Agoracom Blog Home

Archive for the ‘Esports Entertainment Group’ Category

Esports Entertainment Group $GMBL – #Fortnite streaming star #Ninja lands partnership with #Adidas $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:59 AM on Wednesday, August 28th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

‘Fortnite’ streaming star Ninja lands partnership with Adidas

By: Mike Snider, USA TODAY

“Fortnite” streaming superstar Tyler “Ninja” Blevins has joined another team: Adidas.

This is the second major move recently for the professional video gamer, who earlier this month left the Twitch streaming service for the Microsoft-owned streaming platform Mixer.

“Partnering with Adidas is a chance to join a family that celebrates fellow creators at the top of their game,” he said in a video posted on the Adidas website Tuesday.

There’s no specific Adidas gear sporting Ninja iconography, but that won’t likely be the case for long. “I can’t say specifically what is in the works with Adidas, but use your imagination,” Blevins said on his Mixer stream reported tech news site The Verge.

Esports at home: How to be an esports star without going pro, playing games like Solitaire and Madden NFL

Risks of esports: Injuries real for pros and at-home gamer, from finger sprains to collapsed lungs

When he left Twitch, Blevins had more than 14 million followers on Twitch – and more than 22 million subscribers on YouTube. Blevins helped instigate a pop culture moment in March 2018 when he played ‘Fortnite’ online with rapper Drake. Blevins now has nearly 2 million followers on Mixer.

Blevins, who gained notoriety for his prowess playing the video game “Halo,” is expanding his brand with a recently-released book “Ninja: Get Good: My Ultimate Guide to Gaming.” He also was reportedly paid $1 million by Electronic Arts to play the online game “Apex Legends,” according to Reuters.

Blevin’s moves are just the latest escalation in the video game streaming-esports arena. Nike and K-Swiss recently made deals with esports organizations, too, as CNBC reported recently.

Source: https://www.usatoday.com/story/tech/talkingtech/2019/08/27/fortnite-star-ninja-signs-partnership-deal-adidas/2135304001/

Esports Entertainment Group $GMBL – REPORT: The Highest-Earning Athletes in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:37 PM on Friday, August 23rd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

REPORT: The Highest-Earning Athletes in eSports

By Brandon Suss

  • Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time.
  • Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Esports have been the topic of a lot of public discussion lately, with new developments within the tournament scene of the popular video game “Fortnite.” Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time. Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Until the past couple of years, there hasn’t been a lot of money in esports; many players had to grind at endless tournaments to achieve pro status, and climb the ranks to be the richest esports athlete of their respective game. While prize money payouts have been lower in previous years, due to the influx of competitors in modern esports, new players should also get the respect they deserve for doing well in their games.

Esports encompasses athletes from all different types of competitive video games, and there have been top players of almost every age, ethnicity, gender and sexual orientation. In fact, some of the wealthiest esports athletes have overcome adversity based on some of these aspects of their identities.

Here are some of the current richest esports athletes. (This list does not include income earned from streaming or sponsorship deals, and is only based on the players’ tournament placing.)

Kuro “KuroKy” Takhasomi

KuroKy is a professional “Dota 2” player from Germany and is the wealthiest esports athlete of all-time; he has made over $4.2 million from 103 tournaments. He is known as one of, if not the best “Dota 2” player ever to play the game. Team Liquid, a premier esports team, signed KuroKy in 2015. They were the 10th team to sponsor KuroKy, a testament to his skill and future legacy.

KuroKy has many impressive wins at major tournaments; however, his most impressive win is his first-place finish at The International 2017, the largest tournament series for “Dota 2.” He had never gotten a first-place finish at any previous International tournaments, and this victory netted him over $2.1 million, an amount that only the top esports athletes have obtained.

Sasha “Scarlett” Hostyn

Scarlett is the wealthiest female esports athlete and hails from Canada. She made her breakout performance at IPL 4, with an impressive open-bracket run, defeating many difficult opponents only to get knocked out in the fifth round of losers. She truly put her name on the map when she won the 2012 Starcraft II World Championship Series Canada tournament, making her the best Canadian “Starcraft II” player. She then won the 2012 Starcraft II World Championship Series North America tournament and became the best North American player.

Scarlett is an extremely well-known player in the “Starcraft II” community and inspires female gamers around the world. She’s also the richest transgender esports athlete. She is currently placed ninth on the WCS Circuit ranking, and 27th on the WCS Korea ranking. Scarlett most recently won the Intel Extreme Masters Season XII — PyeongChang SC2 tournament, earning $50,000

Amer “Miracle” Al-Barkawi

“Dota 2” is the esports game with the most money in it, by far. Forty-three of the top 50 richest esports athletes have made the majority of their earning playing “Dota 2.” It’s a team-based, Multiplayer Online Battle Arena (MOBA) video game, which means that competitions take place among teams — “Dota 2,” specifically, in teams of five. It wouldn’t be fair to the rest of Team Liquid not to include Miracle.

Miracle is the highest-earning esports athlete from Jordan, and the second-wealthiest esports athlete of all time. He accompanied KuroKy on Team Liquid for their first-place finish at The International 2017, and Miracle, along with their three other teammates GH, Matumbaman and MinD_ContRol, all won the same amount as KuroKy in that tournament. Miracle also has three other first-place finishes at tournaments that have earned him over $550,000. Given the fact that he is only 22 years old and has only been playing “Dota 2” competitively for five years, this young star’s potential is only beginning to grow.

Andreas “Xyp9x” Højsleth

Xyp9x is the wealthiest “Counter-Strike: Global Offensive” player, and the third-richest esports athlete from Denmark. He has earned over $1.45 million from “CS:GO” and currently plays support, as a rifler for Astralis. He has come in first place at 43 tournaments and had his biggest win recently, at Intel Grand Slam Season 1, in which he earned $200,000. Before Xyp9x was even 18, he had already won over $5,000 in esports competitions, setting him up as one of the youngest athletes to look out for, and now that he is 23 years old, he has broken expectations and has built a legacy on continuing to break expectations to this day. 

Lee “Faker” Sang Hyeok

Faker is the No. 1 ranked “League of Legends” player and the richest esports athlete in South Korea. “League” is a popular MOBA game inspired by “DOTA” and “Warcraft III” and, like other popular esports games, “League” has a variety of players from all around the world; however, the most dedicated fanbase is in South Korea. “League” has always been one of the most-viewed games on Twitch.tv, and it has been that way since its release in 2009, when it really blew up.

To be the top player at a game like this proves Faker’s prowess. He has earned over $1.2 million from “League” competitions, and has made first-place finishes in major tournaments since 2013; his most notable win was at the League of Legends 2016 World Championship. While Faker might be an extremely talented player, like in “DOTA 2,” you play as a team, so his team, SK Telecom T1 K, deserves props too.

Damon “Karma” Barlow

Karma is the eighth highest-earning gamer from Canada and the richest “Call of Duty” player, having taken the prize money at tournaments for nine different games in the series. He has had consistent results in each “COD” game, with peak years in 2013, 2014 and 2017, but he has also done well within the past few months, earning over $65,000 in prize money.

For many people, “COD” was the first game through which they heard about esports and major-league gaming. The game inspired countless kids to compete in esports, so being the richest player in the game is quite a title. Karma has won 59 tournaments, winning the most from the 2017 Call of Duty World League Championship tournament as a member of OpTic Gaming.

Of course, there’s plenty of other wealthy esports athletes out there, and there are lots of top players to admire. Esports are still an emerging medium, and it is likely that the current wealthiest and best players will soon be dethroned. With new money flowing in and more public attention toward esports than ever, it is likely that future tournaments will be even bigger and more competitive.

Video game entertainment is a big market, and many competitors record and stream videos to supplement their incomes, which can sometimes earn them more money than actual tournament revenue. It’s clear that gaming has a lot to look forward to in the future.

Source: https://studybreaks.com/tvfilm/richest-esports-athletes/

Esports Entertainment Group $GMBL – #Ford $F launches its own #Esports virtual racing teams $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:01 AM on Tuesday, August 20th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Ford launches its own esports virtual racing teams

  • Ford plans to launch its own esports virtual racing teams. Under the name Fordzilla, the company will recruit top esports drivers for teams in France, Germany, Italy, Spain and the UK.
  • The company will also invite star players to form a European team with select members from each national team.

By: Christine Fisher

The Fordzilla teams will compete in games like Forza Motorsport 7, developed by Microsoft Game Studios’ Turn 10 Studios. According to Ford, millions of people play Forza games each month, and one million players choose Ford vehicles.

Ford has partnered with Microsoft Game Studios before, and a few years ago, the top prize in the first-ever Forza Racing Championship was a 2017 Ford Focus RS. We don’t know what prizes Ford will offer to its driving teams, but recruitment begins at Gamescom in Germany this week.

Catch up on all the latest news from Gamescom 2019 here! In this article: av, business, drivers, driving, esports, europe, european, ford, fordzilla, forza, forza motorsport 7, gamescom2019, gaming, league, Microsoft Game Studios, Microsoft Studios, racing, team, teams, transportation, turn 10 studios, virtual racing  

Source: https://www.engadget.com/2019/08/19/ford-esports-fordzilla-virtual-racing-teams/

Esports Entertainment Group $GMBL – Kellogg’s $K shifts sports-related ad spending to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:52 PM on Thursday, August 15th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Kellogg’s shifts sports-related ad spending to esports

  • The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes.
  • For Kellogg’s, esports has gone from an experimental investment to a continuous one

by Seb Joseph

Competitive gaming campaigns are now a staple, rather than a test, on media plans for most Kellogg’s brands.

The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes. Since it jumped on the esports bandwagon two years ago, Kellogg’s has steadily made inroads, moving from experiential activations at tournaments to being the headline sponsor of them. For Kellogg’s, esports has gone from an experimental investment to a continuous one, said Dominik Schafhaupt, marketing manager for snacks in Northern Europe at Kellogg’s.

The scale of those investments will flex depending on the brand and its target audience as well the market they are based in, said Schafhaupt who revealed that the advertiser is changing how it funds its association with esports now that it’s a mainstay on media plans. Previously, advertisers like Kellogg’s dipped into sponsorship budgets to fund early forays into the world of competitive gaming. But as the stakes of making those activations work got bigger so too did the budgets for them, which meant advertisers turned to digital and broader marketing budgets.

“Esports is an element of our communications mix, and there isn’t a single spend pillar it is funded by,” said Schafhaupt.

Perhaps nowhere is this more obvious at Kellogg’s than on its Pringles brand.

The snacks brand has paid to sponsor the League of Legends European Championships this summer in a deal with its organizer Riot Games. The partnership comes just seven months after Kellogg’s signed a deal with gaming community N3rd Street Gamers, which runs its own tournaments.

Marketing partnerships like this tend to average around $2 million (£1.6 million) to $4 million (£3.3 million) per year and are often done as multiyear deals, said Rich Routman, president at sports media company Minute Media. Generally, deals like the one between Kellogg’s and Riot Games usually consist of marketing rights similar to standard sports leagues with broadcaster advertising placements, event marketing assets and marketing partnership rights across the vertical crucial to the company’s business, said Routman. Yet how all of those assets are added up for commercial fees depends on the seller. Since there is such a difference in maturity between esports organizations, sponsorship costs and assets can greatly differ and the market hasn’t had time to mature properly to dictate the costs.

The deal between Kellogg’s and Riot Games, for instance, is based on one of several tiered packages sold by the latter. Each package is weighted toward either media exposure or experiential activations, which are supported by media impressions and a rate card for the various assets that can be used. Having that scope between each package means Riot can create bespoke sponsorships depending on what an advertiser wants, said Alban Dechelotte, head of business development and sponsorship for Riot Games.

The Pringles logo will appear on the streams of the tournaments alongside a call to action when players are entering the game. Those streams — and subsequently the Pringles brand — will be on both YouTube and Twitch, which are watched on average by 1.6 million people daily during the normal season of League of Legends matches, according to Riot Games. The number of people watching the matches at the same time each week has hit a peak of over 300,000, up 40% for the same event in 2018, according to Riot Games.

“Gaming and esports are places where our core target group is, and so now is the time to get into the community around competitive gaming,” said Schafhaupt.

Aside from media exposure, Kellogg’s is also exploring in-game activations.

Millions of Pringles cans across Europe will sport a unique code that players can redeem to take part in a raffle to win rare characters to use in the game. Unlike similar activations, which can feel gimmicky, Kellogg’s is hoping its decision to allow people to use the code to redeem characters that have been retired and, therefore, are unavailable swells its cache among the notoriously advertising-adverse gaming audience.

“I would love to measure my sales off the back of the sponsorship, but I can’t because we have distribution partners that sit between us and consumers,” said Schafhaupt. “At the moment, the industry looks at measurement in esports from a media-value perspective. It’s one of the areas we’re building on with the sponsorship by looking at how the community responds to our brand and also the redemption rates of the code.”

Source: https://digiday.com/uk/its-a-continuous-investment-kelloggs-gets-serious-about-esports/

Esports Entertainment Group $GMBL – #Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:16 PM on Tuesday, August 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth

  • The electronic sports sector has grown massively in recent years and is expected to turn into a billion-dollar industry by the end of 2019.
  • CNBC’s Uptin Saiidi visited an annual gaming festival in Hong Kong where tens of thousands of excited fans eagerly watch players compete for the ultimate title.

Source: https://www.cnbc.com/video/2019/08/12/the-rise-of-esports-how-gaming-festivals-are-drawing-in-millions-worldwide.html

Esports Entertainment Group $GMBL – #NetEase Plans $710M #Esports Park in Shanghai $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:17 PM on Friday, August 9th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

NetEase Plans $710M Esports Park in Shanghai

  • Chinese game publisher NetEase announced its plans to invest over Â¥5B RMB ($710M USD) to build an “Esports Park” in the Shanghai Qingpu district.
  • Multiple esports projects will be hosted in the park related to product design, venue, teams development, talent construction, and user experiences.
  • NetEase will build China’s first “class-A venue” in the park, at a minimum of 50K square meters, and 5,000 seats. This follows the Shanghai government’s new classification and set of standards for esports venues.

Game publisher and the exclusive Chinese distributor of Blizzard Entertainment games, NetEase, announced that it plans to invest over Â¥5B RMB ($710M) to build the “NetEase Esports Park” in the Shanghai Qingpu district. 

The plan was announced at 2019 Global Esports Conference in Shanghai, held by the Shanghai government. Ding Yingfeng, president of NetEase, said that the plan would include multiple esports-related projects,  including those related to product design, team development, talent construction, and user experiences. 

Yingfeng also announced that the company will build China’s first “class-A esports venue” in the park. This is in accordance with a new classification and set of standards for esports venues announced by the Shanghai government. As a class-A esports venue, the facility is required to have a minimum size of 50K square meters, and 5,000 seats.

As well as being a distributor of Blizzard titles, NetEase owns the Shanghai Dragons, an Overwatch team which represents Shanghai in the Overwatch League (OWL). In July, Activision Blizzard announced that every Overwatch League team would host at least two homestand events next year, in place of the original home-away plan.  It is very likely that NetEase’s esports park will be used for the Shanghai Dragons’ homestand events, and will potentially become the team’s permanent home venue in 2021.

Source: https://esportsobserver.com/netease-esports-park-shanghai/

Esports Entertainment Group $GMBL – #Esports exec: ‘Every day, a #baseball fan dies, and two #gaming fans are born’ $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:23 PM on Thursday, August 8th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Esports exec: ‘Every day, a baseball fan dies, and two gaming fans are born’

  • “Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”-

Ralston Ramsay August 7, 2019

Professional esports is exploding and Immortals Gaming Club (IGC) has its eye on the next generation of gamers as it expands its revenue streams.

Launched in 2015, IGC reaches more than 35 million gamers and brings them together to play on teams across every major league. It recently bought Infinite Esports, OpTic Gaming parent company, for $100 million — the largest deal in esports history.

“Every day, a baseball fan dies, and two gaming fans are born. And there’s truth in that,” Ari Segal, IGC CEO, told Yahoo Finance’s On the Move. “So, I think the greatest expansion is going to just come from the generational kind of aging out of what you would currently think of or characterize as adults, and the birth of young people, who grow up in a world that’s digitally native.”

The biggest segment right now in terms of esports growth is 13- to 17-year-olds., according to Segal. “We certainly expect that that segment will continue to accelerate and adopting competitive gaming in all forms. And that is new young people are born and mature, that they will become the fastest growing segment pretty soon.”

‘More like traditional sports’

While IGC continues to attract a younger audience, it also is moving toward a direct-to-consumer model. So far, most of the company’s revenue comes from sponsorships and media rights. IGC plans to host more events like the Activision Blizzard’s LA home stand Overwatch League August 24 and 25 at LA Live, where it can sell tickets to consumers.

“Not only do we get the ticket revenue but there’s all the downstream revenue. There’s merchandise and parking and food and beverage and also access to first party data,” Segal explained.   Members of the teams ‘NAVI.GG.BET’ and ‘Ninjas in pyjamas’ compete during the ESL ONE Counter-Strike video game tournament at the Lanxess Arena in Cologne, western Germany, on July 5, 2019. (Photo by INA FASSBENDER / AFP) (Photo credit should read INA FASSBENDER/AFP/Getty Images)

Competitive gaming will look “more like traditional sports from a monetization standpoint,” said Segal, adding that IGC’s deal with K-Swiss “represents a little bit of a three dimensional approach to monetization.”

In addition to a sponsorship deal with the athletic shoemaker, IGC has developed a performance shoe for gamers. “This is actually a shoe developed by gamers for gamers and for use in competitive gaming. It’s the first performance shoe in gaming,” he said. “It’ll give the player complete control while they’re playing so that they never need to think about their shoe, or their foot or anything else. They can focus purely on the task at hand [game play].”

Source: https://finance.yahoo.com/news/esports-exec-every-day-a-baseball-fan-dies-and-two-gaming-fans-are-born-esports-exec-154701208.html

Esports Entertainment Group $GMBL – Shanghai sets the standards for building #Esports arenas $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 3:38 PM on Tuesday, August 6th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Shanghai sets the standards for building esports arenas

Xing YiChina Daily/Asia News Network Aug 06, 2019

  • Shanghai has taken another stride toward building itself into a global esports centre, as it announced standards for the construction and operation of esports venues during the China Digital Entertainment Expo and Conference which ended on Monday.
  • “The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

Published by the municipal culture and tourism bureau, the standards for esports venues specify the construction requirements in areas such as stage lighting and telecommunication networks and set the service standards for operating such venues.

“The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.

The criteria for esports venues have four categories, from A to D.With a construction area of more than 50,000 square meters, class-A venues can host the highest level esports competitions, while class-D venues must have a 500-square meter construction area, and will be used to hold qualification trials.

One of the most important upcoming esports events in the city is The International 2019, an annual tournament for the popular multiplayer online battle arena game Dota 2, which will be held in the Mercedes-Benz Arena, a class-A venue, from Aug 16 to 25.

It will be the first time for China to host one of the most-watched esports events in the world. Its crowdfunded prize pool reached a record of more than $30 million (S$41.5 million) in July and is still growing.

According to Perfect World Zhengqi, a subsidiary of Perfect World Co Ltd and the operator of the game in China, the event’s 26,804 tickets were sold out in just 53 seconds in May.

“We have organised many esports events in Shanghai before, so we know the venues here are excellent and the viewers are very active,” said Xiao Hong, CEO of the company. “Shanghai has the best environment for esports in the country – both in facilities and government policies, and we’d like to co-operate with the government to build mature industrial chains in the future.”

Wang Yong, deputy secretary-general of Shanghai Esports Association, said the development of esports includes not only hosting tournaments, but also esports training, performance and public experience, which requires a number of esports venues of different sizes and functions.

Many shopping malls are interested in building esports venues, and these standards will help them find the right partners, Wang added.

A report published by gaming industry analyst company Gamma Data estimated that esports market revenue in Shanghai reached 14.6 billion yuan (S$2.9 billion) in 2018, accounting for 19 per cent of the national total.

Source: https://www.asiaone.com/digital/shanghai-sets-standards-building-esports-arenas

Esports Entertainment Group $GMBL – Attitude toward #Esports does 180 at #XGames $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 11:26 AM on Friday, August 2nd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Attitude toward esports does 180 at X Games

  • Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend.
  • The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

Emily Rand

Wade was a competitor and silver medalist in BMX Freestyle Big Air in 2014.

Eight teams competed in Call of Duty: Ghosts in the MLG X Games Invitational in Austin, Texas. OpTic Gaming, then made up of Matt “Nadeshot” Haag, Seth “Scump” Abner, James “Clayster” Eubanks and Jordan “ProoFy” Cannon, became official X Games medalists.

The reaction against esports athletes receiving the same medals that the action sports athletes were getting was instant and vocal. At the crux of the issue was the fact that gamers didn’t put their physical bodies on the line in the same way as action sports competitors.

“I can see both sides,” Wade said. “I wasn’t particularly bothered by it, but from one point of view, the X Games are really physical sports in general, and gaming isn’t really physical. It’s very difficult, I’m not taking away from that, but the physical aspect of it, we do stuff with our bodies, we show our talents physically with what we can actually do. Whereas gaming is on the other end of the spectrum. The other side of that coin is that the gaming industry brought in a lot of sponsor revenue to keep all of us alive, so I’m not hating on it. Gotta keep the games flowing.”

A lot has changed since 2014.

“Honestly, the attitude shift I’ve seen is that no one talks about it,” Wade said. “When it first came out it was like, ‘What is this? It’s not even an action sport.’ Now it’s just kind of old news. It’s cool that there’s a spot for those guys. Everyone deserves to excel in what they love.”

Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend. The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.

The World Cup even made its way into an X Games Minneapolis news conference this week, when the EXP Apex Legends Invitational was introduced, with skateboarder Jagger Eaton asking if the event was a Fortnite tournament.

“Sports has always been the backbone of what we do,” said Tim Reed, vice president of X Games. “But the focus is on trying to remain relevant to youth culture and what kids are into so that people who show up at the X Games get a sense of what’s important to kids and important to young people in the world. So what we’ve just tried to do from the X Games perspective is make sure that we can bring in those elements that are also relevant.

“This year we’re doing more gaming. They’re getting different medals because last time we made that decision it was, uh,” Reed paused and laughed. “One that wasn’t very well-liked, so we made some adjustments, but we’re excited to bring those in.”

BMX rider Ryan Williams joked, “I’ll see how this X Games goes, and if I don’t do too well I think I’m going to start gaming.”

“I’ll carry you, I’ll carry you,” BMX rider Kyle Baldock replied.

“What’s the rule with that because I’m down to win some money if we’re going to do this,” Eaton said. “I’m down to play Apex. Let me know.”

“When we did it in, I think our first one was 2014, just the reaction was totally different,” Reed said. “There’s more athletes that play games than there was back then. You guys should hop in and try it out.”

“I’m gonna,” skateboarder Nicole Hause said. “Let’s go.”

Hause, a Minneapolis native, turned to video games while recovering from an injury that kept her from skating.

“I’ve been pretty shy about it,” Hause said. “I don’t usually talk about it that much, but at the same time, I don’t really care if anyone knows. It’s not something a lot of people would guess I do in my free time, but I do. A lot.”

Hause enjoys Battle Royale games, including Apex Legends, describing it as a mix of Halo and Call of Duty, but with a Battle Royale component.

“I like the Battle Royale gameplay style a lot,” Hause said. “I like Apex, but everyone wants to play Fortnite, and you need three people to play Apex,” Hause said. “I like both of them a lot, but I play Fortnite the most. In the past I played a lot of Call of Duty. A lot of Call of Duty.”

As for whether esports belong at the X Games, Hause thought it fit since so many X Games athletes play video games casually. In a way, video games have become a low-impact sport that traditional athletes can play in their offseason without serious injury risk.

“I think it’s cool because a lot of the action sports people play video games,” Hause said. “Especially nowadays. Most of the dudes in the park that I know play Fortnite — everybody plays video games now, NFL players — it’s like a sport we do in our off time. When we’re resting or it’s just a rainy day or whatever, you’re not practicing, it’s something everyone does whether they want to admit it or not.”

Esports Entertainment Group $GMBL – Gary Vaynerchuk #Garyvee on Investing in #Esports, the Opportunity Ahead $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 12:27 PM on Wednesday, July 31st, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead

Andrew Hayward ahaywa

  • Vaynerchuk is a brand unto himself, and a very public face of his companies.
  • He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.

Jul 31, 2019

Long before being announced as an investor in and member of the ownership group of the Minnesota franchise of Activision Blizzard’s upcoming geolocated Call of Duty League, Gary Vaynerchuk had his eye on the esports industry.

“I’ve been really paying attention in the back row for four to five years,” he told The Esports Observer. “I literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.”

As the chairman of media holding company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one of the most visible investors to enter esports to date. The 43-year-old transformed his family’s wine shop into an online success story beginning in the late ’90s, and has gradually parlayed that momentum into a large social media presence (with several million followers across platforms), five New York Times bestselling books, angel investments in tech giants such as Twitter, Facebook, and Uber, and many other opportunities.

Given his status as a prominent investor, Vaynerchuk said that he’s seen “tens of thousands” of queries about esports-related opportunities pass across his desk over the years, but that only about 15 of them led to serious conversations and meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.

Part of what made Vaynerchuk’s investment in WISE Ventures’ Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.

Credit: GaryVee

“One thing that I’m realizing about myself is that I’m really about people, comfort, happiness, and control, and all of these things. I’ve known the Wilf family for almost 15 years because they actually live in the area where my wine business is,” said Vaynerchuk, who was introduced to the family by a senior executive in the Wilfs’ real estate organization in New Jersey. “We’ve really had these nice human vibes towards each other for years, and then as my professional career started to evolve from wine into many other things, I started building even more of a relationship here and there, subtly.”

Vaynerchuk said that he was thrilled to see the Wilf family purchase the Minnesota Vikings in 2005, “especially when my career ambitions are to buy the New York Jets,” he added. He has also met with Activision Blizzard CEO Bobby Kotick and watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world.”

“Call of Duty has proven to me over the last half-decade and more that it’s a franchise that can evolve,” said Vaynerchuk. “I think that a lot of these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.”

Gary Vee-sports?

Minnesota isn’t considered one of the esports capitals of the United States at present, but Vaynerchuk sees that as an opportunity more than a challenge. He believes that there’s enough demand for live esports events “in most parts of the country,” and said that establishing a geolocated esports franchise in the region could also give the team leverage in mining homegrown talent from Minnesota and surrounding states.

“I’m completely convinced that Minnesota and the five or six surrounding states right now have the best 11-year-old at some game in the world,” he said, “so I see it as an opportunity.”

Vaynerchuk is a brand unto himself, and a very public face of his companies. He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization. He anticipates being heavily involved with the team and believes that he will be able to help with recruiting talent.

“We spoke about that quite a bit, as you can imagine,” he said of his role on the team. “I’m in it for the learnings, because I want to be close to culture and youth, and innovation. Probably more than most things, in a lot of ways.

“Listen, I mean, this is a recruiting game,” he continued. “This is ludicrous for me to say, but as my level of awareness grows and a lot of esports players have a lot of entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the Brooklyn Nets is real. Not that I carry that weight, but ironically to this set of entrepreneur-laden players, I do believe we will sign a free agent that really fucking matters on the back of me.”

“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Given his status as a survivor of the dot-com bust, Vaynerchuk said that the rush for some investors to throw money at esports in search of success reminds him a lot of that formative time period in internet history. “I think it’s similar to 1999 internet,” he said. “There’s a lot of places to lose money, but I think that just like 1999 internet, that in 20 years, the people that have navigated it thoughtfully and carefully have a whole lot to gain.”

Vaynerchuk sees “macro acceptance” ahead for esports in mainstream culture, he said, as more people come to acknowledge and appreciate competitive gaming and its impact on entertainment and society. In fact, he believes that more parents will encourage their kids to play games at a high level to secure scholarships, “which is obviously the complete reverse of what parents did when I was growing up playing videogames,” he added.

Joining WISE Ventures’ Call of Duty League ownership group is Vaynerchuk’s first esports investment after a long period of consideration, but it won’t be his last. He’s not sure where his next investment in the space will come from, but he sees big things in the future.

“I don’t know what,” he said about potential next investments, “but I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.”

Source: https://esportsobserver.com/gary-vaynerchuk-interview/