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#Twitch Teams Up With Epic Games for $2M #Fortnite Tournament Series #Esports $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 2:32 PM on Thursday, August 16th, 2018
  • Twitch will host a $2M Fortnite tournament series, featuring Ninja, on its Twitch Rivals channel.
  • Four tournaments will take place over the next two weeks—two for North American players, and two for Europe.
  • The event is part of Epic Games’ $8M Summer Skirmish Series, which kicked off in July.

Trent Murray

Amazon’s livestreaming platform Twitch  has launched a $2M Fortnite  tournament series. The event will be part of the Summer Skirmish Series—a collection of Fortnite tournaments each with its own rules and prize pool. Twitch’s series will be streamed live via its Twitch Rivals esports channel.

The prize pool will be spread across four events, two for North America and two for Europe, each with a $260K share of the total pot. Popular Fortnite streamer Tyler “Ninja” Blevins is listed among the competitors for the first event, which will take place on August 17.

Related Article: Lag and Tedium Leads to Fortnite Summer Skirmish’s Chaotic Start

The prize pool will be spread across four events, each with a $260K share of the total pot.

Twitch Rivals has hosted multiple PLAYERUNKOWN’S BATTLEGROUNDS  and Starcraft II  tournaments this year, including a PUBG invitational in February with a $100K prize pool. The competitor list for events like these will often include some of the most popular streamers for the game being showcased.

The Fortnite Summer Skirmish Series is an eight-week series of tournaments with a combined $8M prize pool. Its inaugural event was the first tournament officially organized and operated by the game’s developer Epic Games . Unlike PUBG’s Global Invitational, which focused on high level competition from the best esports teams in the world, the focus of the Summer Skirmish thus far has been on invitational events featuring some the game’s most popular streamers and personalities.

Source: https://esportsobserver.com/twitch-rivals-fortnite-tournament/#

Thousands of worldwide #gamers flock to Vancouver for massive #Esports tournament $GMBL #Overwatch #DOTA #FORTNITE

Posted by AGORACOM-JC at 11:10 AM on Wednesday, August 15th, 2018

  • There’s more than $24 million waiting to be won in a tournament that holds the largest prize pool of any eSports championship — and it’s on Canadian soil for the first time.
  • “This is kind of like the Super Bowl,” said Peter Anders, referring to The International Dota 2 Championships tournament that kicks off at Rogers Arena on Wednesday.

In this July 27, 2018 photo, fans fill the arena as the stage is set for the Overwatch League Grand Finals’ first night of competition, at the Barclays Center in the Brooklyn borough of New York. Terrin Waack / AP

There’s more than $24 million waiting to be won in a tournament that holds the largest prize pool of any eSports championship — and it’s on Canadian soil for the first time.

“This is kind of like the Super Bowl,” said Peter Anders, referring to The International Dota 2 Championships tournament that kicks off at Rogers Arena on Wednesday.

“You get these absolute diehard fans that are running around with their countries’ flag, or have the T-shirts of the different players and scream for them when the players walk on the stage,” said Anders, who belongs to the UBC eSports Association.

The game Dota 2 is a mixture of chess and capture the flag, where teams of five are pitted against each other to defend their base and destroy that of their opposition. It’s a game that requires high strategy and foresight, explained Anders, making for an ever-increasing high-stakes championship, and an enthusiasm from the crowd that is comparable to that of any other major sporting event.

With 18 teams at play, the tournament goes through a round robin before entering the double elimination stage. Each game usually lasts between 15 minutes to more than an hour.

Tourism Vancouver, which hopes to pursue more eSports tournaments in the future, said the estimated economic impact of this event will be more than $7.8 million in direct visitor spending.

Technical crew for The International Dota 2 Championship set up the show at Rogers Arena in Vancouver,

BC., August 14, 2018. Nick Procaylo / PNG

While Anders and others from UBC’s eSports club will be attending as spectators, they are among the best collegiate teams in North America, winning two consecutive titles in a different tournament.

Vivian Chung, also part of the UBC team, has attended the event for the past two years in Seattle, and was excited to see it come to Vancouver.

“In my first experience, I remember thinking it’s hard to imagine that something that you just play on the computer has such an amazing large-scale event,” Chung said.

While some of the best international players are from China and Europe, Canada has a handful of names on that list as well.

“There’s only about three to five players that are top competitive (Canadian) players, but some of the most popular players are Canadian actually,” Chung said.

Team “Fnatic” for example not only features famed Canadian player Jacky Mao, but is also coached by Kurtis Ling, a former UBC student who won $6.6 million in the 2016 championships.

“Fnatic is my favourite team,” said Anders. “The fact that their coach went to my school makes me even more passionate about the team.”

he historic decision in July by the game developer, Valve Corporation, to move the tournament from Seattle to Vancouver for this year was based on the fact that Vancouver is an up and coming powerhouse in the industry.

Earlier this month, it was also announced that Canada’s first eSports stadium would be built in Richmond, and is scheduled to open in 2019.

“It’s a big deal to have this come to Vancouver,” said Dal Yong Jin, a professor at Simon Fraser University with an expertise in eSports. “The video game industry is getting bigger than the film industry in terms of both the production and consumption.”

Jin also pointed to the fact that organizers of the 2024 Olympics in Paris are in talks to include eSports in the games. The 2018 Asian Games is Indonesia happening this weekend will also feature eSports for the first time, as a demonstrated sport.

“Vancouver and Canada as a whole should prepare for it coming into the Olympic field,” Jin said. “In four years it will be considered a regular game, and we cannot ignore that.”

[email protected]

Source: https://vancouversun.com/technology/gaming/thousands-of-worldwide-gamers-flock-to-vancouver-for-massive-esports-tournament

When #Crypto And #Esports Collide $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:35 AM on Monday, August 13th, 2018
  • Multiplayer video game competitions, or eSports, are huge.
  • Starting with the Space Invaders Championship of 1980, which saw 10,000 gamers compete for glory and intergalactic domination, contests and tournaments have long been a component of the gaming environment
  • Practice of eSports has evolved meteorically since the age of alien invasion
August 12, 2018 12:00 PM

ETHNews sat down with Merit founder and CEO Adil Wali to learn about the connection between the eSports and cryptocurrency communities.

Multiplayer video game competitions, or eSports, are huge. Starting with the Space Invaders Championship of 1980, which saw 10,000 gamers compete for glory and intergalactic domination, contests and tournaments have long been a component of the gaming environment.

The practice of eSports has evolved meteorically since the age of alien invasion. Major League Gaming, one of the largest eSports networks, was established 16 years ago. The popular eSports battle arena game Defense of the Ancients (Dota) was released a year later. The next iteration of this title, Dota 2, hit screens 10 years later, in 2013.

Today, eSports reigns supreme. According to one estimate, in 2017 alone, there were approximately 4,064 gaming tournaments, which provided around $113.6 million in prize money. And the industry continues to grow.

The rapid progression of the eSports landscape calls to mind another innovation currently captivating the world: blockchain and cryptocurrency technology. Although the industries are different in scope – one is solely related to video games, while the other involves digital currency and the underlying infrastructure of decentralized computer networks – the two have a lot in common. They may also complement one another.

Adil Wali, founder and CEO of the crypto company Merit Labs, certainly thinks so. He believes one major intersection is each industry’s global presence.

“The interesting thing about eSports, and why I think it’s such a good fit for crypto, is that it’s inherently global,” Wali told ETHNews. “There’s a turnout from every country, and it’s popular around the world. The reason that’s particularly good for crypto is that these decentralized networks are also inherently global, and they’re super fast around the world.”

He ultimately sees the connection between the two spaces as a “thematic parallel.” For example, one shared theme is community-building, especially across borders. To Wali, both eSports and the cryptospace act “as sort of a countermovement” to isolationism and allow people to be “global citizens.”

Because of this practical overlap – the concern with both speed and globalization, as it were – he believes there is opportunity for blockchain and crypto tech to be integrated into the eSports environment. Like many other industries, competitive gaming has its share of issues. According to Wali, this is where the tech could potentially help. “[P]layers on pro teams – when they move from team to team – [that requires] some integrity around knowing who’s been where and what teams they’ve played on.” He explained further:

“What blockchain is really good at is having this decentralized, immutable data store that allows you to track an entity over time. If you think about where we are with eSports, there’s actually quite a lot of data around the players and around stats. There’s clearly a data case there.”

Wali also discussed the example of supporting eSports teams. With conventional sports, an easy way to accomplish that is through television – fans can tune in to watch their favorite teams. With the global nature of eSports and its general lack of professional support, however, TV is not the most practical option for the industry.

Considering this, Wali believes that team-based cryptocurrencies and the ICO fundraising model could provide gamers with the support they need to go to tournaments and participate in the space. The funding opportunities available to the competitive gaming community now, especially through blockchain and crypto tech, starkly contrast those available during the industry’s early days. He recalled that his eSports “team won the world championship in Halo,” a multiplayer first-person shooter game, back in the year 2004. But getting there was not a cakewalk; many players, including Wali, had to pay to play.

Wali’s optimism about competitive gaming led him and his company to partner with Team VGJ, an eSports organization comprised of two Dota 2 teams: Storm in North America and Thunder in China. The organization is owned by famous basketball player and competitive gamer Jeremy Lin. Wali was drawn to the partnership because he believes that Merit Labs’ and Team VGJ’s values align:

“I think that just as a person, Jeremy represents a lot of what we represent as an organization with our ethos. He’s also a gamer. He’s not just doing this. There are a lot of people who’ve done this eSports thing because it’s kind of the hot thing to do, especially among professional, physical-sport athletes. Jeremy plays Dota. He’s a gamer through and through. I think that’s another big part of it – being true to the community and being true to the thing you’re doing.”

However, Wali could not reveal specific projects the two groups had in store. What he could say, though, was that he and his company were interested in Team VGJ’s “global footprint.”

“We’re thinking a lot about how we think about global commerce as it touches eSports and as that touches crypto,” said Wali. “That’s some of the thematic thinking we’re doing.”

Besides Merit’s partnership with Jeremy Lin’s competitive gaming organization, Wali sees more for the continued integration of blockchain and crypto tech into the eSports landscape. He returned to the concept of value alignment:

“When you compare eSports to physical sports, [eSports are] still very much about the players. It’s about this sense of individuality. It doesn’t feel like there’s this big corporate component to it, and I think that’s very aligned with crypto, which is all about decentralization – all about individuals doing things for themselves without having to have somebody else run the show for them. If you think about how well those two things coincide, I think there’s a really bright future.”

From a broader perspective, the advancement of both eSports and crypto tech is in its infancy. Competitive gaming has only started to ramp up within the last two decades (recall that Major League Gaming was established in 2002). Further, crypto has only been around for the past several years, with Ethereum’s debut as recent as 2015. We are all still babies in this tech space.

Because the eSports-crypto connection is near its genesis, Wali believes there are myriad possibilities for the future. “I have a sense that it’s beginning now, but to be honest, I don’t know where it ends,” he said. “It can keep going in so many ways.”

Source: https://www.ethnews.com/when-crypto-and-esports-collide

Nvidia $NVDA opening #Esports boot camps in Germany and China $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:59 PM on Friday, August 10th, 2018
  • There’s no denying that eSports is a big business
  • This year, the industry is expected to see another jump in growth that will take overall revenues close to one billion dollars.
  • As such, competitors take their training extremely seriously, which is why Nvidia has opened two new international eSports boot camps.

By Rob Thubron, Today 9:37 AM

Back in 2015, Nvidia opened its GeForce eSports studio in Silicon Valley, letting those who are part of the scene prepare for tournaments on the same pro gaming systems used in competitions. It’s already hosted teams such as Tempo Storm, Team Secret compLexity Gaming, INTZ and Team USA. Now, the company is opening two more of these boot camps, in Munich and Shanghai.

The camps give players access to 240Hz G-Sync monitors, three meals per day, and “a dedicated environment for eSport athletes to train in.” With many eSports tournaments taking place across the world and with teams made up of international players, competitors are far from home and their loved ones for much of the year. Nvidia hopes its camps will help them concentrate on honing their game skills and team strategies as they prepare for battle.

“We want to make our visiting teams’ tournament preparation as fruitful as possible as they prep for tournaments like Valve’s The International, Perfect World, ESL, Starladder, PGL and League of Legends World Championships,” writes Nvidia.

Despite already being a massive industry, eSports continues to grow. This year has seen Ohio’s Ashland University announce it is offering up to $4000 eSports scholarships to students with a high “player skill level” and the appropriate academic requirements. Additionally, Epic Games recently said it would offer $100 million in prize pool funding for Fortnite’s “2018 – 2019” competitive season.

Source: https://www.techspot.com/news/75910-nvidia-opening-esports-boot-camps-germany-china.html

Professional #Esports – Challenges and Solutions $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:15 AM on Thursday, August 9th, 2018
  • According to Forbes, the total income of the eSports industry grew from $493 million in 2016 to $655 million in 2017 and is expected to increase to over $900 million in 2018
  • Research conducted by SuperData and PayPal meanwhile reports that the total eSports audience grew by roughly 2 to 3 million people in the same period of time.

The last few years have seen eSports develop rapidly. According to Forbes, the total income of the eSports industry grew from $493 million in 2016 to $655 million in 2017 and is expected to increase to over $900 million in 2018. Research conducted by SuperData and PayPal meanwhile reports that the total eSports audience grew by roughly 2 to 3 million people in the same period of time. Companies such as CocaCola, Microsoft, Amazon, Tencent and many others are increasingly investing in eSports, in recognition of the industry’s huge growth potential, as well its unique appeal which has helped it grow an audience of millions. There may even come a day when esports competitions are held in the same regard as those of traditional sports.

The rise in popularity and market size of eSports has also seen a growing number of online gaming platforms emerge. These platforms allow players to become a part of the global gaming community, enabling them to share their experience, play with others, and even earn prizes. However, there are all too often drawbacks to these services, especially where earning from gaming is concerned, be it difficulty withdrawing funds, lack of transparency in the distribution of prize funds, and fraud on the part of third-party services. These problems, as well as many others, may be solved through the implementation of blockchain technology – a technology which has found applications in a variety of other areas and is now poised to bring its benefits to esports gaming.

Blockchain is a huge, constantly supplemented, decentralized database with shared access, which utilizes  a chain of blocks to store transaction data. Data is complementary across multiple blocks, meaning that data cannot be removed or replaced in a single location without altering it across every block. In addition to the lack of a single centralized storage, blockchain technology reduces the potential for hacking or fraudulent activity and is immunized against the threat of a single compromised unit compromising the entire database system.

Despite the potential advantages and benefits offered by blockchain technology, few online platforms have yet to take advantage of implementing blockchain technology. However, one such service currently under development, Cybercube, aims to take advantage of the benefits posed by blockchain technology by using it to build their service from the ground up. Speaking to the Cybercube team, we were able to find out just how blockchain technology can be used to solve the most pressing problems of the eSports industry.

  1. Unprotected rights of eSports participants

When creating tournaments, organizers often assign an entrance fee, helping to form the prize fund which is ultimately distributed amongst the tournament’s winner(s). However, outside of major, well-known tournaments, which the vast majority of players are unable to take part in, the distribution of prize pools is largely unregulated. Players often don’t see the promised winnings or are not paid at all. In addition, there are cases when the player plays worse than the rest of the team and, contrary to the agreement, the team deprives him of any compensation.

This particular issue may be solved by blockchain technology via the use of smart contracts – a computer algorithm which prescribes all the conditions for the distribution of prizes. Smart contracts ensure the transparency and execution of the terms of transactions, by automatically distributing prizes per pre-prescribed conditions, which thanks to the blockchain system, are available to all participants, and cannot be changed or altered by a single user or party. The contract code sets out key performance indicators for each player. After the completion of a game or tournament, these figures are automatically compared to the real indicators and, as a result of this comparison, the distribution of the winings occurs.If the indicators lag behind, the reward is automatically cut; if the indicators don’t lag, then the remuneration is calculated in full. Thus, the agreement in a smart contract can not be violated.

  1. Refusal of intermediaries in the payment of winnings

Whilst many players are keen to take part in solo tournaments, they may often become victims of fraud due to third parties, especially if they lack management. This is due to third parties withholding, refusing, or otherwise delaying the payment of winnings to players.

Smart contracts again help to mitigate these particular issues by allowing players to safely make contributions, collect winnings, and compete for prize funds without the need for third parties. Since smart contracts ensure that the distribution of winnings are prescribed in advance, players can be assured that they will be executed properly and quickly at the end of a tournament.

  1. Fraudulent behaviour within the skins market

Many players utilise the sale of valuable in-game items such as skins in order to earn money from gaming outside of tournaments. Today there exists a huge number of intermediaries and services which allow players to trade skins, though they nearly all have in common incredibly high commission rates, with some charging up to 20% per transaction. There also exist a huge number of fraudulent services, many of which can be hard for the average user to distinguish from legitimate ones.

Blockchain technology allows for the implementation of real-time blockchain auctions, which utilise the advantages of decentralised information storage to mitigate the potential for fraud, whilst also doing away with the need for third party services and hence needlessly high commission rates.

  1. Withdrawal of funds earned in-game

Most online games now offer rewards for players or some form of monetised in-game items, be it skins, weapons, clothing, or access to particular maps or game-modes. The cost of these items can vary hugely, from a few cents to tens of thousands of dollars, with the most-expensive skin sold to date, specifically Dragon Lore for CS:GO, selling for $61,000 dollars. Whilst the sale and purchase of skins is supported by established and reputable services such as Steam, the inability of users to withdraw funds from their Steam wallets means they are forced to seek out third party services in order to re-allocate funds to external accounts. These third party services, as is often the case, can charge high commissions, with players sometimes losing up to 50% of the original value of their funds by the time they have been re-allocated.

Blockchain meanwhile operates chiefly using cryptocurrencies, allowing for unprecedented access to and freedom in moving money around between a user’s accounts and wallets, without incurring commission or transaction fees, as well as being quick and secure to use. Cybcercube itself aims to utilise an internal currency which can be converted directly to cryptocurrencies such as Bitcoin or Ethereum to further increase the ease with which players and users can re-allocate their money.

  1. Donation chargebacks

Some gamers and prominent eSports figures choose to create and host streams, live broadcasts featuring gameplay and viewer interaction. These streams can attract thousands of concurrent viewers, and several major streaming services offer streamers the opportunity to build up consistent audiences and income streams through allowing viewers to subscribe to their particular streams. Viewers also often choose to donate to their favourite streamers of their own volition in order to support their favourite streamers. However, it is not uncommon for malicious viewers to donate to a streamer in order to request a chargeback – a request for the denial of a transaction and the return of funds to the original cardholder. Chargebacks can be used to harass streamers, particularly large chargebacks, since streamers are required to pay a commission on the return of chargeback donations.

Cybercube’s use of blockchain technology and cryptocurrencies does away with this issue. Since cryptocurrency transactions are decentralised and anonymous, the origin of transactions cannot necessarily be identified, removing the ability to conduct chargebacks, preventing chargebacks being enacted out of spite since those wishing to utilise them so cannot be guaranteed to have their fake donations returned to them.

Conclusion

Blockchain technology has the potential to radically transform the eSports industry. It offers a number of practical solutions and potential improvements to long-standing issues, offering more convenient and transparent alternatives to existing services. It isn’t surprising that the number of online gaming platforms that implement blockchain solutions in their work is constantly growing. The more gaming platforms adopt such a system of work, the sooner the moment of transition of the industry to cryptocurrency begins. It’s only a matter of time.

Source: https://www.newsbtc.com/2018/08/08/professional-esports-challenges-and-solutions/

It’s ‘inevitable’ that #Esports will be part of the Olympics, Logitech CEO says $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:42 AM on Wednesday, August 8th, 2018
  • It’s “inevitable” that esports will someday be part of the Olympics, Logitech CEO Bracken Darrell tells CNBC’s Jim Cramer.
  • It could even be “the biggest sport in the world,” Darrell tells the “Mad Money” host.

It’s “inevitable” that competitive video gaming, also known as esports, will someday be part of the Olympics, Logitech International President and CEO Bracken Darrell told CNBC on Tuesday.

Darrell, whose company makes computer and mobile phone accessories and has begun to sponsor top esports teams, told “Mad Money” host Jim Cramer that Logitech met with the International Olympic Committee two weeks ago.

Held in Lausanne, Switzerland, where Logitech is headquartered, the meeting revolved around “how and when” esports should come to the Olympics, Darrell said.

“I think it’s inevitable. I think it will be part of the Olympics,” Darrell said on Tuesday.

“I’ll make another prediction which it’ll be hard to hold me to unless you have me on the show in 10 years or 20 years, but I think it’ll be the biggest sport in the world,” the CEO added.

Competitive gaming has swept the country as high schools and universities warm up to the idea of creating programs and scholarships for students who excel at games like Activision Blizzard’s Overwatch and Riot Games’ League of Legends.

University of California, Irvine, whose acting esports program director Mark Deppe appeared on “Mad Money” in January, was one of the first universities to offer esports scholarships, awarding gamers $5,610 and $2,500 to join its League of Legends and Overwatch teams, respectively.

Logitech is a partial sponsor for UCI’s program, providing high-end gear for the school’s esports facility.

“Scholarships are starting to spread across the university system,” Darrell told Cramer. “My brother’s a college president, Kentucky Wesleyan College. It’s a small liberal arts college. They’re putting in gaming as not a varsity sport yet, but a club sport. It’s coming everywhere.”

And that trend drives sales at Logitech, which in late July reported first-quarter earnings with more than 60 percent growth in its Gaming and Video Collaboration categories.

Darrell added that video gaming has reignited growth in his company’s webcam business, which is seeing double-digit gains as gamers and bloggers seek higher quality video equipment to film themselves playing games.

“In 1965, 1968, 1969, I remember the NFL and the Super Bowl, how big it seemed then. Looking back on that, it was tiny,” the CEO said. “I think that’s exactly where we are now in gaming.”

Shares of Logitech closed up slightly on Tuesday, logging a 0.13 percent gain and settling at $45.79 a share. In its July earnings report, the company said it would acquire microphone maker Blue Microphones for $117 million in cash.

Source: https://www.cnbc.com/2018/08/07/logitech-ceo-its-inevitable-that-esports-will-be-part-of-olympics.html

#Mercedes launches #Esports squad, signs 2017 #F1 champion Leigh $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:35 AM on Tuesday, August 7th, 2018

  • Mercedes has announced inaugural Formula 1 eSports champion Brendon Leigh as a driver for its brand-new virtual racing team.
  • Leigh, who defeated Fabrizio Donoso Delgado and Sven Zurner in a controversial final last year, will defend his drivers’ championship with Mercedes

“The pressure is somewhat enormous to defend this championship,” Leigh told Autosport earlier this year.

“I’m going to walk into the finals with the biggest target on my back that I’ve ever had in my life. The intensity has risen tenfold.”

The 19-year-old will compete alongside 2017 McLaren World’s Fastest Gamer finalist Harry Jacks, multiple-Polish sim racing champion Patryk Krutyi and Dani Bereznay, who was selected by the team in July’s Pro Draft.

The team will be based at Brackley alongside its real-life F1 team.

It will use a “purpose-built eSports training centre, which will provide the team’s gamers with state-of-the-art facilities and equipment to develop their skills,” according to Mercedes a statement.

The eSports team will be based in the same building as Mercedes’ ‘F1 Driver in Loop Simulator’.

“The eSports programme will benefit from transferable elements pertinent to optimising car set-up and honing racecraft,” the statement continued.

“The programme also focuses on human performance and will give the eSports team members access to the on-site Performance Centre covering the core areas of nutrition, physical conditioning and wellbeing that support the gamers in reaching their full potential.”

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The quartet will start competing in October in the next stage of the F1 2018 eSports series.

F1 eSports 2018 line-up so far

Mercedes AMG Petronas Motorsport
Brendon Leigh, Harry Jacks, Patryk Krutyi, Daniel Bereznay

Red Bull Racing eSports
Joni Tormala, Graham Carroll

Renault Sport Team Vitality
Sven Zurner, Kimmy Larsson, James Doherty

Haas F1
Martin Stefanko, Michal Smidl Hype Energy

eForce India
Fabrizio Donoso Delgado, Mads Sorensen, Marcel Kiefer

McLaren Shadow
Olli Pahkala

Toro Rosso
Cem Bolukbasi, Patrick Holzmann Sauber Salih Saltunc, Allert van der Wal, Sonuc Saltunc

Williams eSports
Tino Naukkarinen

Source: https://www.autosport.com/gaming/news/137898/mercedes-launches-official-f1-esports-squad

Canada’s first-ever #Esports stadium to open in Vancouver $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:44 PM on Wednesday, August 1st, 2018

  • Esports in British Columbia has just taken a massive step forward.
  • Local group Myesports Ventures Ltd. has announced the building of “The Gaming Stadium,” a one-of-a-kind (and the first of its kind!) eSports stadium.
  • Arena is currently being built in Richmond with plans to open for public use in 2019

Vincent Plana

According to a press release, the Gaming Stadium is being built with a singular goal in mind: “To provide a community-driven location that is open for players of all ages and skill levels to watch and participate year-round.”

Dan Cybak, CEO of Myesports, shares that “today is an exciting day for me and the entire team at The Gaming Stadium. Our team is made up of people who have been organizing and participating in tournaments in this city for years.”

Cybak explains that they have built “a group that covers all aspects of eSports” in a pursuit of a facility that is “truly built by gamers, for gamers.”

In addition to hosting high-end players and hosting major events, their goals also include cultivating the future of gaming, aka the younger generation.

Matthew Low, COO of the company, has revealed that they will “be holding leagues for all skill levels while also offering to coach those who want to take their skills to the next level.”

Their plans, according to Low, are “to be the Little League, Junior League, and Major League home of all things eSports in Vancouver.”

The Gaming Stadium will be built with a large “main stage” that can seat up to 250 spectators.

The facility will also include a gaming area with more than 40 set-ups, a casual “drop-in” area, a full broadcast facility, as well as food and beverage offerings.

More announcements regarding the stadium will be made leading up to the launch. More information can be found on their website.

Source: http://dailyhive.com/montreal/metro-vancouver-the-gaming-stadium-esports-2018

Fending off #Fortnite: Can #Overwatch stay atop #Esports world? $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 9:36 AM on Monday, July 30th, 2018
  • Overwatch League has planted its flag atop the esports mountain. But just like its twitchy-thumbed superstars, the premier circuit can’t afford to sit still
  • Not as long as Fortnite commands the rest of the gaming universe
Jake Seiner

NEW YORK — The Overwatch League has planted its flag atop the esports mountain. But just like its twitchy-thumbed superstars, the premier circuit can’t afford to sit still.

Not as long as Fortnite commands the rest of the gaming universe.

The Fortnite phenomenon has put Overwatch in a strange position. The Overwatch League’s inaugural season has been a barrier-breaking achievement, but Blizzard Entertainment’s 6-on-6 first-person shooter isn’t nearly the world’s most popular video game. That would be Fortnite, a battle royale that has transcended gaming and smashed into the mainstream unlike any title in years. Overwatch executives say they aren’t nearly panicked because of one grand gamble: their deep pockets and impressive infrastructure can keep Fortnite from making a successful charge for the crown.

THE LEAGUE

A top-selling game doesn’t necessarily make an elite esport — the latter requires a professional circuit, loyal fans and a product that’s just as enjoyable to watch as to play.

The Overwatch League has set the standard for esports in its first season. Ten million fans watched its opening weekend, and 100-150 thousand tuned in for every second of the regular season. The league’s two-night championship sold out Brooklyn’s Barclays Center, and the opening night aired live on ESPN, the network’s first live broadcast of esports in prime time. The league has a fierce and sizable stable of fans, big-name investors like New England Patriots owner Robert Kraft and the momentum of a monumental first season.

FORMIDABLE FORTNITE

Yet video gamers are clearly more ravenous for Fortnite. The breakout title from Epic Games has 125 million global players, compared to 40 million for Overwatch. Perhaps more jarring, Google searches for “Fortnite” outpaced “Overwatch” 14-to-1 in the week leading up to the Overwatch League Grand Finals.

Fortnite’s crossover appeal is unrivaled, a fact most recently on display when France’s Antoine Griezmann celebrated a goal in the World Cup Final with a dance move popularized by the game .

How could Overwatch not be terrified of a competitor with that kind of organic reach?

Simple: it doesn’t see Fortnite as competition — yet.

“Fortnite right now is 99 per cent a game and not an esport,” said Ari Segal, president of Immortals Gaming, which runs Overwatch’s Los Angeles Valiant. “But I think obviously there’s a path for it to become an esport.”

The distinction is key. Structured, competitive Fortnite events are still in their infancy, and Epic has a ways to go to match the professional experience provided to Overwatch League fans. Epic began that effort by promising in May to offer $100 million in Fortnite esports prize pools — an enormous sum for the industry.

Yet early returns have been shaky, like when the Fortnite Summer Skirmish Series was cancelled mid-play due to technical issues. The tournament has also been hindered by conservative game play, with players waiting until the last possible moment to engage. In a statement, Epic said that it “under delivered” in what was supposed to be its first marquee esports event while laying out plans to improve the viewing experience.

Epic did not respond to a request for comment from The Associated Press.

“It takes a lot more than a press release to build an esport,” Overwatch League Commissioner Nate Nanzer said. “I think I can speak as well as most that there’s a ton of investment and planning and infrastructure that you need to build in order to do professional esports at a high quality bar.”

THE GRAND FINALS

Overwatch’s Grand Finals have been a showcase for that. All it takes is one look at the 165-foot-wide, 36-foot-tall LED screen behind the Barclays Center stage — players and fans alike have been in awe of the massive display this weekend.

But it runs deeper than flashy tech. The league’s broadcasts on Twitch have been nearly flawless technologically all season. Its teams have impressive support staffs including chefs, physical trainers and PR managers. Even the in-event entertainment is first-rate: DJ Khaled will perform at Saturday’s championship finale.

Which isn’t to say Overnight is a finished product. There’s work to be done packaging its events, especially for casual fans. Blizzard plans to experiment with its broadcast structure to better serve diehards and newbies alike. Those adjustments began with more explanatory segments on the ESPN show for uninitiated viewers, and the league will use feedback from that to shape coverage for next season.

“What I saw on Twitter was fun,” said Pete Vlastelica, President and CEO of Activision Blizzard Esports Leagues. “I liked seeing the healthy debate between the old-school, old-guard sports audience who wondered what they were watching and then a lot of young sports fans who were very excited by what they were seeing.”

Even as it experiments, everything about the league has the look and feel of a top-notch pro sports organization, and that’s been a matter of investment and expertise for Blizzard and its team owners — a group that includes Kraft, New York Mets COO Jeff Wilpon and Los Angeles Rams owner Stan Kroenke.

Esports organizations, like Segal’s Immortals, are keeping a close eye on Fortnite.

“Do you have the access to capital and the human resource capacity and the organizational bandwidth to be nimble and flexible to evaluate whatever that next thing is?” Segal asked. “With respect to Fortnite, it’s an ongoing evaluation.”

BUILT TO LAST

At some point, it seems likely that Fortnite — or perhaps another battle royale, like PlayerUnknown’s Battleground — will get there. When it does, Overwatch thinks it’s poised to survive.

For starters, Overwatch the game was built to endure. Blizzard Entertainment specializes in titles with staying power. Its Warcraft franchise launched in 1994 and has remained a hit. Same with series like Diablo (1996) and StarCraft (1998).

That’s the key to Overwatch’s ongoing relevance, according to Jurre Pannekeet, head of esports at market research firm Newzoo. It’s a difficult thing to perpetually innovate and improve a game, but Blizzard might do it better than anyone.

“They have really long-standing franchise with big fans that have played these games for several years,” Pannekeet said.

It’s also possible — some think likely — that the esports landscape can accommodate more than one superleague.

“Certainly, Fortnite is stealing share from everybody, to some degree,” Segal said. “But it’s not just zero-sum. The pie is growing.”

The hope is that players hooked into gaming by the Fortnite experience might shop around for other titles once they’re exposed to esports.

“I think we welcome more investment in the space,” Nanzer said. “And I think esports as an industry is definitely still in the ‘rising tides lift all boats’ phase of our growth.”

Source: https://business.financialpost.com/pmn/business-pmn/fending-off-fortnite-can-overwatch-stay-atop-esports-world

What’s #Overwatch? Why is it on #ESPN? An AP #Esports explainer $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:39 AM on Friday, July 27th, 2018

  • Overwatch League, an esports circuit with teams in three continents, will broadcast its inaugural championship live in prime time on ESPN this Friday, with the Philadelphia Fusion facing the London Spitfire
  • Will be the first time Disney’s marquee sports channel carries competitive gaming in that slot, and it’s likely to do more over the course of a two-year deal signed with Overwatch this month

NEW YORK — ESPN is set to make a major trade this weekend: LeBron for Lucio. Brady for Bastion. Serena for Soldier: 76.

North America’s biggest sports platform is ready to embrace competitive gaming, and it’s wagering that traditional sports fans are, too.

The Overwatch League, an esports circuit with teams in three continents, will broadcast its inaugural championship live in prime time on ESPN this Friday, with the Philadelphia Fusion facing the London Spitfire. It will be the first time Disney’s marquee sports channel carries competitive gaming in that slot, and it’s likely to do more over the course of a two-year deal signed with Overwatch this month.

It’s a major achievement for Overwatch, a first-person shooter from Blizzard Entertainment, and the latest indicator that esports are ready to edge into the American mainstream. The industry has converted a number of notable believers in recent years, including Overwatch franchise investors like New England Patriots owner Robert Kraft, New York Mets COO Jeff Wilpon and Los Angeles Rams owner Stan Kroenke.

Esports have been a popular pastime elsewhere for decades, most notably in South Korea. But are North American audiences really ready to invest their time and money into watching other people play video games? It’s a billion dollar question, literally — market analyst Newzoo projects the industry will do $1.7 billion in revenue by 2021.

For those who can’t tell a D.Va Bomb from a Whole Hog, here is some of what you should know before video games jump from the PC to prime time.

WHAT ARE ESPORTS?

Video gamers have been competing for digital supremacy dating to Pong and Pac-Man, but competitive gaming these days is eschewing high scores in favour of multiplayer battles. First-person shooters, strategy games and battle royales have become the industry preference, with esports athletes competing either as individuals or teams to eliminate opponents and achieve objectives — think capture the flag, but usually with a twist. Although many gamers enjoy playing on Xbox or Playstation, most competitive esports are played on PCs. League of Legends, DOTA 2, Counter Strike and Overwatch have been the most popular esport titles in recent years.

WHAT IS OVERWATCH?

Overwatch is a first-person shooter released by Blizzard in 2016 with esports in mind. It features teams of six players competing to protect designated zones from enemy capture or safely move payloads across intricate maps. Players can choose from 27 characters — like Lucio, a roller-blading DJ whose music can harm opponents and heal allies, or Bastion, a robotic tank that can turn itself into a devastating sentry gun.

Each game takes roughly 10 minutes, and Overwatch League matches include five games. The first team to win two matches in the Grand Finals will be crowned champion.

WHY ARE ROBERT KRAFT AND JEFF WILPON INTERESTED IN THE OVERWATCH LEAGUE?

Traditional sports investors like Kraft and Wilpon have seen huge financial potential in esports for a while, but both held off on purchasing franchises until springing for Overwatch clubs in 2016. Blizzard convinced them to buy in by re-imagining the esports scene, mostly by giving the Overwatch League a structure familiar to North American sports fans.

Esports circuits in Asia and Europe have generally been club-based, with teams at risk of relegating into lesser leagues. The Overwatch League instead is using permanent city-based franchises — just like the NFL or NBA — but on a global scale. Currently, the league has 12 teams across three continents, and it’s planning expansion for Season Two.

The city-based structure was attractive to sports traditionalists, which is what led Kraft and Wilpon to own franchises in Boston and New York, respectively. Investors also liked the league’s generous revenue sharing system.

ARE ESPORTS ACTUALLY SPORTS?

It depends who you ask, and frankly, it’s not clear that it matters.

“It’s a good semantics argument,” Philadelphia Fusion president Tucker Roberts said. “Honestly, yes.”

Video games do require physical skill. Even across the Overwatch League, there’s a spectrum of natural abilities, with some players boasting better reactions and co-ordination. Overwatch is also heavy on teamwork and strategy. People in the industry like to compare esports to darts, billiards or chess.

“There’s a difference between a sport being like, the most athletic sport, sure,” Roberts said. “But I think the bigger question isn’t the semantics of whether they’re a sport. It’s about, what does it mean to be a competition and how high are the stakes of the competition? I think the players on our team, I know, work harder than any athlete I’ve ever met.”

For the industry, the argument only matters insofar as it affects visibility. If traditional sports giants like ESPN are on board, who cares what you call them?

WHY DOES ESPN WANT IN?

For one, ESPN’s definition of sports can get flimsy. The network has showcased events like the Scripps National Spelling Bee, the World Series of Poker and the Drum Corps International championships. ESPN has also aired soccer and football video game competitions in the past, just never live in prime time.

There’s good reason to think people will tune in. While video game viewing might be a novel concept domestically, it’s quite common in some other markets. For instance, South Korea has entire television networks dedicated to esports, and gaming events there routinely draw tens of thousands of attendees. Korean esports stars live lavish, celebrity lifestyles, with top players achieving a status similar to that of LeBron James in America.

ESPN wants to attract more Millennial and Gen-Z viewers, and competitive gaming seems like an obvious point of connection. Between 100,000-150,000 fans tuned into each second of the Overwatch League’s regular season broadcasts on the streaming service Twitch, and 10 million viewers watched the league’s opening weekend.

ESPN isn’t the only traditional sports staple eyeing a younger audience through video games. The International Olympic Committee is also exploring ways to partner with the esports industry, even hosting a forum this month to bring together gaming executives, players, sponsors and event organizers. Overwatch League Commissioner Nate Nanzer was among the panelists who spoke at the event.

HOW DO YOU BECOME A PRO GAMER?

Just like anything else, it’s largely a matter of talent and hard work.

Most game titles have multiple levels of competition, including lower-level leagues, tournaments and invitationals. Getting discovered varies across games. For instance, the Overwatch League has an “open” division, in which amateur teams can enter to compete for regional championships. A step above that is the Overwatch Contenders League, which is sort of like Triple-A. The Contenders League is partly comprised of what used to be the largest international Overwatch circuits, like APEX in Korea and the Premier Series in China.

Being a pro is a grind. Practice schedules vary by team, but most players are practicing six days per week, at least six hours per day, during the seven-month season.

WHAT DOES AN OVERWATCH BROADCAST LOOK LIKE?

Chaotic, mostly. And for those who have never played the game, the action can be difficult to follow. It’s fast-moving, jumping from player to player depending on the focal point of the action. Even Wilpon, who has viewed a few matches in-person in Los Angeles, admits to being “usually a half a step behind” the action.

Some want the league to develop two broadcasts — one for Overwatch experts, another geared toward newbies. For now, though, the same coverage will run on ESPN and Twitch, which could leave a few new fans feeling in over their heads.

WHERE DOES FORTNITE FIT INTO THIS?

Overwatch’s emergence in North America this year has been overshadowed in many ways by Fortnite, a battle royale contest from Epic Games that has jolted the industry. It’s become the most popular video game in the world, and Epic is trying to convert all those players into an esports audience by offering $100 million in prizes for Fortnite tournaments over the next year.

One major challenge for games like Overwatch is to maintain visibility amid the rise of competitors like Fortnite. Blizzard is optimistic, though. It specializes in games with staying power — like World of Warcraft, Hearthstone and StarCraft — and it plans to continually update Overwatch with new characters, maps and other features to maintain fan interest for decades.

Commissioner Nanzer is also wagering that Blizzard’s investment in the infrastructure of the league will be an asset. Indeed, while Overwatch is about to breakthrough on ESPN, Fortnite’s first-ever Summer Skirmish event proved nearly unwatchable because of technical issues and conservative game play.

“It takes a lot more than a press release to build an esport,” Nanzer told The Associated Press after Epic announced its $100 million prize pool.

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Follow Jake Seiner on Twitter: https://twitter.com/jake–seiner

Source: https://business.financialpost.com/pmn/business-pmn/whats-overwatch-why-is-it-on-espn-an-ap-esports-explainer