eSports
How GDP affects success in eSports
Per capita GDP can make a difference in a country’s performance in competitive computer gaming, according to a study conducted by researchers at the Higher School of Economics(HSE University, Perm).
While a substantial amount of research focuses on traditional sports, few studies have so far examined eSports. Two HSE researchers examined the 1999-2015 data from esportsearings.com – a resource providing information on tournaments, winners and prizes – for country-level determinants of performance in competitive computer gaming. The sample included both online and offline tournaments, the latter considered more prestigious and rewarding in terms of prize money but also more costly for both organisers and participants.
In 2015, some 115 million people worldwide regularly watched eSports tournaments, and about the same number watched them from time to time. According to expert forecasts, the audience for eSports tournaments may reach 427 million by 2019.
The eSports top five countries are the US, Brazil, Sweden, South Korea and China. This diverse mix in terms of GDP, demography and living standards, does not give an immediate idea as to eSports success factors.
However, the analysis revealed certain country-level determinants of success in competitive gaming, e.g. that a one per cent increase in per capita GDP tends to increase the per capita amount of prize money by 2.2 percent.
Another factor is the country’s IT infrastructure; the researchers found that the more internet users per 100 people, the higher the country’s chances of winning e-Sports tournaments. Additional analysis found, however, that this factor plays a role at early stages of eSports penetration but loses significance after a while.
Living standards, among other things, were found to make a difference, as people in more affluent countries were less successful in online tournaments, perhaps because they generally have more opportunities to either make a living in other areas or become professional players and compete in offline games. In contrast, people in less wealthy countries may favour online tournaments for easy access and low cost.
There are a number of success factors shared by traditional and e-Sports. For example, all other things being equal, countries with higher per capita GDP tend to perform better at the Olympics, perhaps because their athletes have more opportunities for training. But some other factors, such as population size, may be important for traditional sports, but not for eSports.
Most countries – in fact, up to 80 per cent – have scored no victories in eSports. The study has found that being a post-Soviet nation or having a planned or post-planned economy increases the country’s chances of winning in eSports by 51 to 57 per cent; the effect differs between online and offline tournaments but remains high in either case.
Post-Soviet states include Bulgaria, the Czech Republic, Slovakia, Poland, the former USSR republics, Hungary, Romania, and Cuba. Planned or post-planned economies include China, North Korea, Albania, Slovenia, Croatia, Bosnia and Herzegovina, and Macedonia. This seems counterintuitive, given that personal computers and computer games became available in the post-Soviet space much later than in the West. According to the authors, certain cultural characteristics of players in post-Soviet, planned and post-planned economies may have played a role.
Source: eurekalert.org
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Asia
Top Gaming Creators join hands with Regional Influencers to Drive Record Engagement into College Rivals Season 2
A diverse array of city-based influencers from across the country, in conjunction with an established roster of creators, has been driving exceptional engagement and transforming the grassroots esports and gaming scene at the College Rivals Season 2.
The Ampverse DMI owned, largest collegiate gaming talent hunt, College Rivals Season 2 has covered 5417 kilometres with its one of a kind cool gaming truck, visiting more than 11 cities. It has surpassed a record-breaking 100,000 plus registrations, engaging with students in both online and offline format, exceeding the total engagement numbers compared to the first edition in just over three months of the tournament.
Ashwin Haryani, Country Head of Ampverse DMI, India, highlighted the broader vision behind this collaboration: “Our partnership is built on the belief that nurturing esports and gaming talent requires more than just competition—it demands inclusivity, mentorship, and localized engagement. By bringing together creators across different tiers and regions, we’re not just amplifying visibility for emerging talent; we’re creating a sustainable pathway for them to transition from amateur to pro. College Rivals is evolving into a platform where every creator, regardless of their background or following, can find opportunities to grow, learn, interact and thrive in the esports and gaming ecosystem.”
Season 2 features prominent and popular creators like Payal Gaming and Ankkita C, two of India’s top female gamers; Snax, known for his informative gaming content with over a million YouTube subscribers; and popular names like Joker ki Haveli and Regaltos. Also, joining the lineup are Antaryami Gaming, AlphaClasher, Brightfox, Willy Gaming, SardarjiYT, Vadhiyaar, and Mazy, making it an exciting season for gaming enthusiasts.
“By collaborating with local influencers and deep diving into diverse audiences to create a more relatable gaming experience. This strategy not only enhances community interaction but also brings unique regional flavours to the game, making it more appealing to players from different backgrounds. It’s a smart move to leverage local voices and personalities, driving excitement and participation in the competition, said India’s top women gamer, Payal Gaming.
As per industry reports, nearly 55 million urban Indians actively engage with nano-influencers. This dynamic blend is revolutionizing the way to connect and energize the gaming community.
The College Rival Season 2 is being staged across 22 Indian cities, including Jaipur, Lucknow, Patna, Assam, Vizag, Hyderabad, Bangalore, Chennai, Mangalore, Kochi, Goa, and Mumbai being part of it.
Adding to the excitement, the winners from the first two rounds of qualifiers for all three games, Valorant, BGMI and EA FC 24 have also been revealed. They will move on to the next stage, aiming for a spot in the Grand Finale scheduled for February 2025, wherein the winners will win a prize pool of up to INR 50 lakh and the chance to join a top gaming organization to compete professionally.
Asia
Gujarat Titans challenges E-sports Athletes to battle it out in “Battlegrounds Mobile India-Titans Rising” Tournament
Gujarat Titans becomes the first IPL team to step into the world of E-sports with “Battlegrounds Mobile India-Titans Rising”, an electrifying BGMI tournament with a massive ₹22 Lakh prize pool. The tournament guarantees intense matches and nail-biting finishes as top-tier professional teams clash with rising stars who advance through the open qualifier process to lock horns in the Battlegrounds Mobile India (BGMI) tournament.
The tournament starting from October 10th will be sure to provide riveting entertainment for E-sports enthusiasts. E-sports’ inclusion in the Olympics and Asian Games has been a game-changer. This recognition has legitimized E-sports as a globally recognized competitive sport, attracting mainstream media, sponsorships, and investment, ultimately fuelling rapid professionalization and expanding its global fan-base.
The “Battlegrounds Mobile India-Titans Rising”, tournament features multiple elimination phases leading to a Grand Finale. The thrilling competitive journey kicks off with five offline open qualifiers in Phase 1 from the 10th to the 15th of October. These qualifiers are open to all to provide a platform for aspiring BGMI teams to showcase their skills. Moreover, 2,048 teams consisting of over 10,000+ gamers have already registered for the tournament and are buckling up to jump into the battlegrounds.
From these qualifiers, 32 teams will advance to the pre-quarters phase where they will battle alongside 32 invited teams with established and top-ranked players, creating a fiercely competitive pool of 48 teams. Phase 2 intensifies the battle with Quarter-Finals, Semi-Finals, and ultimately culminates in a Grand Finale where the top 16 teams fight to become the Ultimate Champion.
Col. Arvinder Singh, COO of Gujarat Titans, remarked, “With the IOC set to hold the Olympic E-sports in 2025 and the Asian Games featuring E-sports as a medal event since 2022, it has gained widespread international recognition. With ‘Titans Rising,’ our goal is to engage fans and broaden our brand presence. This tournament will create opportunities for aspiring players to compete with professionals, while also allowing our fans to tap into their competitive spirit in BGMI. This initiative enables us to connect with our fan base in innovative ways and highlights exceptional talent in the E-sports arena.”
The behemoths of the E-sports world namely Revenant E-sports, Team IQOO SouL, Team Orangutan, Carnival Gaming, and many more will join the fray to win it all. Marquee gamers like Sc0utOp, Omega, Goblin, and many others will be competing against each other in this all-star tournament,
All matches, starting from Pre-Quarters, i.e. from 16th October, will be streamed on the GT YouTube channel, ensuring maximum exposure and excitement for both participants and viewers. Don’t miss a moment of the action! Catch all the excitement live on the Gujarat Titans YouTube channel, featuring expert commentary and in-depth analysis.
Asia
SuperGaming Unveils ₹2.5 Crore Indus International Tournament; largest esports prize pool tournament ever in a Made-in-India battle royale game
SuperGaming, India’s leading game development studio, has officially unveiled its year-long esports roadmap, the ‘Clutch India Movement’. The initiative kicks off with the Indus International Tournament, featuring a massive prize pool of INR 2.5 crore (INR 2,50,00,000), making it the largest esports prize pool for a battle royale game in India. The tournament, set to run from October 2024 to February 2025, will bring together top teams from India and around the globe to compete in a series of four tournament phases.
This announcement follows SuperGaming’s recent reveal of the launch date for its highly anticipated Indo-futuristic battle royale game Indus, which will be available to players in India starting October 16, 2024, on both the iOS App Store and Google Play Store.
SuperGaming has consistently supported grassroots talent through tournaments like ‘Grudge Wars,’ ‘Indus Inferno,’ and ‘Indus Unchained,’ offering aspiring esports athletes the opportunity to make their mark. The Clutch India Movement reflects SuperGaming’s commitment to nurturing a vibrant esports ecosystem in India, with a focus on elevating new heroes and helping them rise to global prominence.
“When we set out to create Indus, our goal was to craft a game that Indian gamers could truly call their own. With the Indus International Tournament, we want to see new heroes rise from our community and take their place in the larger esports ecosystem,” said Roby John, CEO and Co-founder of SuperGaming. He further added, “India’s esports landscape is rapidly evolving, and we believe the country is ready to compete on the world stage. Through this tournament, we’re excited to elevate India’s presence in esports and inspire a new generation of players to pursue gaming at a professional level.”
The competition is open to both seasoned professionals and emerging talent, offering a platform for players to prove themselves on one of India’s grandest esports stages. The Indus International Tournament will kick off with the ‘Homegrown’ phase, offering a prize pool of INR 15 lakhs, with registration currently underway. Matches for this phase will run from November 6th to December 3rd. This will be followed by the ‘Nationals’, which offers a prize pool of INR 10 lakhs.
The ‘Powerplay’ phase, catering to professional esports teams, will feature a prize pool of ₹25 lakhs. SuperGaming will also host the ‘International’ phase, exclusively for invited global teams, from November 15 to December 30, 2024, leading to the Grand Finale, where the final 15 teams will compete for the ₹2 crore prize pool.
The MVP of the Indus International Tournament will be rewarded with a brand new Mahindra Thar.
Additionally, SuperGaming will host another major event, the Indus International Mahasangram in October 2025, further solidifying its commitment to growing the Indian esports ecosystem.
Apart from its own first party tournaments, SuperGaming has also planned various community events to nurture emerging talent within the community. By providing Indus’ proprietary tools, the company is set out to enable third-party tournament organisers to host events and tournaments with the same level of efficiency as SuperGaming.
Registration for the Indus International Tournament Homegrown is now open. Players can sign up here and learn more about the tournament schedule, rules, and eligibility through Indus’ Discord channel.
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