Agoracom Blog Home

Posts Tagged ‘egaming’

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.”

Subscribe to Autosport Plus

Premium motorsport journalism in an
ad-free experience.

Subscribe today

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.

——

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

#Esports Company TSM Raises $37 Million, Investors Include Stephen Curry, Steve Young $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 7:16 AM on Wednesday, July 25th, 2018
 
  • On Tuesday, TSM’s parent company, Swift, announced it received $37 million in Series A funding
  • Ethan Kurzweil of Bessemer Venture Partners leads a group of investors that include three-time NBA champion Stephen Curry and AME Cloud Ventures, a fund started by Yahoo cofounder and billionaire Jerry Yang

TSM’s founder and CEO, Andy DinhCredit: Jamel Toppin for Forbes

Andy Dinh, the 26-year-old founder and CEO of the esports organization TSM, has always been fiercely self-reliant. Since TSM’s founding in 2009, Dinh has worn just about every hat there is in the industry: player, coach, manager, salesman, public relations. But now he’s getting help in a big way.

On Tuesday, TSM’s parent company, Swift, announced it received $37 million in Series A funding. Ethan Kurzweil of Bessemer Venture Partners leads a group of investors that include three-time NBA champion Stephen Curry and AME Cloud Ventures, a fund started by Yahoo cofounder and billionaire Jerry Yang. The investment also covers Swift’s other business segments, including its influencer content network and its analytic web services like FortniteMaster and ProBuilds.

Dinh, who remains the majority owner and head of the company, started TSM when he was 17 years old using the cash he earned from offering online guides for League of Legends. Wanting to compete in the game, he built a team and put on invitational tournaments of his own. In 2013, as esports became more formalized and the League of Legends creator began running its own official league, Dinh stepped down as a player to focus more on management. His ability to monetize the organization as it began winning championships at sold-out arenas like the Scotiabank Arena in Toronto nabbed him a spot on Forbes’ 30 Under 30 in Games 2017 list.

The investment is a move long delayed but necessary given the rapid evolution of esports. Last year, when the creators of League of Legends announced its groundbreaking plans to franchise its North American league, it was clear that TSM would be among the initial ten permanent teams. Dinh’s club is the winningest in the region with six championships. But as other esports teams raised venture capital to cover the $10 million buy-in, accepted buyouts or were pushed out by billionaire owners looking to get in on the ground floor of the burgeoning industry, it also became clear Dinh would be the last old-school owner in the league to be independent.

“TSM has always run a very lean operation, so we haven’t set ourselves up to take advantage of the fast growth that this market is experiencing, so that’s what we’re trying to prepare ourselves to do,” Dinh told Forbes. “We’ve got a really good group of investors … it’s going to help us accomplish what we want for TSM.” 

Søren ‘Bjergsen’ Bjerg is TSM’s star mid-laner in ‘League of Legends.’Credit: Riot Games

Other investors in the Series A include:

  • Telstra, Australian telecommunications
  • Steve Simon, owner of Simon Property and son of Indiana Pacers owner Herb Simon
  • Andre Iguodala, three-time NBA champion for the Golden State Warriors
  • Steve Young, Hall of Fame NFL player
  • Yifang Ventures, led by Eric Xu, cofounder of Baidu
  • Colin Carrier, former chief strategy officer of Twitch
  • Walter Wang, CEO of JM Eagle

The capital will enable rapid growth endeavors as well as flexibility to make early bets in the industry as opportunities emerge. The company will use $10 million of the fund for acquisitions and investments in the gaming space, while $20 million will be allocated for both franchising fees and a new 15,000-to-20,000-square-foot esports facility in Los Angeles. It will function as a training place for the organization’s esports teams, a studio for its multimedia content and a way to directly engage with fans. Dinh hopes the facility unites its players across various games to compete at a higher level and to help collectively build the company’s signature brand.

“It’s really important to have one single base where we can build up that TSM culture,” Dinh said.

It’s an especially important aspect of esports. Market researcher Newzoo predicts industry revenue will hit $905 million this year, with 40% of it coming from sponsors. With hazy ROI metrics, brands look to social reach, and TSM is adept at building personalities and communities, with 1.8 million fans following on Twitter, nearly a million on Instagram and 1.4 million on YouTube. Its early bid this year into the billion-dollar game Fortnite about doubled fan engagement. Sponsors include non-endemic companies like Geico, Gillette, Dr. Pepper and Chipotle.

That kind of fan passion and corporate support was especially appealing to lead investor Ethan Kurzweil, who said Bessemer spent a year looking at the esports scene, talking to more people than any other funding roadmap it had before. “It was just really clear Andy was operating at the highest level,” Kurzweil said. “What he had done without any capital at all was two or three times as much as people who had raised a lot of money.”

Another aspect of TSM Kurzweil loved? Its founder’s competitiveness. As Dinh put it, “Second doesn’t feel great to me.”

Update: This story has been updated to clarify Jerry Yang’s connection to AME Cloud Ventures.

Hey. You can follow me on Twitter here.

Source: https://www.forbes.com/sites/mattperez/2018/07/24/tsm-raises-37-million-investors-include-stephen-curry-jerry-yang/amp/?__twitter_impression=true

Esports Entertainment Group $GMBL Announces the Engagement of Joseph Gunnar & Co. and Dinosaur Financial Group as Exclusive Investment Bankers $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:24 AM on Thursday, July 19th, 2018

Esports large

  • Announced the appointment of Joseph Gunnar & Co., LLC and Dinosaur Financial Group, LLC as Exclusive Financial Advisors, Placement Agents and Investment Bankers for the Company
  • As leading Wall Street investment banking and securities firms, they will be providing the Company with financial advisory services, in particular related to evaluating financing options

ST. MARY’S, Antigua, July 19, 2018 – Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the appointment of Joseph Gunnar & Co., LLC and Dinosaur Financial Group, LLC as Exclusive Financial Advisors, Placement Agents and Investment Bankers for the Company.

As leading Wall Street investment banking and securities firms, they will be providing the Company with financial advisory services, in particular related to evaluating financing options. Additionally, the firms will also focus on assisting the Company in creating and executing new strategies for maximizing shareholder value through their full scope of investment banking services. The Company does not have a defined timeline for a financing and cannot provide any assurance whether or when a financing will be announced or consummated.

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are very pleased to have engaged Joseph Gunnar and Dinosaur Financial as the Company’s exclusive investment banks. Joseph Gunnar and Dinosaur Financial both have a long history of assisting public companies raise additional growth capital. A financing, if successful, will allow the Company to significantly accelerate our growth plans.”

Stephen A. Stein, President of Joseph Gunnar & Co., LLC, stated, “Esports Entertainment Group is on the cutting edge of an exploding industry. We are very excited about teaming up.”

Arthur Whitcomb, Managing Director, Head of Investment Banking at Dinosaur Financial Group, LLC, stated, “Grant Johnson has positioned Esports Entertainment Group very well for significant growth.  We are pleased to be working with one of the only publicly traded small cap/micro-cap companies in this industry.”

This press release shall not constitute an offer to sell or a solicitation of an offer to buy, nor shall there be any sale of these securities in any state or jurisdiction in which such an offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of any such state or jurisdiction.

About Joseph Gunnar & Co., LLC
Joseph Gunnar & Co., LLC is a full service broker-dealer and investment bank headquartered next to the NYSE in NYC. Its Capital Markets Group is dedicated to facilitating micro-cap company IPOs, secondary public offerings, PIPEs, up listings and advisory services. For more information visit https://www.josephgunnar.com/

About Dinosaur Financial Group, LLC
The Dinosaur Financial Group investment banking division covers the capital markets with full services across equity and debt for clients worldwide. It facilitates global equity and debt capital to finance corporate expansion, M&A, international trade and going-private transactions. Typical transactions may involve domestic or international growth companies looking for $10 million to $150 million. The company is based in New York, New York with additional offices in London, United Kingdom; Milan, Italy and Madrid, Spain.
For more information visit http://www.dinogroup.com

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page: http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com
.
FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
1-268-562-9111
[email protected]

U.S. Investor Relations
RedChip
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

Esports Entertainment Group $GMBL Signs Affiliate Marketing Agreements With Additional 40 #Esports Teams, Bringing Total To 100 Esports Teams $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 9:18 AM on Monday, July 16th, 2018

Esports large

  • Announced signing of Affiliate Marketing Agreements with 40 additional esports teams
  • Company ramps up affiliate marketing activities in support of its’ recent launch of VIE (https://vie.gg), the world’s first and most transparent esports betting exchange

MARY’S, ANTIGUA- (July 16, 2018) – Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the signing of Affiliate Marketing Agreements with 40 additional esports teams as the Company ramps up affiliate marketing activities in support of its’ recent launch of VIE (https://vie.gg), the world’s first and most transparent esports betting exchange.

The addition of these 40 esports teams brings the total number of esports team affiliates to 100 since the Company’s first announcement on April 5th, representing a major milestone for Esports Entertainment Group, as well as, a major event within the esports world where no other esports wagering site has ever signed an Affiliate Marketing Agreement with an esports team.  The Company anticipates many more Affiliate Marketing Agreements with esports teams throughout 2018.

NEWEST ESPORT TEAM AFFILIATES EXPAND GLOBAL REACH INTO SOUTH AMERICA, CENTRAL AMERICA AND NORTH AMERICA

The addition of the 40 esports teams below represents a significant geographical expansion of the Company’s partners.  Whereas the first 60 esports teams were heavily concentrated in Europe, the most recent 40 esports teams represent our first teams in South America and Central America, as well as, adding further representation to our current three North American teams (USA) via three teams from Mexico.

Moreover, many of the 40 new additions are top esports teams within their respective countries with significant fan followings, which bodes very well for the future of these partnerships, as well as, potential interest from future esports teams. The geographical distribution of our most recent esports team affiliate partners are as follows:

Peru                 16

Colombia         5

Mexico            3

Chile                3

Panama            2

Ecuador           2

Bolivia             2

Venezuela       2

Guatemala       2

Costa Rica       1

Puerto Rico     1

Argentina        1

Dominican Republic   1

VIE.GG

VIE offers bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding jurisdictions that prohibit online gambling. VIE features wagering on the following esports games:

  • Counter-Strike: Global Offensive (CSGO)
  • League Of Legends
  • Dota 2
  • Call of Duty
  • Overwatch
  • Hearthstone
  • StarCraft II

Grant Johnson, CEO of Esports Entertainment Group stated “When we commenced this process, we did so with confidence and the knowledge we were about to achieve something great for the company and the esports industry.  But even I didn’t expect to sign agreements with 100 esports teams this quickly, considering no other esports wagering site has ever signed affiliate marketing agreements with any esports teams.  The industry has sent us a loud and clear message – our transparent and trusted P2P esports wagering platform is exactly what the esports world has been waiting for. We expect to sign many more such agreements with esports teams over the summer, with Gamescom 2018 expected to be our biggest week at the end of August. Thank-you to all of our esports team partners for helping us achieve this milestone and prove that VIE.gg is a winner.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

Redchip investor relations Esports Entertainment Group Investor Page:
http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance

1-268-562-9111

[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 

RedChip

Dave Gentry

407-491-4498

[email protected]