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#Esports monetization is set to evolve in new, amazing ways $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 5:37 PM on Tuesday, November 13th, 2018
  • The esports industry relies on the legacy sports broadcast model for monetization, but there are new, advanced interactive technologies on the scene bringing amazing opportunities for the financial juggernaut that esports is.
VB Staff November 13, 2018 7:50 AM
“The people who wanted to make sure that esports happened looked at the business models of
traditional sports and said, let’s make that happen for us,” says Jonathan Singer, industry strategist
at Akamai.

That means advertising, sponsorship, merchandising, ticket sales, media rights, teams and leagues, formal coaching and mentoring, building up some stars, and having big events. What was a little different was putting it all online.

“That could not have made more sense,” Singer says. “It’s exactly what you needed to do. You took the prior business model and applied it. Check all the boxes and make sure you do it correctly. But if you’re looking at the future of esports, what are the new opportunities?”

The way esports is structured, a lot of it seems very similar to traditional sports, he adds. There are two or four guys (usually guys) with suits and headsets, and they’re calling the match, and sometimes you’ve got a commercial break. But within that paradigm there are ways to innovate, and there are ways to bust out. There are three key innovations that can take esports into the future, Singer says: relevance, value, and choice.

Relevance means that if you’re going to be advertising-based, the advertising needs to get better. It needs to get more targeted. How can you get viewers to consume your ads? What are they going to get in return?

“There’s room for innovation there, because this is almost a purely online audience,” he explains. “This is so different than what people think when they think about a sports audience. Obviously, a lot of people know a lot about digital advertising, but they need to take that learning, see where that industry is going, and apply it to esports.”

The next piece, he says, is value, particularly value to the viewers. It could look like a simple exchange: You give me an ad and I get to watch my content. But what does that experience look like and how does it interrupt my experience?

Right now companies are leaping in to take advantage of the opportunities this offers. Veracity is offering a blockchain system in which viewers make decisions around how many ads they’re willing to watch or listen to, in exchange for a certain amount of match viewing time. Advertisers put money into the blockchain system, and in the end, pay broadcasters solely based on viewership.

The last area ripe for innovation is the sport itself, or the difference in the way that audiences think about games versus the way they think about traditional sports.

“I hate to use the example of the Hunger Games, because it’s about sending children off to their deaths, which is terrible, but in that model, these viewers in the Capitol were able to engage with what they were watching by banding together, collecting some money, sending little air drops out for people,” Singer says. “Is that kind of engagement something that we can see in esports? How do the game-makers make that “fair” or reasonable? Is that something that audiences want? Is that something the players would tolerate?”

There’s a tremendous amount of opportunity around viewer interactivity for esports, in ways that would never fly in traditional sports.

“No one’s going to throw an extra basketball onto the court,” Singer says. “Or if you do, you’ll get kicked out of the stadium.”

Also part of the interactive piece is the opportunity to play with viewer perspective, as in how do viewers consume their matches. Do you follow one player? Where are the cameras, and why are they there? Companies are working hard now on innovating around how viewers watch and interact with the match, and how to translate that into engagement and new monetization opportunities.

In the end, there’s one very specific line of thought, Singer says, which is that esports doesn’t need traditional television, because it already has established itself. Esports is making money, and there are people making money in it. It’s respected by the people who watch it and enjoy it, and viewer numbers are skyrocketing.

“So don’t get me wrong — all of the traditional stuff is working,” he says. “The question is, where does it go from here?”

To learn more about how to merge the traditional esports model with the new, where the profit is coming from, and even more innovations coming down the pike, don’t miss this VB Live event!

Source: https://venturebeat.com/2018/11/13/esports-monetization-is-set-to-evolve-in-new-amazing-ways-vb-live/

Goldman Sachs $GS #Esports moving from wild west to revenue boom $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 1:15 PM on Monday, November 12th, 2018
  • Goldman Sachs has become the latest financial powerhouse to give the future of esports a glowing report.
  • Following PwC’s Sports Survey 2018, US investment bank Goldman Sachs has published its own research on esports, concluding that, by 2022, the esports audience will “reach a similar size to the NFL today”.
  • GS reports that increasing levels of professionalism — not least organisational structure — is playing a significant role in growing esports revenues.

Esports audience figures compared with major US sports, according to Goldman SachsThe report reads: “In the early years of esports, there was little organisation or infrastructure and, as a result, the massive audience of esports did not translate into meaningful revenue streams for players, team owners, etc.

“But in 2017, Riot Games created the North American and EU League of Legends leagues, while in January of 2018, Blizzard launched the Overwatch League.

We expect total esports monetisation will reach $3bn by 2022

“We believe these leagues created the requisite infrastructure that will allow esports to finally start to close the monetisation gap relative to other established sports leagues. In 2017, we estimate esports generated $655m in annual revenue, including 38% from sponsorships, 14% from media rights, and 9% from ticket revenue.

8Goldman Sachs’ estimates for esports revenue growth to 2022“But by 2022, we expect media rights to reach 40% of total esports revenue — comparable to the average of the four major Western sports leagues today — as massive audiences and associated revenue for established online video platforms like Twitch, YouTube, Douyu, and Huya will be able to support a growing pool of media rights fees paid to top publishers for their content.

“As media rights and sponsorship continue to grow, along with the formalisation of pro sports leagues, we expect total esports monetisation will reach $3bn by 2022.”

GS says its research indicates that the growing popularity of “survival-based games” (battle royale) such as Fortnite and PUBG, will help drive esports into the mainstream.

We believe the esports audience should continue to outpace the growth of traditional leagues

The report said: “Due to the growing popularity of survival-based games Fortnite and PUBG, we believe esports viewership is moving more into the mainstream, which should support a 14% audience growth CAGR for the next five years.

“Recently, Epic games announced that it would set aside $100m in prize pool for the first year of Fortnite esports tournaments, nearly the size of the entire esports prize pool in 2017. With growing incentives for esports players, and by extension more interest from the casual observer, we believe the esports audience should continue to outpace the growth of traditional leagues.”

Going mobile

The GS report also features a Q&A with Andy Miller, co-founder of NRG org. In the interview, Miller shares his thoughts on franchising, growth in China and mobile esports.

Asked if he thought mobile and console esports would become as popular as PC-based games, he replied: “I do think it will be big. I have a mobile background myself — NRG entered the founding franchise into the Clash Royale League.

“Mobile is more here in gaming than you think, because what are the biggest games people are playing right now? Fortnite, PUBG? They’re on mobile. Clash [of Clans]? Mobile. Hearthstone and games like that have been around for a while.

“So the question is — will they translate into good esports? I think that’s probably more a function of the game than the fact that it’s on mobile, so we’ll see. There will definitely be breakout games. I think the touch screens are capable now — there is a lack of latency, so I think the opportunity is definitely there.”

Source: https://blog.luckbox.com/goldman-sachs-esports-moving-from-wild-west-to-revenue-boom-e9a551372336

Professional Sports Franchises Turn To #Esports For The Next Billion-Dollar Market Opportunity $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 2:14 PM on Friday, November 9th, 2018

  • 2018 marked the inaugural year of the NBA’s gaming league, known as the NBA 2K League. This league is composed of 17 competitive gaming teams that are essentially owned and operated by the same organizations that pay your favorite dunker or three-point shooter
  • But is there a real business opportunity here? There are a few data points that favor their efforts. For instance, it is estimated that nearly 1.6 million people play NBA 2K every day, at an average of 90 minutes per day, according to the league. Since consumer attention equals revenue opportunities, this may be a smart move for the league.

Mark Hall Contributor

The last four decades brought us generations of young athletic children whose sole aspiration was to become the nextMichael Jordan or Tom Brady of their sport. Since most people don’t make it to pros, these children grew up to become lifelong viewers and fans of the game and sports teams they love.

Midway through the 1990s, the growth of the video game industry enabled sports fans to live vicariously through the avatar of their favorite athlete or character. Fast forward to today, the broader industry, known as esports, has grown into nearly a billion-dollar market.

Leagues like the National Basketball Association (NBA) and others have taken notice.

In an effort to seize on this monumental shift, the NBA is jumping on board by creating new pathways and meaning to the term ‘professional athlete.’ People who would otherwise have no shot at shaking the commissioners hand while being drafted by the NBA are now doing just that.

2018 marked the inaugural year of the NBA’s gaming league, known as the NBA 2K League. This league is composed of 17 competitive gaming teams that are essentially owned and operated by the same organizations that pay your favorite dunker or three-point shooter.

Each team’s roster will mirror that of the actual game, with five players each covering a different position and a sixth player being in the rotation. What’s unique about this league is that players don’t play avatar versions of real NBA players, but rather digital versions of themselves with increased talent.

But is there a real business opportunity here? There are a few data points that favor their efforts. For instance, it is estimated that nearly 1.6 million people play NBA 2K every day, at an average of 90 minutes per day, according to the league. Since consumer attention equals revenue opportunities, this may be a smart move for the league.

The NBA isn’t the only league making moves like this. In August, the National Football League (NFL) announced a partnership with gaming company Electronic Arts and TV network ESPN to host a competitive league for their famed Madden game series.

True success of these league initiatives won’t be evident for years to come. However, the sheer announcement of such platforms will shape a new generation of aspiring professional athletes who can potentially achieve competitive domination like that of Lebron James, without having to break a sweat.

Mark Hall is a sales leader in a large technology company, contributing to Forbes on the topics of business, culture and leadership. He has been featured in The Huffington Post, Business Insider, among others. All opinions are solely his own and are not reflective of anyone …

Source: https://www.forbes.com/sites/mitsubishiheavyindustries/2018/11/02/the-worlds-most-dominant-manufacturing-powerhouse-is-about-to-get-a-lot-greener/#65e744fa5ddd

Promoter to pour $50 million into new #Esports competitions #LOL $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 4:15 PM on Wednesday, November 7th, 2018

  • It’s no secret that Asia is the fastest-growing esports market. And now, One Championship wants a slice of the pie.
  • The Singapore-based martial arts promoter will organize an effort to pump up to $50 million into the launch of the One eSports championship series next year, One Championship said Wednesday.
  • The tournament and related events will be part of a joint venture with Japanese ad agency Dentsu that also includes partners Razer, the gaming hardware maker, and Singtel, the Singapore telecom.

One Championship’s efforts in Asia will culminate in a new tournament.

It’s no secret that Asia is the fastest-growing esports market. And now, One Championship wants a slice of the pie.

The Singapore-based martial arts promoter will organize an effort to pump up to $50 million into the launch of the One eSports championship series next year, One Championship said Wednesday. The tournament and related events will be part of a joint venture with Japanese ad agency Dentsu that also includes partners Razer, the gaming hardware maker, and Singtel, the Singapore telecom.

The announcement comes amid rapid growth in video game competitions, especially in Asia. Global esports revenue is expected to top $900 million this year, according to market researcher Newzoo. Esports debuted as a demonstration sport at this year’s Asian Games in Indonesia and is set to become a medal event at the 2022 Asian Games in China.

One eSports will feature “blockbuster” game titles and will host multiple esports events next year, according to One Championship. Specific details such as game titles, the number of events and their locations aren’t clear yet, but the esports competitions are expected to sync with One Championship’s already scheduled martial arts events. The esports matches will be broadcast live.

“We see a natural crossover between martial arts and gaming fans in Asia and an opportunity to bring them together under Asia’s home of millennial live sports,” Chatri Sityodtong, chief executive of One Championship, said in the announcement.

In addition to live event broadcasts, One eSports plans to stream content such as documentaries, reality shows and video blogs across its broadcast platforms in 138 countries.

Source: https://www.cnet.com/news/one-championship-pumps-in-50m-to-bring-the-fight-online-in-asia/

The world’s #Esports industry is growing at a massive rate, and Hong Kong is ready to catch up $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:12 AM on Tuesday, November 6th, 2018

  • If you haven’t noticed by now, the eSports industry is on an exciting growth trajectory that won’t be slowing down anytime soon.
  • Less and less people on the outside looking in are seeing eSports as a niche interest or trend, but a legitimate, lucrative and very, very entertaining sport that could easily eclipse traditional sports given the time.

Chris Singh

If you haven’t noticed by now, the eSports industry is on an exciting growth trajectory that won’t be slowing down anytime soon. Less and less people on the outside looking in are seeing eSports as a niche interest or trend, but a legitimate, lucrative and very, very entertaining sport that could easily eclipse traditional sports given the time. The proliferation of eSports events around the world is certainly helping drive that growth, with even official tourism boards now recognising the potential for eSports to be a major draw for international and domestic visitors. Case in point: the Hong Kong e-Sports and Music Festival.

The three-day event, which was held towards the end of August for it’s second year, took place in Hall 3 of the Hong Kong Convention and Exhibition Centre and represented a major recognition of the industry by the city of Hong Kong. In fact, it was organised by Hong Kong Tourism Board, with the Industrial and Commercial Bank of China (Asia) Limited on board as the event’s major sponsor. As such, the prize pools were also remarkably large for such a young event of this size.

The tense CS:GO Grand Finals saw a record-breaking HK$2 million total prize pool, while the weekend’s highlight, the Hong Kong PUBG World Invitational, saw a pool of over HK$1 million – the largest amount ever in a local PUBG competition.

Throughout the weekend more than 26 eSports teams from around the world, and over 110 players, competed in the tournaments which were complemented by live music and an “Experience Zone” which filled an entire hall with eSports products, playable games, a large amount of VR titles, and a mini-stage hosting various other acts like a CLP x eSports Academy, KOL battles, and performances by local musicians.

With Hong Kong’s local eSports scene now boosted thanks to events like this, we thought it best to catch up with a big-name local to discuss competitive gaming, it’s growth, and what five things are required for someone to make it in this growing industry. That local just happened to be Hong Kong’s first League of Legends world champion, Toyz of professional eSports organization G-Rex and Emperor esports Stars.

Competitive gaming has come so far but there is still a long way to go for eSports, in terms of its popularity and recognition. Where has the major growth been in 2018 and what do you feel is driving this growth?

One of the significant growth factors in 2018 is definitely the legitimization of eSports as one of the demonstration sports in Asian Games, officially drawing the line between games and eSports. Asian Games attracts world-class players from different sports categories and audience from worldwide. Being one of the demonstration sports in Asian Games goes beyond a simple recognition but also drives public attentions towards eSports. Notably, eSports exclusively possessed over 60% of the viewership among all the sports in Asian Games; it shows the trend of future competitive entertainment and the growing mass public’s interest in eSports. From my perspective, this milestone is a recognition of youngsters’ interest and the penetration of eSports compared to traditional sports.

What is Hong Kong’s eSports scene like now? Is there any difference between the scene in Hong Kong and other Asian cities?

I think HK’s eSports is lagging behind compared to regions nearby. Even though we see HK officials are making more investment in eSports including EMF and a budget of $100M HKD for local eSports development; HK eSports has not yet been well recognized globally. One of the ways to truly accelerate HK’s eSports growth is to build an international eSports brand to compete in international matches and win international titles to acquire recognition on a global scale, and shape a better career path for eSports players as well as eSports related workers in HK.

What are five things you feel are necessary for someone to get into, and succeed in, the world of eSports?

Passion, persistence, talent, diligence, and high team spirit

How do you define your teams play style and what aspects of the play style remain consistent across games?

Our League of Legends team is more on defensive style with a late-game strategy. G-rex is strong in team fight and we keep this style as one of our signature.

Prize pools are getting bigger, like EMF in August, and there are now more new eSports events happening around the world. What do you feel will be the major trends in eSports in 2019? What would you like to see happen for the industry?

I think we can see more eSports stars in the market. We now see more eSports related entertainment supplementary to the traditional entertainment industry, and it’s great to see to see more and more big corporates join the market and help build a better and more supportive ecosystem for eSports in the future.

For more details on Hong Kong’s annual eSports & Music Festival head to their official website HERE.

Source: http://launch.theaureview.com/games/the-worlds-esports-industry-is-growing-at-a-massive-rate-and-hong-kong-is-ready-to-catch-up/

Michael Jordan invests in #Esports #MJ $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:53 AM on Tuesday, October 30th, 2018

  • Basketball legend Michael Jordan has invested in Team Liquid, one of the earliest and popular esports ventures in the USA.
  • NBA legend is one of the two new investors who provided $26 million to, aXiomatic, which owns Team Liquid.

Team Liquid, which was aXiomatic in 2016, boasts of more than 60 competitive gamers based out of Los Angeles and the Netherlands.

“I’m excited to expand my sports equity portfolio through my investment in aXiomatic, esports is a fast-growing, international industry and I’m glad to partner with this great group of investors,” said Jordan, who joined his fellow Dream Team teammate Magic Johnson as an aXiomatic investor, as is Ted Leonsis, owner of the NBA’s Washington Wizards as well as the NHL’s Stanley Cup champion Washington Capitals.

“The next generation of sports fans are esports fans,” Leonsis told ESPN in a statement. “Esports is the fastest-growing sector in sports and entertainment, and aXiomatic is at the forefront of that growth.”

Source: https://europeangaming.eu/portal/latest-news/2018/10/30/31429/michael-jordan-invests-in-esports/

#Nike $NKE Forays Into #Esports with New Deal $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 2:48 PM on Monday, October 29th, 2018
  • Nike has officially entered the world of eSports
  • The sportswear giant, who has stirred controversy with its recent adverts involving Colin Kaepernick, has reportedly signed a deal with Royal Never Give Up (RNG) League of Legends icon Jian ‘Uzi’ Zihao.

Nike has officially entered the world of eSports. The sportswear giant, who has stirred controversy with its recent adverts involving Colin Kaepernick, has reportedly signed a deal with Royal Never Give Up (RNG) League of Legends icon Jian ‘Uzi’ Zihao.

The company has partnered with Zihao and Chinese actor Bai Jingting, along with NBA legend LeBron James, in the latter star’s new ‘Dribble &’ campaign. The campaign is intended to support the upcoming documentary ‘Shut Up and Dribble’, according to recent media reports on the topic.

Since the deal was inked, the first photos of Zihao to be released have shown him wearing a black shirt inscribed with the words ‘Dribble & Carry’ across the front. The term ‘carry’ is used in League of Legends to describe a single player who carries the rest of his team to a victory.

Zihao is widely considered to be the best League of Legends (LOL) player in the world. He recently scored a gold medal win for representing China at the recent Asian Games in Jakarta. Nike has now joined KFC and Mercedes-Benz, both of whom already sponsor Zihao’s formidable eSports team.

NLG Signs Daniel ‘Likandoo’ Keller

After partnering with a team of poker pros and taking to Twitch with some excellent high-stakes online poker play, Stefan Schillhabel and his team at No Limit Gaming (NLG) have inked their first non-poker professional as well. Daniel ‘Likandoo’ Keller, an easily recognizable Fortnite star, is the first of countless eSports players who will soon be joining the NLG Team Stream over the next calendar year.

Speaking of Fortnite, it seems that even employees at SpaceX and Tesla might be spending a bit too much time enjoying the game. Billionaire businessman Elon Musk recently tweeted a joke stating that he had bought the game outright so that he could shut it down. ‘Had to be done. Ur welcome’ he teased his followers.

Had he actually done this, he would have had to shell out a whopping $8 billion or more, as that is the current worth of Fortnite’s developers, Epic. With that said, Musk could easily afford it, as his current worth now stands at close to $20 billion.

FansUnite to Sponsor QYOU Content

Last but not least, the Blockchain sports betting firm that recently partnered with the World Poker Tour has also made another exciting announcement. FansUnite will now be sponsoring the QYOU eSports content on the dedicated Heads Up Daily channel.

QYOU launched HUD on GINX eSports TV Canada in October last year, and currently reaches over 300 million viewers on six continents worldwide.

Source: https://www.gamingpost.ca/canadian-gaming-news/nike-forays-esports-new-deal/

#Fortnite makers Epic Games raises a landmark $1.25 billion $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 2:20 PM on Friday, October 26th, 2018

  • Epic Games has received a monumental funding of about $1.25 billion. Investors include KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners.
  • Thanks to Fortnite, Epic Games is enjoying a lot of success.
  • The battle royale experience is a giant hit on PC, consoles, and mobile.

The free-to-play game has earned hundreds of millions of downloads and over $1 billion in revenue. And on Android, Epic Games has bypassed Google by not listing Fortnite on the Google Play store, meaning Epic Games doesn’t have to give Google a share of the money earned.

According to Digi-Capital, this is the second largest games investment in history, following the $2.3 billion Netmarble earned in 2017 via IPO (initial public offering). Epic’s is the highest non-IPO investment ever.

The new investors join Disney, Tencent, and Endeavor as minority shareholders in the company.

“We’re excited to partner with the finest minds in the financial, sports, and entertainment communities,” Epic Games founder and chief executive officer Tim Sweeney noted in a press release sent to GamesBeat. “This reinforces Epic’s position of leadership in real-time 3D technology, and accelerates our ability to improve the way people play, work, and interact with the world.”

This $1.25 billion is a massive amount to earn in an investment round. To give you a comparison, Roblox raised $150 million in September. The huge $1.25 billion number is a reflection on Fortnite’s success. Magic Leap, a company that is developing augment reality technology beyond gaming needs, has raised $2.3 billion over five rounds.

Along with Fortnite, Epic Games develops the Unreal Engine. It licenses the game-making tools to other companies, and it has become one of the most popular game engines in the world along with its main competitor, Unity. In 2018, Dragon Ball Fighterz, Sea of Thieves, Soul Calibur VI, and Dragon Quest XI were among the major games created with Unreal Engine 4.

Fortnite debuted in 2017. The game started by focusing on a cooperative mode, Save the World, where a team of players builds a fort and fights off zombies. Later in 2017, Fortnite capitalized on the success of PlayerUnknown’s Battlegrounds and made a battle royale mode for Fornite. Like PUBG, Fortnite’s battle royale offering drops a hundred players into a large map and has them fight until one person or team is left standing. Compared to PUBG, Fortnite has a more colorful aesthetic, and it puts an emphasis on players building their own forts. Because players can make their own cover, Fortnite is a much faster-paced game.

The battle royale mode quickly surpassed Save the World. Fortnite has dominated 2018, turning into a mainstream success and expanding its reach to mobile and consoles (including Switch).

Source: https://venturebeat.com/2018/10/26/fortnite-makers-epic-games-raises-a-landmark-1-25-billion/

Toronto #Overwatch #Esports team name and colours unveiled $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 3:23 PM on Thursday, October 25th, 2018

  • OverActive Media, the group behind the new Toronto eSports team coming to the Overwatch League, unveiled its name and colours today.
  • Toronto Defiant is one of eight new teams added to the lineup this year and one of two in Canada.
  • Vancouver will also have a team but has yet to announce its name

By Christopher Whan

After making the jump from the Canadian Olympic team to eSports, CEO of OverActive Media Chris Overholt says his team has put a lot of time and effort into this venture and is excited to see people’s reactions.

“We’ve been working really hard over the last couple of months,” said Overholt. “We know this kind of thing doesn’t happen overnight and we are really appreciative of our fans.”

The announcement was made to a sold-out crowd at the Berkeley Church in downtown Toronto. According to Overholt, the interest was unexpected, and tickets for the event sold out in 14 minutes.

“We’re very happy with the level of support from our fans,” said Overholt.

The palette of colours that ownership had to chose from was provided by Blizzard Entertainment, the company that develops the game and owns the league. The team at OverActive Media decided to go with red, black, white and pewter, not only because of its imposing nature in competition but also because they believe that it captures the spirit of Toronto.

Plus its similar to the Canadian Olympic team palette which Overholt says he’s familiar with through his former job at with the Olympic team.

“Its got a bit of an edge,” aid Overholt. “As we went along in this, we spent a lot of time discussing that Toronto is a world-class city as well as its grittiness.”

WATCH: Intense & lucrative eSports gaming world

According to Overholt, the Defiant name is not necessarily to stand in defiance of something but to “embody the endemic feeling of standing tall.”

“There’s a little bit of wear and tear on the logo,” said Overholt. “We added that because we believe it represents the resilience and grittiness of our city and we believe we will be strong representatives of not only the league but also the area we cover.”

Toronto has been placed in the Atlantic Division of the league and will compete for the championship when the 2019 season starts on Feb. 14.

Source: https://globalnews.ca/news/4592532/toronto-esports-team-name-colours/

First law firm in Canada focusing on #Esports opens in Toronto $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:04 AM on Wednesday, October 24th, 2018

  • “Players don’t always have the full appreciation of their value,” Kubes said. “We saw this as a big opportunity to help the industry grow. On the one hand, it is a business opportunity. But on the other, there is a big need for it.”
  • According to the firm, in Canada alone, the video game industry accounts for over $3.7 billion in revenue. The sport of video games is growing at a rapid pace and sponsors, organizations and investors are chomping at the bit to get a slice of that pie.

By Christopher Whan

In the world of eSports, careers are made in a matter of months. Almost anyone, though often young people, with a computer and the skills to play these games can see themselves thrust into million-dollar contracts and sponsorship deals before they know what to do.

That’s where Josh Marcus and Evan Kubes are stepping in. The duo launched MKM group on Oct. 1 to help those who play video games professionally get an even footing in negotiations.

The group is the first in Canada devoted specifically to eSports. Normally, Canadian players would have to look south of the border for firms like theirs. To Kubes and Marcus, this was more than a business opportunity, but also a way to fill a wide gap that existed in the industry in Canada.

“Players don’t always have the full appreciation of their value,” Kubes said. “We saw this as a big opportunity to help the industry grow. On the one hand, it is a business opportunity. But on the other, there is a big need for it.”

According to the firm, in Canada alone, the video game industry accounts for over $3.7 billion in revenue. The sport of video games is growing at a rapid pace and sponsors, organizations and investors are chomping at the bit to get a slice of that pie.

According to MKM, the firm is there to help Canadian professional gamers wade through the legal jargon that comes along with an expensive contract.

“The eSports industry is accelerating at an unprecedented pace,” Marcus said.

“Casual gamers, many of whom are teenagers, can turn into celebrities overnight and find themselves with sponsorships and employment contracts, without the full appreciation for what they’ve signed up for.”

The growth of eSports has been astronomical. Just this year Blizzard, developer of Overwatch, one of the biggest games on the scene, announced that for the sophomore season of the Overwatch League, two Canadian teams will be joining the fray, one in Vancouver and one in Toronto.

On top of that, the biggest eSports tournament in the world was held in Vancouver this year. The International is an event devoted to the game DOTA 2, a multiplayer online battle arena (MOBA) game that sees teams of five players control heroes in battles against other teams. This year’s tournament had a prize pool of $25 million, with the winning team taking home $11 million.

On top of professional tournaments, streaming has also brought in a ton of money for those who play video games for an audience and at the head of that industry is the game Fortnite, a “battle royale” game that pits either teams or individual players against each other. Players must eliminate others until they are the last one standing. Think The Hunger Games, but with building and dancing.

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The world’s biggest streamer right now, Tyler “Ninja” Blevins, makes millions of dollars a month playing this game for an audience of fans. Money like that needs management and though Ninja is an exceptional example, there is potential for successful streamers to make a large amount of money.

This is where MKM steps in. On top of helping pro gamers, MKM says it will also help streamers with their deals as well.

In traditional sports, it’s a little more straightforward. Everyone in that sport is playing the same game with the same rules organized by the same people. In eSports, there are hundreds of players from different nationalities playing dozens of different games in dozens of different ways.

Developers of the games obviously want a share, event organizers want a share, team owners and, of course, the players. According to MKM, the infrastructure around eSports to facilitate its growth is not keeping pace, especially in Canada.

“This creates the potential for regulatory mishaps, power imbalances and legal grey areas,” said the company in a release.

It’s an industry that is growing at a rapid pace, with players as young as 16 gaining the ability to bring in a large amount of money. Kubes and Marcus believe those kids who are lucky enough to make it big could use a little help.

The company so far is focusing only on working with players from Canada. Kubes and Marcus met while attending law school together and both worked for several years in litigation before founding MKM in 2018.

Source: https://globalnews.ca/news/4571880/esports-law-firm-toronto/