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eSports: Facebook takes over from ESPN2 $GMBL

Posted by AGORACOM-JC at 3:08 PM on Thursday, January 26th, 2017
Arizona State's 2016 "Heroes of the Dorm" national championship computer gaming team during the final game.
  • “Facebook provides a great opportunity to offer this experience to new viewers around the globe and with a new level of engagement,” said Blizzard’s college eSports lead Adam Rosen. “We were very happy with the two years spent working with ESPN on the program and look forward to another great year with Facebook.”

Arizona State’s 2016 “Heroes of the Dorm” national championship computer gaming team… more

“Facebook provides a great opportunity to offer this experience to new viewers around the globe and with a new level of engagement,” said Blizzard’s college eSports lead Adam Rosen. “We were very happy with the two years spent working with ESPN on the program and look forward to another great year with Facebook.”

A Facebook spokesperson said the social media site will enable viewers to engage with each other around the world in real time in addition to providing statistics, team and player profiles.

Heroes of the Dorm is structured like the NCAA basketball season. The regular season, or group play, happens on the last two weekends of February and the first weekend of March. Regional competition takes place March 4-9 to narrow the field to 64 five-player teams, the same number as the NCAA tournament.

At that point teams are put into a single-elimination bracket that leads to the “Heroic Four” and national championship, both played on April 8.

College students have begun registering for this year’s competition, which was won in 2015 by UC Berkeley and last year by Arizona State. This year’s tournament includes $500,000 in scholarships and prizes.

Source: http://www.bizjournals.com/sanjose/news/2017/01/26/esports-new-deal-facebook-takes-over-from-espn2.html

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/

U of T announces creation of new esports scholarship, Dallas Cowboys considering enterance to Esports World $GMBL

Posted by AGORACOM-JC at 9:24 AM on Monday, January 23rd, 2017

University of Toronto announces creation of new esports scholarship

by
  • University of Toronto has founded Canada’s first university-specific esports scholarship
  • Will be funded by alumnus and global equities investor Victor Xin
  • Victor Xin Scholarship in esports will be awarded to one full-time undergraduate student in Applied Science & Engineering with at least a 3.5 GPA, who has a “passion for esports or gaming”

Jphillips23 / Wikimedia Commons
The University of Toronto has founded Canada’s first university-specific esports scholarship. It will be funded by alumnus and global equities investor Victor Xin.The Victor Xin Scholarship in esports will be awarded to one full-time undergraduate student in Applied Science & Engineering with at least a 3.5 GPA, who has a “passion for esports or gaming” and participates in the UofT esports club. U of T does not specify how much the scholarship is worth, but does note that the first scholarship will not be awarded until fall 2018.“There are trailblazers on campus who are rallying a different set of students to build campus organizations focused on an alternative way of learning to lead and succeed in life,” Xin said in a press release. “Society may not recognize them yet – but we shouldn’t let them fall through the cracks.”According to a press release, Xin played StarCraft while he was in the Engineering program in 2008 and started the U of T esports Club. He now mostly plays Dota 2 when he has the time.U of T joins a growing list of universities and colleges that have begun to offer esports scholarships. In 2016, the University of California at Irvine launched a scholarship program, while Robert Morris University and the University of Pikeville both kicked off esports scholarship programs in 2015.

Big Ten Universities Entering The New Esports Realm $GMBL

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

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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

Check Out $GMBL eSports Predictions for 2017

Posted by AGORACOM-JC at 10:46 AM on Tuesday, January 3rd, 2017

Esports had a big year in 2016, and it’s aiming to have an even bigger year in 2017.

After examining how different esports progressed over the past year and looking at some of the recent rumblings and happenings in competitive gaming, Mashable compiled a list of things to expect in the world of esports in 2017. We aren’t predicting who’s going to win any upcoming tournaments, simply taking a look at some of biggest scenes and thinking about how they could change in the coming year.

In no particular order, here are seven things you can expect to see in esports in 2017.

1. More eyes on the fighting game community

Juan

 

Juan “Hungrybox” Debiedma after winning the Evo 2016 ‘Super Smash Bros. Melee’ championship.
 

IMAGE: EVO/TWITCH

The FGC continues to grow more and more every year, with increasing prize pools and bigger audiences than ever before. Street Fighter V’s Capcom Cup featured a crowd-funded prize pool that pushed the first place earnings up to $230,000 for American Du “NuckleDu” Dang. Next year’s Street Fighter Pro Tour will probably be even bigger.

Super Smash Bros. Melee has been attracting more attention over the past few years and was the event to watch at the biggest fighting game tournament in the world, Evo. With the possibility of the Nintendo Switch having a re-release of Melee on the Virtual Console, the GameCube game could be receiving even more love in 2017. Plus, the release of Marvel vs. Capcom Infinite in late-2017 will undoubtedly send some sparks through its fanbase.

2. A push for Call of Duty

'Call of Duty' World League Championship tournament.

 

‘Call of Duty’ World League Championship tournament.
 

IMAGE: MLG

In the first few days of 2016, publishing giant Activision acquired esports giant MLG. With the full force of MLG on its side, Activision has been ramping up Call of Duty esports over the past year, already doubling the Call of Duty World League Championship prize pool to $2 million in September and gathering a combined 20 million viewers throughout the tournament.

Activision and MLG won’t be backing off of Call of Duty: Infinite Warfare in 2017. Expect even more presence for the annual shooter in the esports scene and even bigger prize pools.

3. Another esports prize pool record from the Dota 2 International

This one is pretty much a given. The Dota 2 International has popularized crowd-funded tournament prize pools, using the method to ramp up its eye-watering prize pools to record-breaking numbers every year. 2016’s $20 million prize pool broke 2015’s $18 million prize pool record, gathered from sales on in-game items and features. 2016’s first place prize of over $9 million made everyone on Wings Gaming overnight millionaires.

Don’t expect the Dota 2 International’s crowd-funded prize pool to get any smaller anytime soon. The International’s viewer numbers continue to increase over the years and fans have yet to slow down their monetary support of the pro scene. Some year the prize pool will stop growing, but 2017 is not that year.

4. Overwatch League trying something new

 

IMAGE: BLIZZARD ENTERTAINMENT

When Blizzard announced the Overwatch League at BlizzCon in November, the developer laid out a vision that has never been seen before in esports. Taking heavy inspiration from traditional sports leagues like the NFL and NBA, the Overwatch League plans to attach Overwatch teams to cities around the world, host combines and try-outs, guarantee player pay and benefits, and put on LAN matches in every participating city. These are ambitious plans and will require a lot of work from a lot of people, plus outside investors who are up to the task of backing teams in a league that barely has precedent.

The Overwatch League will begin its early stages in 2017, not likely kicking into full gear until 2018. At the very least, we’ll get to watch the Overwatch League rev up for its success — or failure.

5. Traditional sports furthering involvement with esports

The world of traditional sports started dipping its toes into esports in late 2015 with three-time NBA champion Rick Fox starting the Echo Fox franchise. Since then, several big names in basketball and soccer have invested in esports teams, including the Philadelphia 76ers acquiring Team Dignitas. Expect even more traditional sports involvement in 2016.

With the continued growth of the esports industry, it won’t be a surprise to see more traditional sports players, executives and teams getting into esports. The incoming money and experience pouring in will probably help esports mature as a whole, give teams more staying power and help stabilize the competitive gaming scene.

6. An over-saturated Counter-Strike schedule

Fernando 'Fer' Alverenga at the ELeague Arena in Atlanta, Georgia.

 

Fernando ‘Fer’ Alverenga at the ELeague Arena in Atlanta, Georgia.
 

IMAGE: DANIEL SHIREY/GETTY IMAGES

Counter-Strike: Global Offensive hit the ground running when it came out in 2012 and reached its saturation point in 2016. More tournaments kept popping up around the world, each of them featuring pretty enticing prize pools for pro teams. But bouncing to a different corner of the earth every single week (or even twice a week) has a toll on players, and teams had to start being more selective over the past year.

So far, CS:GO isn’t looking any less cluttered in 2017. DreamHack alone has already scheduled 10 CS:GO tournaments with prize pools $100,000 or higher in five different countries. Throw in ESL’s tournaments and Pro Leagues, PEA’s new league, Intel Extreme Masters, StarSeries, ELeague and Esports Championship Series — none of which have given any indication of stopping — and 2017 is looking congested before it has even begun. So many tournaments could lead to burnout, not just for players but also for casters and analysts who have to fly all around to world every week to do their jobs.

The only thing that could stop the oversaturation is league exclusivity, which is something that has come up with the PEA, which won’t allow its seven-member teams to compete in ESL’s Pro League if they compete in the first season of PEA. While that may cut back on player burnout, teams are apprehensive to sign with one organization over the other, especially one that is so new.

7. Big changes in League of Legends

League of Legends had a tumultuous 2016.

Many problems around League of Legends and its developer Riot Games were brought to light thanks to a public spat between Riot co-founder and co-CEO Marc Merrill and Team SoloMid CEO Andy Dinh, which was followed by a letter outlining issues in the League of Legends pro scene sent by over a dozen teams in November. Teams’ problems include a lack of sustainable compensation, restrictions on sponsorships and outside revenue, lack of access to their own players at tournaments, and lack of job security and revenue security from relegation.

With so many grievances being aired in public, Riot Games has already started adapting. For 2016’s League of Legends Worlds, Riot attempted to solve problems with team revenue by introducing a crowd-funded prize pool via sales of in-game items (just like Dota 2 does) and sharing revenues with teams for sales of team-branded items. That’s a small improvement, and if Riot wants to keep teams competing in its own pro leagues, it will have to step up in 2017.

On another side of League, Riot has sold exclusive streaming rights of the game to BAMTech, which was created by the MLB and partially owned by Disney. This may mean an independent service for watching League matches in the near future, which could mean a premium (AKA not free) streaming experience outside of Twitch. Whether or not this will work for League of Legends is yet to be seen, but it will be an interesting new direction and test for esports as a whole. We will see if it inspires similar steps from other developers and publishers.

Source: http://mashable.com/2016/12/29/esports-2017-what-to-expect/#Goeni3cCriq1

College eSports Will Be Bigger Than March Madness $GMBL

Posted by AGORACOM-JC at 3:02 PM on Tuesday, December 20th, 2016

The stratospheric rise of competitive gaming has inspired schools to create programs, scholarships and arenas devoted to the burgeoning sector, which has hundreds of millions of fans.

BY DAVE ROOS
  
  • In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle

For a year after graduating from high school, Derek Micheau lived in his hometown of Olympia, Wash., flipping burgers at a Jack in the Box by day and playing League of Legends all night. Alone in his apartment, Micheau spent up to 14 hours a day chasing a dream shared by thousands of other serious League players — going pro.

League of Legends is one of a dozen hugely popular games known as “eSports,” in which teams of professional gamers from around the world compete for millions of dollars in prize money.

If this is the first time you’ve heard of eSports, you can be sure it won’t be the last. In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle. This isn’t like watching your buddies play Super Mario Bros. Games like League of Legends, Dota 2 and Heroes of the Storm are team-based, real-time strategy contests known as Multiplayer Online Battle Arenas (MOBAs). The action is intense and matches stretch for an hour or more, with brilliant attacks and counterstrikes punctuated by high-adrenaline announcers called shoutcasters.

Global viewership of professional eSports already exceeds the 204 million people who watch NFL games, and the number of viewers is expected to explode to 500 million by 2020, toppling other traditional sports like basketball and baseball. The top-earning eSports pros earned nearly $2 million each in 2016 playing Dota 2, with prize money coming from corporate sponsors and crowd-funded contributions.

Micheau was about to quit his full-time League of Legends habit and enroll in a local community college when he got a call from Ferris Ganzman, a semi-pro League of Legends manager who had just been hired by Robert Morris University (RMU) in Chicago as the country’s first-ever head coach of a varsity League of Legends team. Like the school’s other athletic programs, the gaming squad was named after the school mascot, the Eagles. Ganzman was calling with an intriguing offer: more than $18,000 in annual scholarships to come play video games at RMU.

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“The first thing my parents told me was, ‘You’d better not give them any money,” said Micheau, who is now a senior business major at RMU in his third season with the Eagles. “I don’t think they ever thought that I’d be able to correlate how good I was at video games to any kind of school.”

The varsity eSports team at RMU was the brainchild of Kurt Melcher, a 20-year athletics administrator and former women’s soccer coach at the college. He’s also a lifelong gamer. Back in 2014, there were hundreds of student-run clubs at U.S. colleges playing in online eSports tournaments, but administrators scoffed at awarding official status to a bunch of gamers sitting in a dorm room.

“We went 100 percent the other way and said, ‘This is a sport,'” recalled Melcher, who used his cache as a veteran administrator to convince RMU’s president to back the idea. “We wanted to go all in, provide scholarships, provide training space, provide gear, and really treat it as if it were a college basketball team.”

There are 50 players on the 2016-2017 RMU League of Legends team. Roughly 30 of them receive a varsity scholarship equaling 70 percent of tuition and the other 20 get a varsity reserve scholarship, 35 percent of tuition. They practice eight to 10 hours each day under a full-time coaching staff in a state-of-the-art gaming facility that is sponsored by industry heavyweights like iBUYPOWER and Asus. The facility is equipped with $350 ergonomic gaming chairs, $100 headphones, and vast projection screens.

All of that training has paid off. In their first two seasons as a program, the Eagles came in second in the North American Collegiate Championships, a “March Madness”-style League of Legends tournament. Micheau and his teammates were beaten both times by a club team from the University of British Columbia.

“Since I’ve come to RMU, the only time we’ve ever lost is at finals,” said Micheau, noting that the University of British Columbia lost four of its five starters from last season. “It’s a completely different scene this year. I expect us to get first.”

The national championship tournament is run by University League of Legends (uLoL), a division of Riot Games, the creator of League of Legends.

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“Riot as a company never set out to start a college-focused program,” said Trey Keeler, associate brand manager at the Los Angeles-based gaming company. “We started getting emails from students asking for help, things like swag, sponsorship for their events and support.”

What began as a side project for a handful of Riot employees in 2013 evolved into a dedicated collegiate marketing team. ULoL is now the largest college gaming network in North America, with more than 700 uLoL teams. The vast majority of them are student-run clubs, with only 20 having official campus status like the program at RMU.

In 2016, the University of California Irvine (UCI) became the first public school to launch a university-backed eSports program. Mark Deppe, UCI’s acting director of eSports, managed to build a $250,000 campus gaming arena and fund 10 scholarship spots (at $15,000 each) without spending a dime of university money, the key to convincing cash-strapped administrators to take a bet on eSports. Deppe also decided not to call it a “varsity sport,” preferring to position eSports as a part of the broader student life experience at UCI.

“Our program is unique in that no one else in the world is looking at eSports holistically,” said Deppe, pointing out that his program’s “four pillars” — competition, academic research, community support and entertainment — reach a wider swath of UCI students and faculty.

“While we currently offer scholarships for players, we dream of offering scholarships for shoutcasters, internet broadcasters, coaches and managers,” Deppe said. “We’re partnering with undergraduates in our Computer Game Science program and faculty who are studying gaming and the brain.”

Both Melcher at RMU and Deppe at UCI predict that every college in America will have an official eSports team within 10 years. Both men have fielded hundreds of calls from schools and clubs that are interested in taking their game to the next level.

The only potential obstacle for Melcher is the issue of intellectual property and broadcasting rights. No one owns the rights to play football or basketball, but eSports are a different legal beast.

“I think League of Legends is a sport, just like I think Overwatch, which is a Blizzard property, is a sport. But at their core, those are two companies and their goal is to make money,” said Melcher, who fears that competing publishers could lock universities into exclusive contracts like Coke and Pepsi. “Companies like Riot and Blizzard need to step back and see the bigger picture.”

The folks at Riot defended their hands-off IP policy, which generally lets fans and gamers use League of Legends content as much as they want as long as it’s not a money-making enterprise. Michael Sherman, Riot’s associate collegiate eSports manager, stuck with the sports metaphor.

“You don’t see hockey fighting for the attention of football,” said Sherman. “We believe in coexisting with other eSports on campus and building out a framework that helps support growth in general.”

ULoL will hold its fourth North American Collegiate Championship for League of Legends in the spring of 2017. Around the same time, Blizzard will run its third Heroes of the Dorm tournament with the “final four” broadcast live on ESPN2. You can get a sense of last year’s tournament by viewing the Blizzard-produced documentary A New Hero: the Rise of College eSports.

Source: http://www.seeker.com/college-esports-will-be-bigger-than-march-madness-2157424835.html

Casino Gamblers’ Spending Prognosis Expected to Bump by 3.5 Percent Through 2020 $GMBL

Posted by AGORACOM-JC at 9:11 AM on Thursday, December 15th, 2016

Casino consumer spending is ready for takeoff. According to a study titled “Gambling: United States” conducted by Freedonia Focus Reports, an Ohio-based market analytics firm, gambling will grow in the United States at an annual rate of 3.5 percent through 2020.

casino consumer spending Steve Wynn

  • “States will attempt to overcome stagnating gaming receipts by proposing new forms of, or locations for, gaming such as retail gaming, satellite casinos, and slots at airports,” Spectrum predicts. “More casinos in Las Vegas and Atlantic City will stage eSports events and contests, while Atlantic City will attempt to reposition itself as an eSports hub.”

Due to increased consumer spending, domestic casinos should see their revenues and bottom lines bounce upwards 2.9 percent during the same period, if Freedonia’s projections come true. It’s promising news for gambling companies and industry operatives who might be concerned that the US has become oversaturated with casinos.

Freedonia points to an increasingly permissible gaming landscape in numerous states, as well as casino patrons having more disposable income due to a resurging economy.

“Casino hotels are expected to see above-average growth, as many of these establishments offer gambling as part of a diversified entertainment strategy,” the report states. “Efforts to offer the Las Vegas casino experience closer to home will also boost revenues.”

Bearer of Good News

There are only a dozen states remaining that don’t have either commercial or tribal gaming. That’s why some are understandably worried that there are simply too many slot machines and table games in the US.

But directly on the heels of a national recession, the casino players that know best are making substantial investments. Steve Wynn is building a $2.1 billion resort in Boston. MGM Resorts recently opened the $1.4 billion National Harbor outside of Washington, DC, and is working on a $950 million facility in Springfield, Massachusetts.

Two of the most well-known and respected gaming companies aren’t scared of competition, and along with Freedonia, another market research firm supports the notion that there’s more money up for grabs for casinos.

Spectrum Gaming Group, a consultancy company in New Jersey that analyzes gambling markets, says in its 13th annual list of gaming trends that casinos will adequately adapt to a changing environment.

Vegas Confidence

Casino revenue has stabilized on the Las Vegas Strip, after falling from $6.8 billion in 2006 to $5.7 billion in 2010. Total gross gaming receipts came in at $6.3 billion in both 2014 and 2015, but will eclipse $6.4 billion this year.

Many believe eSports is a key area that Vegas needs to tap into. The emerging world of competitive video gaming was a major talking point at the Global Gaming Expo this fall. ESports is an area highly popular arena with the millennial, a demographic that hasn’t seemed to keen on playing games of pure chance common on casino floors.

For now, the older generations are providing a rebound to overall revenues in Vegas. Paired with the prospect of bringing new customers to casinos with eSports, gaming companies remain optimistic in Nevada and throughout the country.

Source: https://www.casino.org/news/casino-gamblers-spending-prognosis-to-bump-3-5-percent-through-2020

Multi-Million Dollar Big Data Deal Paves The Way For Esports Betting $GMBL

Posted by AGORACOM-JC at 5:35 PM on Friday, November 18th, 2016
  • By 2020, wagering on esports is expected to reach $29.8 billion, with 15.4 million individuals placing wagers on the outcomes of video game competitions.
  • Bookmakers must prepare for extreme growth in this area, equipping themselves with requisite data and analysis to cater to bettors while protecting against accumulation of losses in the cases of wise competitors.

Sportradar, through its brand Betradar, noticed an early opportunity and has entered into a partnership with esports big data startup DOJO Madness in order to become first-to-market in offering bookmakers a suite of tools to provide live-odds across online and offline esports competitions.

The exclusive partnership has an initial term of eight years and includes multiple millions of dollars in guaranteed base payments from Betradar to DOJO Madness. The deal will extend automatically unless either side exercises an opt-out clause during the initial term. It also includes a revenue participation component, which will entitle DOJO Madness to a commission based on retainers received by Betradar from third party bookmakers for the esport services that Betradar contemplates providing.

At least some form of revenue share is guaranteed, as Betradar already has customers signed up when the esports product goes live, which DOJO Madness CEO Jens Hilgers says will be in a couple of weeks. Betradar is expected to tap into its existing network of partners, which includes over 450 bookmakers in more than eighty countries.

“Betradar doesn’t want to miss the esports portal,” says Hilgers. “We bumped into Betradar and realized that Betradar had trouble to create the algorithms to predict the outcome of esports matches. Betradar found that we had actually done that already.”

But DOJO Madness entered into the business of providing esports data as a matter of chance. Its main focus has been providing coaching esports apps for players and teams. According to Hilgers, the DOJO Madness team would spend some time during evenings to create real-time predictions for esports games simply as an enjoyable activity. The result is the formulation of a new division that has led to rapid growth for DOJO Madness and the employment of roughly twelve data scientists in Berlin that are focused entirely on esports.

“Esports games are much more complex than traditional sports. The strategic depths are significantly higher,” explains Hilgers. “Modeling that out with people who have never played esports games is complex. You need to aggregate a lot of data in various ways.”

Negotiations between DOJO Madness and Betradar were also quite complex. It took six months for the parties to go from having talks to executing a contract. Now, DOJO Madness will provide Betradar with pre-match and in-play odds for all of the popular esports games, including CS:GO, Dota 2, League of Legends and Overwatch.

“We were always clear that esports live betting provided a great opportunity to invigorate the market, but we weren’t prepared to rush in at the cost of our, and our clients’, reputation,” says James Watson, Betradar’s Head of Esports. “We’re delighted to have been able to partner with industry-experts DOJO to create a best-in-class approach, further enhancing the exclusive fast content from our partnership with ESL – we have really created a new and unique framework that will greatly benefit operators.”

Betradar’s parent company Sportradar received $44 million in a funding round in 2015, which was led by Revolution Growth with involvement by Charlotte Hornets owner Michael Jordan and Dallas Mavericks owner Mark Cuban. Washington Wizards owner Ted Leonsis is a co-founder of Revolution Growth.

Earlier this year, DOJO Madness raised a $4.5 million Series A round of funding led by March Capital Partners. At the time, DOJO Madness was still mainly focused on providing esports coaching, but Hilgers already recognized that the data he was collecting could lead to other opportunities. It has, in the form of millions of dollars guaranteed and the ability to earn much more through a revenue share platform with Betradar.

Source: http://www.forbes.com/sites/darrenheitner/2016/11/17/multi-million-dollar-big-data-deal-paves-the-way-for-esports-betting/#71f2ca075721

 

Nielsen Report Dubs eSports the fastest Growing Part of the Sport Industry $GMBL

Posted by AGORACOM-JC at 2:03 PM on Wednesday, November 9th, 2016
  • eSports the fastest Growing Part of the Sport Industry
  • Fans of eSports are rapidly growing in size, currently amounting to 14% of all Americans aged thirteen and up – almost double of last year when that number was only 8%
  • As the report states, 77% of all fans of eSports are male, with Millennials making up for most of the demographic, or 61%. The Millennial generation is often seen as the future of both online and land-based gambling, with casinos focusing on new ways to attract this elusive player base

Nielsen Report Dubs eSports the fastest Growing Part of the Sport Industry

November 7, 2016

According to a recent report from Nielsen Games, fans of eSports are rapidly growing in size, currently amounting to 14% of all Americans aged thirteen and up – almost double of last year when that number was only 8%. The report gives an interesting insight into the eSports market which seems to be overtaking the United States, as well as a comparing view of how eSport fans overlap with fans of traditional sports.

As the report states, 77% of all fans of eSports are male, with Millennials making up for most of the demographic, or 61%. The Millennial generation is often seen as the future of both online and land-based gambling, with casinos focusing on new ways to attract this elusive player base. However, while the online casino industry introduces novelties like VR gambling to attract Millennial players, eSports seem to have little trouble in getting their attention right from the start.

As to other interesting findings, fans of eSports games were found to be twice as likely to use streaming for traditional sports as opposed to those who aren’t fans of eSports, with 71% of the fan base preferring streaming, 40% having watched games on TV, and only 23% having attended a game in person. Fans of eSports were also three times likelier to be fans of Soccer, combat sports and racing – three of the most popular sport gaming niches.

Coinciding with the rapid growth of the fan base, eSport events and prize pools have been quickly expanding as well, with currently more than 16,000 tournaments played annually and more than 65 million in cash rewards. According to Nicole Pike, director of Nielsen Games, eSports can no longer be considered a “niche activity” as they have grown to become one of the fastest expanding parts of the sport industry.

Source: https://news.worldcasinodirectory.com/nielsen-report-dubs-esports-the-fastest-growing-part-of-the-sport-industry-37337

VGambling Appoints Director $GMBL

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

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  • 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
[email protected]