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E-Sports expects big growth after US SC ruling

Niji Narayan

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In the wake of the US Supreme Court ruling, by which individual states are now allowed to formulate their own gambling rules, a number of e-sports companies are looking to jump into the imminent gambling bandwagon.

The Supreme Court’s May 14 decision to strike down a federal law banning sports betting in most states is not only opening the door for wagering on big-league sports like the NFL and NBA, it is also poised to shake up the burgeoning e-sports community.

Already, European gaming giant Paddy Power Betfair has agreed to acquire fantasy sports company FanDuel in anticipation of multiple states legalising gambling on professional and amateur sports by the end of the year.

Although FanDuel previously shut down its fantasy e-sports platform, AlphaDraft, CEO Matt King tells THR that, fueled by the sale, the company is once again planning to expand into the category – which has become the fastest-growing fantasy business for rival DraftKings. “E-sports is definitely an area of focus for us,” King says. “If you look at Vegas, there are lots of people who bet on e-sports. To use a Wayne Gretzky analogy, ‘That’s where the puck is going.’”

Most e-sports companies are expected to embrace a healthy (and legal) gambling ecosystem because they see it as a way to boost viewership and engagement around their live events and televised matchups. “It’s another way to engage in the matches,” explains Tobias Sherman, founder of game studio and e-sports consultancy Foundry IV and former head of e-sports for WME-IMG. “How much more invested can you be than literally putting cash behind who you think is going to win? It’s something I think every publisher wants.”

Indeed, a spokesperson for Riot Games, the company behind the popular online battle arena game League of Legends, says the company is watching the space closely, noting, “The Supreme Court ruling will have profound impact across all of sports, including League of Legends.”

The global e-sports industry is expected to grow by 38 per cent to $905.6 million in 2018, per research firm Newzoo, as advertising dollars flood the market and the price tag to broadcast or live-stream popular matches skyrockets. That’s dwarfed by the $6.7 billion that analytics firm Narus expects the e-sports betting market to be worth, driven by the popularity of wagers on video game competitions in other parts of the world where gambling is already legal.

Sherman says his firm has been working with MGM Resorts for the better part of the last year to prepare for the eventual moment when gambling becomes legal in most states. He predicts that the biggest opportunity will be for companies that introduce new technology to ease the gambling process for e-sports fans.

 “Some of this exists to an extent today, but imagine being able to watch a match and wager on whatever is going to happening next,” he says. “You’re going to see e-sports drive innovation for traditional sports wagering.”

 

Source: Hollywoodreporter.com

Niji Narayan has been in the writing industry for well over a decade or so. He prides himself as one of the few survivors left in the world who have actually mastered the impossible art of copy editing. Niji graduated in Physics and obtained his Master’s degree in Communication and Journalism. He has always interested in sports writing and travel writing. He has written for numerous websites and his in-depth analytical articles top sports magazines like Cricket Today and Sports Today. He reports gaming industry headlines from all around the globe.

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eSports

Allied Esports launches Original Event Series “Day One”

Niji Narayan

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Allied Esports launches Original Event Series “Day One”
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US-based Allied Esports has introduced an original event series called “Day One”. The innovative new series will celebrate the launch of new game titles on the day they are released to the public. The series started with the debut of Tom Clancy’s The Division® 2 on Thursday, March 14 at HyperX Esports Arena Las Vegas.

Each “Day One” event will bring the title’s community together. That is, prominent influencers and fans will play the game for the first time in front of a streaming audience at the very moment it is made available.

“There is nothing like the anticipation around the launch of a new game and ‘Day One’ will take that excitement and deliver an experience, both in-person in Las Vegas and in our stream, that unifies the community in a significant and authentic way,” said Frank Ng, co-CEO of Ourgame Holdings International, owner of Allied Esports. “We look forward to working with publishers like Ubisoft to create a can’t-miss event and must-watch content that generates a powerful buzz and helps drive momentum for their new title.”

The debut of “Day One” will include a roster of influencers whose gameplay will be featured on Allied Esports’ main stream as well as on their respective Twitch channels throughout the night.

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eSports

Esports advertisement revenue in USA projected to rise by 25 per cent in 2019

Niji Narayan

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Esports advertisement revenue in USA projected to rise by 25 per cent in 2019
Photo Source: Casinoleader.com
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Some estimates suggest that Esports advertisement revenues in the USA are likely to grow by 25 per cent in 2019. These estimates also indicate the revenues could surpass $200 million by next year.

eMarketer principal analyst Paul Verna said: “Esports was once an under-the-radar activity for enthusiasts of multiplayer online games. Just a few years later, it’s a multimillion-dollar business in the US, with implications for game developers, players, leagues, teams, live venues, streaming platforms, TV networks, audiences, and marketers.”

This year it is estimated that 30.3 million people in the US will watch an Esports event at least once a month, up more than 18 per cent over last year. By 2023, Esports could be growing by more than 50 per cent, touching 46.2 million viewership. “Esports fans have unique characteristics that make them more elusive but potentially more lucrative for marketers,” Verna said. “They are typically young, TV-averse millennials who have higher-than-average disposable income. They are open to marketing messages that are embedded in the Esports experience, whether those are sponsorships, branded videos, in-game integrations, influencer-driven endorsements or even traditional ads.”

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Central Europe

Kinguin Unveils New Esports Performance Center to Elevate the European Esports Ecosystem To The Next Level

George Miller

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Kinguin Unveils New Esports Performance Center to Elevate the European Esports Ecosystem To The Next Level
Photo Source: esportsperformancecenter.com
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Kinguin, one of the world’s largest online marketplaces, today unveiled the Esports Performance Center (EPC), a premier esports bootcamp for professional gamers to master their craft. Based in the heart of central Europe, in dynamic Warsaw, this elite training facility will empower esports teams to reach their full potential and bring the best out of teams playing in Europe.

As one of the most advanced esports training centers in Europe, the Kinguin Esports Performance Center spans 21,000 square feet and boasts four training rooms (two with analyst capabilities), a conference room, 21 players’ rooms to house 26 players, two kitchens, a players’ lounge, gym, dining room, and chill-out zone. The Kinguin Esports Performance Center provides comprehensive solutions for teams looking for the ultimate location to hone their abilities.

Viktor Wanli, Founder and CEO of Kinguin commented, “Kinguin’s vision has always been to create an ecosystem built around esports and gaming. Opening the doors of The Esports Performance Center is another value add for the ecosystem as a whole, this time for professional gamers to maximise their potential and elevate the European esports ecosystem to a world-class level. The facility comes right in time to further strengthen the burgeoning Polish esports market which already has an audience of over 2.8 million regular esports spectators.”

The high-end esports training facility is also designed to host industry events while providing simultaneous bootcamps for multiple teams. The center will also provide a professional chef, sports psychologist, trained physiotherapists, and a dedicated concierge service for access to full-time support during bootcamps. At the end of the day, players can take a break from the screen and share a drink at the bar or blow off steam at the gym.

Renegades, a professional Counter Counter-Strike: Global Offensive team from Australia, were the first team to benefit from the Esports Performance Center. After holding a bootcamp at the EPC prior to IEM Katowice they went on to reach the quarterfinals finishing 5-8th overall.

“The Esports Performance center sets a precedent for how professional teams operate by replicating a competitive environment where players can focus entirely on their game without any of the distractions a traditional bootcamp would have” said Renegades Manager Chris Orfanellis. “Our time at the training facility paid off immensely  as Renegades went on to make the legends stage for the first time in the organization’s history.”

 

About Kinguin:
Founded in 2013, Kinguin has fast become the largest alternative games marketplace, with more than seven million loyal customers globally. Kinguin’s mission is to create an ecosystem built for the gamer. To achieve this, Kinguin provides easy and secure access to games, innovative ways for gamers to trade and conduct commerce, and new ways for developers to reach customers directly. Kinguin is also involved with esports, esports venues, and esports centers of excellence worldwide. Visit https://www.kinguin.net and https://www.kinguin.io for more information.

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