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Esports v Sports – Is the Future of Sport Online?

George Miller

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Esports v Sports – Is the Future of Sport Online?
Reading Time: 2 minutes

A recent downturn in the viewership of major sporting championships such as the NFL, Premier League and the Winter Olympics has shown that the popularity of traditional sports may be on the decline. In fact, a recent survey conducted by Limelight revealed that more young men now prefer to watch esports than traditional sports, with esports being their second most preferred media source, only behind movies.

Recognising this upturn in esports viewership and popularity, major brands have began to take notice, with tech and media companies alike starting to invest in this new and exciting industry. In 2015, Amazon announced that it had successfully acquired Twitch for $970m and has fervently promoted esports as the main stable of its platform ever since. Reports have highlighted that by 2020, esports will overtake the NBA’s 400m fans, reaching closer to 500m. Around 11bn hours will be spent by fans watching esports, with more than 70m enthusiasts watching major finals through online streaming platforms such as Twitch. That’s more than the MLB and NBA finals.

With this increased exposure and popularity comes increased revenue, as advertisers take advantage of this new platform. According to reports, it won’t be long until esports eclipses traditional sports when it comes to yearly revenue. It is believed that revenue generated from esports will hit £1.2bn by 2020, with viewing figures totalling around 600 million.

The growth of esports really began in the early 90’s, as many games began to benefit from increased internet connectivity and online play. Also, around this time, another sport was beginning to develop, the UFC. Both esports and UFC are two of the most exciting and fastest growing sports today, but do you earn more playing video games or getting punched in the face competitively? We took the 10 highest overall earning competitors from each sport, and created their average yearly earnings based on how long they had been in the sport and the prize money they have won. The figures show that gamers dominate the list when it comes to average yearly earnings, with the gamer Miracle, who is only second on the list behind Conor McGregor, earning just over $1m per year since he began his journey in esports. There are 8 professional gamers who have earned an average of over $600,000 per year since they began in the sport, with only 2 fighters in the UFC earning this same amount.

Not only is the overall revenue of esports already substantial when compared to other traditional sporting organisations such as the Major League Soccer and Cricket’s Indian Premier League, the same can be said for prize pools on offer to competitors. The recent Dota 2: The International 2017 event boasted an overall prize pool of $17.5m, making it the highest ever offered in the history of esports. Although this trend of increasingly lucrative prize money on offer to professional gamers is set to rise, due to brand investment into the sport and consumer interest, the figure of $17.5m already far outweighs the combined prize pool of other major sporting events, such as the Tour de France, Cricket World Cup and The Open.

Betway believes 2018 is set to be another exciting year for esports.

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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eSports

Sega to launch eSports version of Puyo Puyo series

Niji Ng

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Sega to launch eSports version of Puyo Puyo series
Reading Time: 1 minute

 

Sega, the pioneering Japanese gaming company, is planning to launch the eSports version of its popular game series Puyo Puyo. The new version will be recognised by Japan’s official eSports union. The game, titled Puyo Puyo eSports, first will be available in Nintendo Switch and PlayStation 4 from October. An arcade version is also on the cards.

Puyo Puyo eSports looks very similar in presentation to 2014’s Puyo Puyo Tetris, minus the Tetris component. The esports-focused spin on the blob-dropping puzzle game takes its rules from two previous entries: Puyo Puyo 2 (first released in 1994) and Puyo Puyo Fever (first released in 2003). Puyo Puyo eSports will feature 24 characters from across the franchise.

The new version of Puyo Puyo is authorized by the Japan esports Union (JeSU), an organisation established in cooperation with the Japanese government that aims to promote and disseminate esports in the country, as well as provide actual licenses for professional players. The organisations members include developers and publishers such as Arc System Works, Bandai Namco, Capcom, Konami, Microsoft and Sony Interactive Entertainment.

The chairman of JeSU, Hideki Okamura, is also president and chief operating officer of Sega Holdings, parent company of publisher Sega.

Puyo Puyo eSports will be released digitally in Japan on October 25, priced at 1,999 yen (15.25 Euro’s).

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Esports Entertainment Group Signs Affiliate Marketing Agreements with Additional 34 Esports Teams, Bringing Total To 134 Esports Teams

George Miller

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Esports Entertainment Group Signs Affiliate Marketing Agreements with Additional 34 Esports Teams, Bringing Total To 134 Esports Teams
Reading Time: 3 minutes

 

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 Affiliate Marketing Agreements with 34 additional esports teams as the Company continues to ramp up affiliate marketing activities in support of its recent launch of vie.gg, the world’s first and most transparent esports betting exchange.

The addition of these 34 esports teams brings the total number of esports team affiliates to 134 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 AND CENTRAL AMERICA

The addition of the 34 esports teams below represents a significant geographical expansion and balancing of the Company’s partners.  Whereas the first 60 esports teams were heavily concentrated in Europe, the last 74 esports teams have primarily come from South and Central America.  The geographical distribution of our most recent esports team affiliate partners is as follows:

  • Brazil: 16
  • Argentina: 5
  • Peru: 4
  • Colombia: 2
  • Chile: 2
  • Ecuador: 2
  • Venezuela: 1
  • Paraguay: 1
  • Honduras: 1

Grant Johnson, CEO of Esports Entertainment Group, stated, “We want to welcome all of our new esports team partners from South America. The region has a huge esports fan base and we look forward to working closely with these teams as they engage with their fans at home and around the globe.”

VIE.GG

vie.gg 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.gg features wagering on the following esports games:

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

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

 

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 at vie.gg.  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
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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.

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Riot Games unveils “LoL PARK” new LCK Esports stadium!

Niji Ng

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Riot Games unveils “LoL PARK” new LCK Esports stadium!
Reading Time: 2 minutes

 

Riot Games, a California-based game developer has unveiled its new League of Legends exclusive stadium called “Lol PARK.” The new facility is located at Jongno-gu, Seoul, South Korea. It can host up to 500 people. The most important section of the stadium is a section in the form of a round open booth. Here, players are able to sit and play in the centre whilst the spectators can watch the players live. Due to the audience’s seats being in close proximity with the stage, the audience is able to even see a player’s individual screen. In addition, there is an incredibly large screen located at the top of the stage. This screen offers full picture quality from a multitude of angles, allowing the audience to watch the game without the slightest issue. The screen allows quality entertainment regardless of being at the front or back of the stage.

Also, there is a box specifically made for the coaching staff which is located on the outskirts of the stage. This box is clearly visible to the audience and adds yet another perk to the experience. After a game, the players are provided with a joint coverage area or interview zone in which they can interact in new ways with their fans. In addition, unlike fan meetings in the past when it was rushed and held outdoors, the LoL PARK provides a prepared fan meeting zone inside the facility.

Lee Seung Hyun, the representative of Riot Games Korea, commented, “I only hope that LoL PARK can provide a unique experience to everyday life. Jongno is a place that has a lot of companies and a lot more employees. I’d like this facility to be a place where you look twice and visit when you see it. The League focused stadium is more of an arena style than a studio. I have made sure and prepared this place to be a pleasant space for players. In addition, I did my best to set up various attractions and comfortable facilities for the audience who might visit here.”

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