believes it is only a matter of time before its bet on competitive video gaming comes up big
  • Alibaba’s sports arm Alisports was opened in 2015 with the aim of cashing in on the rapidly growing world of electronic sports, where players square off in lucrative video game tournaments that draw millions of viewers online

BARCELONA: The booming eSports industry may not yet attract the sponsors and television rights of real life sports, but Chinese e-commerce conglomerate Alibaba believes it is only a matter of time before its bet on competitive video gaming comes up big.

Alibaba’s sports arm Alisports was opened in 2015 with the aim of cashing in on the rapidly growing world of electronic sports, where players square off in lucrative video game tournaments that draw millions of viewers online.

“We are prepared to lose money. We can accept the losses now as we hope to promote this sport,” Alisports CEO Zhang Dazhong told AFP in an interview at the European final of the second edition of Alisports’ World Electronic Sports Games (WESG) in Barcelona, which wrapped up on Sunday (Nov 26).

“For a sport that has a lot of participation, it must have a bright future. Even if for now you don’t make a lot of money, in the future, you’ll definitely be rewarded. This is something we firmly believe in.”

In 2016, Alisports entered into an agreement with the International e-Sports Federation (IeSF) to create the WESG, a market-leading international tournament.

The first edition of the WESG saw 63,000 participants from 125 countries battle for a share of the US$5.5 million prize pot.

Yet the results weren’t so lucrative for Alisports, who lost 70 per cent of their investment.

“We estimate that we will be losing money for the next five years,” admitted Zhang.

LONG-TERM RETURNS

Alisports’ strategy, though, is a long-term one.

“We estimate that in five to ten years … the business model will be more complete. On top of the competitions, we have to bear in mind the electronics business and marketing related to eSports,” added Zhang.

Participation in eSports has soared as virtual games gain traction with a worldwide fan audience now estimated at 400 million people according to a study by Deloitte, more than that for baseball or American football’s National Football League.

The size of the eSports market will more than double to US$696 million this year from US$325 million in 2015, according to Deloitte’s study. It predicts the market will be worth US$1.5 billion in 2020.

But the market is fragmented, with different operators staging their own tournaments, and sales of television rights and merchandising remain weak.

An eSport fan brings only three euros to the table annually on average, according to a recent study by market research group Nielsen Sports, compared to 30 euros for a football fan.

Yet, Alibaba believes its position as the market leader in China, the worldwide powerhouse of eSports, ensures the return on eSports will be plentiful.

“In China we have 1.8 million eSport fanatics and 65 per cent of those are between 18 and 25,” continued Zhang.

“They play video games, but they also buy all sorts of products from Alibaba. We understand them very well.”

OLYMPIC DREAM?

The leap in popularity has helped fuel talk that professional gaming could become an Olympic discipline, but not everyone is convinced.

“I think we have to differentiate eSports and gaming in general,” Zhang said when he was asked about the controversy.

“Gaming of course isn’t a sport, but eSports involve high-level confrontation, teams, individual resistance, so I think it’s a sport. And I think that sport in general is evolving towards a combination of technology and physical activity.”

Zhang said he hopes eSports will be part of the 2024 Olympics in Paris or the 2028 Olympics in Los Angeles.

“It could happen, because at this year’s Asian Indoor and Martial Arts Games, we already gave a demonstration of games. In the Asian Games in Hangzhou in 2022, it’s already an official event,” he said.

The director of the Paris 2024 Olympics committee said earlier this month that the door to the Games was “not closed” to eSports.

Source: AFP/zl

Read more at http://www.channelnewsasia.com/news/business/alibaba-betting-on-long-term-gain-from-esports-investment-9453652

Life in an #Esports gaming house with #Schlinks $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 11:34 AM on Monday, November 27th, 2017

It’s essentially every gamer’s wildest fantasy – living in a house full of other esports enthusiasts.

  • Essentially every gamer’s wildest fantasy: Living in a house full of other esports enthusiasts, where everyone understands that online games can’t be paused
  • But for esports pros, gaming house life is even more valuable than not being nagged to empty the dishwasher all the time – it allows teams to bond and gel on all-new levels.
27 November 2017 – 17:01 By Good Luck Have Fun

Image: Scott Peter Smith

It’s essentially every gamer’s wildest fantasy: Living in a house full of other esports enthusiasts, where everyone understands that online games can’t be paused. But for esports pros, gaming house life is even more valuable than not being nagged to empty the dishwasher all the time – it allows teams to bond and gel on all-new levels.

The concept of gaming houses is new to the South African esports scene, so naturally there’s a lot to be learned from the first MGO to do it, White Rabbit Gaming. We managed to get over our jealousy long enough to catch up with Nicholas ‘Schlinks’ Dammert about what it’s like to literally be living the dream.

“Since WRG were the first in the local scene to venture into the whole idea of gaming houses, I was really excited for this new adventure. Initially I thought it would be quite hard to adjust to the new living circumstances and the change of scenery (Capetonian for life). I expected most of my days to be quite repetitive and restricted, but nevertheless would enjoy the tough grind. “It turned out to be extremely liberating. Outside of team obligations (practices, tournaments) you’re in control of whatever you want to do. On off days you could go read a book, watch series or spend your time visiting new places and experiencing new things. Although it took some time to get used to, the gaming house started to feel like a second home and the change of scenery was hardly noticeable.”

SA gets its first house of gaming – yes, an actual house

In what many consider to be a significant step in local esport development, South Africa now has its own dedicated gaming house
Sport
2 months ago

A man after our own hearts – #capetown4lyf. We had to try hard to not make the rest of the interview about how great Cape Town is. Fortunately for you, our self control is excellent.

When gaming is such a massive part of your life, it must be, as Schlinks says, “extremely liberating” to be able to just focus on what you do best. It allows the players to dive right into the competitive side.

“The grind was really fun. When we’re motivated and every one of us are all playing tons of Dota, matching into each other (in solo queue) or against one another, there’s really high spirits in the team (special shoutout to Castaway’s mid Techies vs my offlane Dazzle in ranked). “Most importantly, every time we managed to achieve a good result against a notable team or placed high in online international tournaments we could all celebrate our achievements together.”

Instead of whooping and hollering over Discord or TeamSpeak, these guys get to walk right up to each other after an online win, high five, tap a few bums, hug it out in a manly fashion and crack a beer in appreciation – adopting the best elements of traditional team sports.

But when you’re living in a gaming house, are you allowed to do anything other than game, eat, sleep, repeat? Are you even allowed to eat and sleep?

“It all depends on whether Dota 2 is getting any local action. While us Dota players are fortunately able to practice on international servers with only minor drawbacks, it’s fairly difficult to maintain a hyper-competitive mindset all the time – it all depends on the competitive climate. “Basically, if there aren’t many international qualifiers or local tournaments being held, us WRG players take a more mellow approach and prefer to play solo queue or relax. But don’t be fooled – we practice a damn load and intensely when we are in that competitive mindset. “On a good day I would play for about 8 hours (practice/solo queue) – taking breaks to walk to the local convenience store and spending some time with the boys while we cook/eat dinner. On lazy days I would watch series all day and order take-out. “As surprising as it may seem, we do tend to go out a fair bit. I believe it’s important to get that little break from the surreal life of full-time gaming and enjoy the time we spend out of the house. We tend to usually walk to the shop around lunch time every day and some of the WRG guys go gymming every few days. Depending on the mood, we also spontaneously visit the casino and have some good nights out around Joburg. Good times.”

It all sounds too good to be true, but Schlinks assures us it was all very real. And yes, we’re nerdgasming over here too.

While there were obvious benefits, there were a few bugs that needed patching too, which is to be expected when you put five highly-competitive individuals in such close quarters for too long. But even those issues were resolved by the magic of the gaming house.

“The positives were very clear. Our performance in-game and communication improved significantly over the competitive Dota season (locally and internationally). The only negative I could point out is the clashes amongst players, but as of late these issues have been rectified via open communication between players and the support we offer one another. “You learn a lot about your teammates once you spend upwards of 75% of your time with them for months at a time. Thankfully we all get along really well and I have come to respect each of them. As time passes it’s typical that some personal issues or clashes ensue, but they’re generally very small-scale and we resolve them swiftly and maturely (while others in the team prefer to box it out – no kidding. Kicking too).”

Competition is tough for the South African Dota 2 circuit but international play is what will really improve your game, say gamers.
Image: Scott Peter Smith

For those of you who don’t stalk local esports players like we do, Schlinks moved back home to Cape Town a few weeks ago. Given the success of the whole experience, this left a couple of onlookers speculating about his future at WRG. But fear not, he ain’t goin’ nowhere. Except for, like, back to Joburg. Poor guy.

“As many people know, the Dota 2 competitive scene in South Africa has largely been on hold for the latter part of the year. Internationally however, the Dota 2 competitive scene has completely restructured and now works in qualifier ‘blocks’ (periods of which many qualifiers are held).

“Once these blocks were finished, I felt the majority of my days were lazy days. I figured I needed a break from the mild pressure of practicing and flew back home to Cape Town – where I am seriously contemplating my Dota 2 career for the upcoming year. However, the move back is only temporary and as soon as things spice up in the local Dota 2 scene I’ll be on the next flight back to the gaming house.”

The benefits of gaming houses are clear, with one of the top Dota players in the country vouching for their efficacy. But are they vital for team growth and progression?

“While they’re a great benefit to any team that would utilise them correctly, I don’t think they’re necessary for that next level.

“The current situation is that esports in SA has – for the most part – been circulating around itself with regards to playstyles, strategies and general competitiveness. The level of competitiveness in SA has been maximised and we need to look overseas in order to expand.

“Thus, for us to reach the next level of competitiveness we would need to have achieved reputable results in international events (‘putting SA on the map’) and in order to get good results teams need to be exposed to these international teams’ level of competitiveness.”

The gaming house life has certainly helped WRG improve as a team. They have the freedom to train as much as they like, their communication skills are getting almost as good as their Dota skills, and they’ve got the international results to show for it. So, while not vital to the scene, gaming houses do seem to play a part in getting us some international exposure.

We’ll leave you today with Schlinks’ answer to our ultimatum: Gaming house and no salary, or salary and no gaming house?

“I’d definitely choose both options – a luxurious gaming house as well as a hefty salary.”

Nope, that’s not how ultimatums work, bro.

“If I had to choose, my answer would be the salary. The reason being: While a gaming house helps in most aspects of gaming, I think the main objective of a gaming house can primarily be achieved by a bootcamp before a tournament. On the other hand, a salary changes the game entirely.

“If salaries were mainstream it would stabilise the competitive scene in many ways. More players would find themselves in an adequate financial state from gaming revenue. This will result in growth amongst the entire competitive scene as we see less players leaving the scene, more players entering the competitive sphere, fewer players jumping ship and switching to other teams and overall less emphasis on trying to place first at every event.

“The point of less pressure on placing first alone encourages practice amongst teams on a local scale and I think we will see the scene expand at a rapid rate – both in mentality about practicing (thus competitiveness) and the pure number growth.”

There you have it MGO owners. If you’re thinking about renting a house for your teams, rather consider putting that money towards stable salaries for the players. But if you’re feeling generous, get them a nice little house too. Preferably in Cape Town.

Source: https://www.timeslive.co.za/sport/2017-11-27-life-in-an-esport-gaming-house-with-schlinks/

What I learned visiting my first live #Esports tournament $GMBL $ATVI $TTWO $GAME $EPY.ca

Posted by AGORACOM-JC at 9:36 AM on Monday, November 20th, 2017

  • The appeal of the live experience for most sports is obvious
  • For all the convenience of a televised game, it can’t compare to the sense of scale and 3D perspective you get actually seeing professional sports in person;
  • Watching plays develop and players perform nearly superhuman feats right in front of you.

Just watching on Twitch isn’t the same as being immersed in the crowd.

Kyle Orland – 11/19/2017, 10:00 AM

At this point, I don’t have much patience for the argument that eSports fans should stop watching other people play video games and just play those games themselves.

For one, it’s an argument that few people make about spectator sports like basketball and football, where the skill difference between a pro and a novice is roughly the same as in eSports. For another, the thrill of watching a competitor at the top of his or her game is entirely distinct (and better in some ways) from competing yourself.

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What I’ve never quite understood, though, is the concept of paying money for a ticket to watch a live eSports competition in-person.

The appeal of the live experience for most sports is obvious. For all the convenience of a televised game, it can’t compare to the sense of scale and 3D perspective you get actually seeing professional sports in person, watching plays develop and players perform nearly superhuman feats right in front of you.

None of that really applies in eSports, where you’re basically going to a large room to watch a big screen that has the exact same game content you could see at home on Twitch, down to the pixel. Watching the eSports competitors themselves as they sit like statues and become part of the machine during a match hardly seems worth the price of admission, either.

Yet plenty of people pay that admission. The League of Legends World Finals alone filled 80 to 90,000 seats in the Beijing National Stadium this year. What were these people seeing that I wasn’t?

To find out, I decided to check out the Rocket League Championship Series (RLCS) Season 4 world finals in nearby MGM National Harbor last weekend. What I quickly found out is that the point of being in a live eSports crowd is, to a large extent, just being part of the crowd.

Take a seat

Rocket League is by far my favorite eSport to watch as a spectator. While I can follow a high-level game of Hearthstone or Smash Bros. with the best of them, Rocket League‘s simple two-teams, two-goals format makes it incredibly simple for even a novice player to keep track of the action.

Watching a high-level Rocket League match, you get a real sense of the strategy and coordination necessary for the three-person teams to balance an offensive threat with the ability to rush back and knock a ball away on defense. And while pros make it look exceedingly simple to make precision passes and shots while rocketing at high speeds through the air, regular players know how hard it is to just make contact with a ball high above the arena.

I’ve only been a casual fan of the RLCS, checking out a few stray matches when my weekend schedule allows. Going into the finals weekend, I was at least peripherally aware of the stories surrounding competing teams like the robotically efficient Cloud 9 and the crowd-pleasing G2 eSports. I also knew that these hometown favorite North American teams were extreme underdogs to the European powerhouses like Method and Gale Force.

But it was something else to see a crowd of 3,000 react to those teams right in front of me, rather than just hearing their cheers through an ambient microphone via Twitch. In that National Harbor ballroom, the crowd itself practically became a participant in the competition, going crazy for the North American teams and icily silent for the European competition.

The competitors themselves almost faded into the background in this environment. Ghost Gaming player Zanejackey tried to get the crowd riled up at one point, standing and raising his arms above his head to get the noise pumping louder, but he received little to no notice for his efforts. While the crowd was treated to live webcam close-ups of the players at many points in the matches, the stony-faced videos may as well have been photographs.

What the crowd did react to was the action on those big projection screens. In tense overtime situations, the entire room swooned in crescendo with each shot and cried out in pain or glee with every close miss or solid goal. In quiet moments between matches, audience members might pick up a cheer of “Let’s go G2!” or try to get a wave going through the stands.

If I had been watching from my living room, I wouldn’t have heard the guy sitting behind me exclaim “it’s getting lit now, man!” after a big overtime goal. I wouldn’t have witnessed a neighbor literally jump up and slap his knee after a close crossbar miss.

I’m still not sure these kinds of moments are in and of themselves worth the significant money it costs to attend one of these events live. That said, I can now say I at least understand the potential appeal of sharing a dramatic eSports competition with a few thousands strangers.

Listing image by Kyle Orland

Source: https://arstechnica.com/gaming/2017/11/the-odd-appeal-of-watching-esports-live-and-in-person/

UltraPlay introduces #Esports betting currency eGold $GMBL #Blockchain #Blockstation

Posted by AGORACOM-JC at 12:28 PM on Thursday, November 9th, 2017
  • UltraPlay has become the latest to introduce its own cryptocurrency to the esports space
  • This one, named eGold,
  • Focused on the esports betting market

Buff88, another UltraPlay creation in the form of a decentralized betting website, will be the first to integrate eGold. Built on the Ethereum blockchain, the hard cap for eGold will be 25,000 ETH. The current Ethereum value is fairly volatile, and as per the time of writing one ETH is worth around £248.00. The token sale for eGold is set to start on December 18th, 2017. Once the hard cap is reached or on February 28th, 2018, whichever comes first, the token sale will end.

Curious as to why the company decided to launch their own, and in what way it differs from the now numerous others out there, Mario Ovcharov, Chief Commercial Officer at UltraPlay told Esports Insider: “Over the years we have developed a wide range of betting solutions that help online gaming brands step into the iGaming world. Now, we want to offer another cutting-edge technology solution to the eSports community and the leading eSports gaming brands that are using our services.

“We are also strengthening our years of experience on the Blockchain technology starting two projects – eGold and Buff88. We are aiming to make eGold the first-choice cryptocurrency for eSports punters worldwide and Buff88 – a decentralized eSports betting platform. Those two disruptive solutions are going to contribute to the eSports ecosystem in general and advance the stage of online betting as we are used to experiencing it now.

“Blockchain technology has the potential to resolve many aspects of the gaming industry – enhance the player’s experience and advance the payment transactions. Besides technological aspect of things, we aim to unify the eSports community by offering an easy, quick and secure betting on the most favorite game titles. As a market leader on eSports betting with the widest coverage of competitive games right now, we are giving the diversity players love and expect from a gaming brand.”

We also asked whether the lack of regulation around esports betting and cryptocurrencies more widely is a cause for concern. We’ve seen a number emerge in recent times including UnikoinGold, Esports.com, Esports Gold, Skrilla and more. UltraPlay’s Ovcharov responded: “With the advanced technology Blockchain is offering, many traditional organizations from different industries have already started integrating Blockchain in their operations. The gambling industry is no different. Providers, operators, players have already started experiencing the positive changes Blockchain is bringing to the gaming world. Many new projects that are popping up have the ambition to bring something outstanding to the traditional online gambling.

“We actually were the first online gaming provider to adopt Bitcoin in the iGaming sector a few years ago and see that there is a great interest from players and operators. Regulations, in this case, follow the path on which the industry is built and proceed to grow. The blockchain is the synonym of decentralization. That doesn’t mean it has to be related with bad practices, on the contrary. It aims to offer better opportunities and environment for the users. On the other hand, gambling is a subject of regulations so that we have integrity and prevention of unregulated practices in the sector.”

Esports Insider says: We’re currently in the midst of a huge number of esports focused ICOs being announced. We’ll withhold our judgement until we know a little more, and rest assured we’ve plans to make a far fuller and more rigorous assessment of all of the main cryptocurrencies currently targeted at the esports space.  

Source: http://www.esportsinsider.com/2017/11/ultraplay-introduces-esports-betting-currency-egold/