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Net negative: what the repeal of net neutrality means for esports

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Net negative: what the repeal of net neutrality means for esports
Reading Time: 3 minutes

Corporate and business regulations have always played a role in sports. Whether it be the NFL, NBA, MLB or NHL, internal strikes and lockouts have affected the leagues’ entertainment products. Esports is no exception to this trend, and it appears that the young industry’s first major battle will be over the very medium that has allowed it to thrive.

The Federal Communications Commission’s decision to repeal Obama-era net neutrality rules expanded the ability of internet service providers, or ISPs, to influence the data we receive from the internet. Now, ISPs can provide faster and more stable connections (“fast lanes”) to those who pay more, enforce data caps and charge premiums on overages or simply block certain internet sources at their own discretion. These actions will have a devastating effect on the growth of esports.

It’s unlikely that esports leagues such as the new Overwatch League or League of Legends Championship Series can continue their current trajectory after a drop in viewership. They depend on continual growth in order to attract sponsors and investors. Esports leagues don’t really have any other sources of income, given that they stream for free and don’t sign TV contracts.

Esports has drawn so many viewers in because of the accessibility of content on Twitch, the premier platform for video game streaming. In 2014, Twitch streamed 12 billion minutes of content, and that figure increased exponentially to 292 billion in 2016. The industry was only able to experience that type of growth because esports doesn’t require a subscription to cable, but the repeal of net neutrality is bound to change that, as viewers may have to begin paying for access to Twitch.

As it currently stands, esports is barely profitable, if it all, but the rate at which it grows makes it extremely lucrative for sponsors. Regardless of the bonus publicity from the entry of professional sports into the esports realm, if people have to start paying to watch, the rate of growth will be reduced dramatically, and sponsors will be unable to justify continued investment. Without the viewers, sponsors and investors, net neutrality could very well spell the death of professional esports as we know it.

Whatever hits professional esports take, collegiate esports will experience tenfold. In recent years, we’ve seen more and more universities gaining an interest in esports. Schools such as UC Irvine and Robert Morris University Illinois have formed elite programs offering students scholarships. Cal also recently joined the fray when Berkeley Rec Sports teamed up with Gaming @ Berkeley to form the Cal eSports program, albeit without scholarships. Unfortunately, the repeal of net neutrality has the potential to gut these programs before they have an opportunity to thrive.

Cal Athletics’ hand has been forced in the past to cut certain sports from its athletics program. Similarly, Cal will be likely unable to justify covering the ISP fees incurred by any future and current esports teams, especially given the fact that such teams provide little to no monetary incentive for the university. Slowly but surely, every school will avoid spawning eeports programs that would’ve been part of intercollegiate esports leagues rivaling their professional counterparts.

To make matters worse, if ISPs decide to enforce “fast lanes” and data caps on players, it would threaten the competitive integrity of online video games. Gamers are true egalitarians; they believe in an equal playing field, where everyone has the same opportunity and victory is solely dependent on an individual’s skill. The most popular games have generally done their best to shy away from this “pay-to-win” model.

Naturally, you would have an advantage with a faster, more stable connection, and you also get better the more you play. This would lead to a trend of wealthier players, who can afford to pay for “fast lanes” and more data, filling the top of the competitive ladders, even if they aren’t as skilled. The repeal of net neutrality would most definitely introduce negative “pay-to-win” environments into every video game. Without competitive ladders that accurately represent each player’s skill, professional teams may miss out on recruiting opportunities, and some players may never make it to the big stage.

Fundamentally speaking, the repeal of net neutrality threatens to erode the free and open atmosphere that has allowed esports to blossom into what it is today. The capability of any individual to find success and fame in the budding industry will disappear. Nevertheless, there is still some hope. Thirty U.S. senators have co-sponsored a bill under the Congressional Review Act that could overturn the FCC’s decision to repeal net neutrality.

Even though it is unlikely to pass, as it requires simple majorities in both the Senate and the House of Representatives, it would require every member of Congress to be on the record in regard to where they stand on net neutrality. After that, it would be the responsibility of gamers around the world to support leaders who share the belief in a free and open internet, for the sake of the future of esports. Hopefully, net neutrality will be back before it’s too late.

 

Source: dailycal.org

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eSports

eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore

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eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore
Reading Time: 5 minutes

 

Esports has long been popular in the CIS region, with various top-tier teams and players all calling it home. How has the landscape evolved over the last few years? Have any particular trends emerged that have surprised you at all?

Esports boomed in the CIS region in 2008 when Multiplayer Online Battle Arena (MOBA) games became really popular. While esports had been a thing as far back as 2003, the rise of games such as Counter-Strike and DOTA2 was a major catalyst for the upward trajectory the sector has been riding ever since. In recent years, the infrastructure needed to support esports has improved drastically across the CIS region, including the construction of the Pixel Esports Arena in Minks, Belarus, and the Cyberspace Arena in Almaty, Kazakhstan, both of which hold top-flight contests. Internet connectivity has also improved, while support from local and international sponsors such as Monster Energy, Red Bull and War Gaming have provided funds for further investment while also driving awareness. Ultimately, this has seen the landscape evolve into a thriving industry with lots of opportunities for further growth.

In terms of trends, and especially relating to esports betting, I’ve been surprised by the high demand for betting on console games – we call them eBattles and they include disciplines such as eSoccer and eBasketball. I think this is just a natural development that has occurred off the back of strong demand for video game content, which is often the bridge between traditional sports and esports.

 

What factors have contributed to esports’ growth in the CIS over the past few years?

One of the biggest factors for me is that teams have become more professional and are now training and playing in well-run clubs. This takes place in dedicated buildings and rooms, set up with high-speed internet and the absolute best gaming equipment. Player salaries have also gone up, which has increased the calibre of players taking part in contests across the region, taking competitiveness to the next level. Today, many CIS players now play for high-ranked teams such as Virtus.pro, Team Spirit, Betboom or Na`Vi which compete on the international stage. This in turn is helping esports grow across the CIS region.

 

Given how many countries are in the CIS region, can you walk us through some of the biggest regulatory differences when it comes to betting on esports? And how does PandaScore navigate these changes?

The legality of betting and esports betting differs from country to country within the CIS region. Some are super strict or even prohibit gambling, while others take a more liberal approach, regulating the activity and licensing operators. Let’s take a look at some of the biggest markets and their approach.

In Ukraine, esports has been recognised as a sport since 2018 and in 2020 the country regulated and licensed gambling for the first time. The law focuses mostly on standard betting – sports and casino – but is likely to also include esports betting given that esports is a recognised sport in the country with tier-one Ukraine sportsbooks like Favbet and Parimatch offering it to their players.

Kazakhstan has a growing gambling industry with betting shops and casinos operating in major cities such as Almaty and Nur-Sultan. Gambling is regulated by the Ministry of Culture and Sports and while the regulatory framework is somewhat restrictive, sports betting – which is likely to include esports betting – is permitted.

Navigating the constant changes in betting regulation across the CIS region can be challenging, so we make sure to keep up to speed with the latest developments by monitoring legislative updates and amendments to regulatory guidelines. We also track industry trends and best practices to anticipate regulatory changes ahead of time, allowing us to adapt quickly if needed. This can involve benchmarking against competitors, attending conferences and networking with key stakeholders.

 

In your view, are there any unique opportunities for the expansion of esports and esports betting within the CIS region? And how does this differ to other regions?

It’s important to understand that CIS, especially Ukraine and Kazakhstan, play by their own rules. By that I mean they are very different to other esports markets, so don’t think what works in Italy will work in Ukraine. For example, while League of Legends is very popular in Europe, in CIS, it’s Dota 2 that takes the top spot. But for those who can understand the region and each market, there are plenty of opportunities to explore.

Let me elaborate. Dota 2 is thriving in the broader CIS, with regular tournaments and events attracting large audiences both offline and online. teams like Natus Vincere (Na’Vi), Virtus.pro and Team Spirit have achieved significant success in Dota 2 competitions, contributing to the game’s popularity in the region. While Dota 2 is big, other video games also enjoy significant popularity, including CS2, World of Tanks and Fortnite among others.

Operators need to consider this when deciding their markets and odds, marketing strategies and plans for player engagement.

 

What would you say is the key to creating a successful esports product for a CIS audience?

Understanding layer preferences in each market and delivering an experience that exceeds their expectations. For the CIS region, this means focusing on Dota 2 – this is a game that offers deep and strategic gameplay requiring teamwork, communication and skilful execution of plans and strategies. Its competitive nature appeals to gamers as they enjoy the challenge of multiplayer experiences – this goes back to the original MOBAs back in 2008. These factors must be present in the esports betting experience offered to players – at PandaScore, this means a comprehensive Dota 2 offering that covers markets such as Kills, Towers, Roshans and Barracks, with players able to challenge themselves in a betting competition against others.

Support is also key to delivering a quality player experience. We offer round-the-clock assistance and are regularly rolling out updates to improve the experience players receive when betting on esports at sportsbooks using our data, odds and betting tools such as our Bet Builder. We are always working hard to expand our offering to cover the most in-demand games including CS2, Valorant, Call of Duty and many more.

 

What trends or developments do you anticipate shaping the future growth of esports in the CIS region over the next few years?

The industry will continue to grow and become more professional. Esports is different to traditional sports and it still lacks recognition in some markets, even though it is considered an official sport in a growing number of countries across the CIS region. I think as it evolves, more governments will provide more support for esports as it brings tremendous economic, cultural and social benefits. This could include funding for esports initiatives, rolling out regulatory frameworks, helping to foster partnerships with esports organisations or simply recognising it as a sport.

The continued proliferation of smartphones across the region will be a further catalyst for esports growth. Titles such as PUGB Mobile, Free Fire and Mobile Legends: Bang Bang will attract large audiences and provide new opportunities for teams, players, sponsors and other stakeholders to explore. This is a really exciting time for esports and esports betting in the CIS region, and PandaScore is thrilled to be part of it.

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Aurora Gaming Crowned Champions of $350,000 Skyesports Masters 2024, Earns Spot in Skyesports Championship

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Aurora Gaming has been crowned the champions of the Skyesports Masters 2024, defeating OG 3-1 in an intense Grand Finals. With this victory, the team will take home $105,000 of the $350,000 prize pool and secure a slot in the next tournament of the 2024 Skyesports Counter-Strike 2 roadmap, the Skyesports Championship 2024.

The Skyesports Masters 2024 took place from April 8 to 14, featuring eight teams from India and Europe competing for the lion’s share of the substantial prize pool.

Coming in after a first-place finish at the Skyesports Grand Slam 2024 in Pune, India, last month, Aurora Gaming were on a hot streak and favored to win it all. The Siberian team had a dominant run throughout the upper bracket, achieving first place.

Facing Aurora in the Grand Finals was OG. The team had already lost to Aurora in their opening game of the Skyesports Masters and had to navigate through a high-stakes lower bracket, eliminating ENCE, Ninjas in Pyjamas, BIG, and BetBoom to reach the Grand Finals.

Aurora proved to be the stronger team this time as well, with a decisive 3-1 finish. The map-wise results were as follows:

● Anubis: 13-6 (Aurora Gaming)

● Mirage: 11-13 (OG)

● Ancient: 13-10 (Aurora Gaming)

● Overpass: 13-3 (Aurora Gaming)

In a post-match interview, Aurora’s Evgeniy “Norwi” Ermolin expressed gratitude to the team’s fans, stating, “I am feeling really good; we played really well today. Thank you for watching, for the support, and for everything. We will continue trying our best and look forward to playing some LAN.”

The Skyesports Masters 2024 reached a peak viewership of 41,833, a significant increase from the previous year, according to Esports Charts. Counter-Strike esports in India was given a revival through the 2023 and inaugural edition of the Skyesports Masters, the Playoffs for which happened in Bangalore, India. Skyesports has also announced that the Skyesports Masters will return for its third edition in the summer of 2025 with a six digit prize pool.

With this victory, Aurora Gaming has secured a slot in the Skyesports Championship 2024, the details of which will be announced later. It’s the next tournament in Skyesports’ 2024 Counter-Strike 2 esports roadmap, which has paved the way for international teams to look at the tournaments as viable IPs for them to participate in.

Commenting on the Skyesports Masters 2024, Shiva Nandy, Founder and CEO of Skyesports, said, “Congratulations to Aurora Gaming for winning the Skyesports Masters 2024. With more than 40,000 concurrent viewers, the tournament has made a significant impact in the global Counter-Strike 2 esports ecosystem, and I couldn’t be more excited for the future. Up next, we will bring another elite tournament, the Skyesports Championship 2024, which will be the sixth edition of this IP and the first time that Counter-Strike 2 will be a part.”

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eSports

Denis ‘electroNic’ Sharipov is a New Virtus.pro Player

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Denis ‘electroNic’ Sharipov (pictured), one of the most decorated and famous players in CS2, a Major champion and winner of the Intel Grand Slam, is moving to Virtus.pro.

“The arrival of star players always generates excitement within the club and among its fans,” the Chief Executive Officer for Virtus.pro, Nikolai Petrossian, said. “Denis is a well-known figure in the world of eSports with an impressive list of major victories and exceptional skill. Few players won both at Major and Intel Grand Slam events.

“Our CS2 roster is strong thanks to teamwork, a clearly defined playstyle and the individual talents of our players. Transferring players with outstanding skills to improve specific areas is a common practice in sports. I am confident that Denis joining will give a powerful boost to the team in the upcoming challenges in Dallas, London and beyond.

“Denis will replace Nikolay ‘mir’ Bityukov in the VP lineup. Nikolay has been a loyal and valuable member of our team and we express our gratitude for his contributions. Nikolay ‘mir’ Bityukov is open to offers from other teams.”

“Virtus.pro is a top team,” Sharipov said. “The core of the roster has won a Major not a while ago and all the players are in their prime and ready for victories right now. We share the same ambitions and goals. Besides, I’m also excited about the idea of playing with Jame as he’s one of the most unique IGLs in the game. Can’t wait to adapt to my new team and start doing what I came here for, winning trophies.”

Sharipov has dozens of victories at elite tournaments, including:

  • PGL Major Stockholm 2021
  • Intel Grand Slam Season 3
  • BLAST Premier: Global Final 2020
  • IEM XVI – Cologne
  • EPL Season 14
  • BLAST Premier: World Final 2021

In addition, Sharipov was among the top-ten best players of the year by HLTV four times.

Updated Virtus.pro CS:GO roster:

  • Dzhami ‘Jame’ Ali (captain)
  • Evgeny ‘FL1T’ Lebedev
  • David ‘n0rb3r7’ Daniyelyan
  • Petr ‘fame’ Bolyshev
  • Denis ‘electroNic’ Sharipov
  • Dastan ‘dastan’ Akbayev (coach)
  • Pavel ‘PASHANOJ’ Legostaev (analyst)
  • Nikolay ‘mir’ Bityukov (substitute)
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