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Gaming Isn’t Just for Kids: What Teachers Need to Know About Esports

George Miller

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Gaming’s Not Just for Kids: What Teachers Need to Know About Esports
Photo Credits: dronepicr on Flickr
Reading Time: 3 minutes

DOTA 2, Heroes of the Storm, League of Legends and—of course—Fortnite.
You may know these as titles of popular video games, even if you aren’t strictly a “game addict”.

As a matter of fact video games and the communities, organizations and players surrounding them have become a global business—some worth potentially millions and millions of dollars.

These aren’t just games anymore; they have emerged, along with other massive titles such as Overwatch, as a phenomenon it seems everyone is racing to catch up with. Playing these games competitively, known as esports, is on the verge of becoming not only a force in the business and entertainment world, but a factor in the classroom as schools start esports leagues and curriculum springs up around gaming culture. So what do educators need to know about it?
Twenty-seven million people watched the League of Legends Championship in 2017—more than Game 7 of the World Series and the final game of the NBA Finals
Let’s start with the numbers, which are huge. Twitch, the leading game streaming platform, was purchased by Amazon in 2014 for $970 million dollars. Twenty-seven million people watched the League of Legends Championship in 2017—that’s more than Game 7 of the World Series (23.5 million) and the final game of the NBA Finals (18 million). And 71,000 people watch Ninja, a popular video game streamer, play games on Twitch every day. It’s not hard to see the draw for fans. It is virtually free to watch—all you need is an internet connection.
The shift to streaming and esports as the entertainment medium of choice for our students becomes clearer when you consider the demographics. Over 50 percent of baseball viewers are over the age of 55. It doesn’t get much better for the NFL or NBA either at 47 and and 37 respectively. Simply put, our kids are playing and, more importantly for these leagues, watching.

College and Universities all over the world are taking note as well. Currently, competitive esports are on the rise at both the high school and collegiate level with scholarships being offered to top esports players. It is important to keep in mind why this is happening. This is not an educational play—this is a business play. There is no “educational upside” to offering a football scholarship. Schools want the best football players so their stadium is full, they sell shirts and get high TV ratings—the exact same desire they have for esports players. It is not hard to envision a world where the next star college competitors are the Overwatch team members, or the NCAA Call of Duty Championship winners or the hot new Fortnite player Syracuse just landed.

The world is starting to acknowledge that competitive gaming is a multifaceted industry. It’s not just about liking video games. In order to be truly competitive, players must be highly skilled and devote incredible amounts of time and effort into practice. They must fine-tune their strategy and teamwork through expert coaching and stay sharp both mentally and physically. Esports could be just as much a valuable gateway into technology related jobs as teaching programming, robotics, graphic design and web design. Every student is different, and the pathway to their passions, is not the same. We’ve seen video games be the influence for thousands of the world’s most successful people (including one of your writers, who cites the game Civilization II as being formative in becoming an educator). Maybe esports is what captivates that hard to reach student. Maybe an educator uses it as a way to turn that passion into achievement.

It is clear that competitive gaming is not going anywhere and, in fact, might just be your students’ primary form of entertainment in the future, if it’s not already. What can you do to tap into this excitement and energy?

 

Source: edsurge.com

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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Unikrn Launches Streamer Betting and Virtual Matches with New Tech and Odds-Setting Trading Bots

George Miller

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Unikrn Launches Streamer Betting and Virtual Matches with New Tech and Odds-Setting Trading Bots
Reading Time: 2 minutes

 

Algorithmic analysis, new blockchain-based tech applications and screen-analyzing technology bring streamer betting and 24/7/365 esports for fans around the world

 

Unikrn, a global leader at the intersection of blockchain, entertainment and wagering, has created a new technology moat offering instantly available betting experiences for esports and gaming fans.

Built on game analytics, new AI trading bots & screen-analyzing technology, streamer betting is a nonstop, fully automated future of casual wagering. Unikrn will also launch Unikrn Virtual, letting bettors pick from over half a million fresh esports rounds per year.

Together with Unikrn UMode, a player-vs-house skill betting platform for online gameplay, Unikrn is launching unprecedented accessibility for entertainment, skill-based and esports-based wagers every minute of every day.

Unikrn Virtual is a regulator-approved RNG game which uses an approved third-party to randomly generate a round of CS:GO from a curated pool of past professional matches, giving fans the thrill of betting on live esports match without delays or waits. A unique algorithm utilizing both archival and display techniques developed by Unikrn gives users access to key information about an upcoming round of CS:GO, then they may bet on the outcome.

Unikrn users can also exchange currencies, crypto or even digital items (called skins) into regulator-approved ERC20 betting tokens called UnikoinGold. Users can also deposit with traditional means such as credit card.

Eligible bettors can then use the groundbreaking new Unikrn Virtual to find an esports bet offered every minute, even when no events are live. Or they can bet on top streamers. Or they can even bet on themselves in a skill-based UMode proposition, which is even legally available in the United States.

In 2018, Unikrn became the first company to have live, IOM regulator-approved crypto wagering experiences, and as the company continues to expand uses, it projects a crypto resurgence as token value shifts from perception to function.

“Highly-regulated environments, including betting, are the perfect breeding pool for the normalization of mainstream blockchain,” said Andrew Vouris, Unikrn COO, “Using tools from blockchain has helped us develop a system years ahead of other operators, and we’re committed to taking the best ideas of crypto and giving them application.”

Now Unikrn users can parlay a professional esports match and their favorite Twitch streamers, even all in one multibet, and they can make deposits to a currency-agnostic blockchain-based system.

Last year, over 1000 millennia of viewer time were spent watching Twitch alone, making the process of setting odds both daunting and essential for the future of the wagering industry. Unikrn’s streamer betting will tap one of Earth’s most abundant sources of entertainment as an unending flood of engaging wagering content.

“Finding a zero-friction way to let fans engage is essential for the future of betting and crypto,” said Rahul Sood, Unikrn CEO, “You can bet on your own online matches, you can bet on your favorite streamers, or you can find 24/7 esports odds with Unikrn Virtual. This is a level of interactivity only dreamed of in the old world of sports and casino betting.”

 

Source: Unikrn

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WePlay! Tug of War: Dire list of participants and other details are revealed

George Miller

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WePlay! Tug of War: Dire list of participants and other details are revealed
Reading Time: 2 minutes

 

The second Dota 2 WePlay! tournament of the Tug of War series called WePlay! Tug of War: Dire starts on May 28, 2019. Winners will get slots on the LAN-final at WePlay! Tug of War: Mad Moon with a total prize pool of $300,000.

 

Participants from America and Asia will be divided into two separate Single Elimination brackets within the new innovative format. Each bracket will get its own champion, and both winners will receive a slot on the LAN-final at WePlay! Tug of War: Mad Moon, where the teams will fight for a prize pool of $300,000. Eight teams will be directly invited for the first round of the coming standoff, while four more teams will bypass the early stage and start their tournament performance in the quarterfinals.

List of participants

The Americas

South America:

  1. Infamous (semifinals)
  2. paiN Gaming (semifinals)
  3. Gorillaz Pride
  4. SKOL
  5. Thunder Predator
  6. FreeStyle

North America:

    1. J.Storm (semifinals)
    2. Team Xolotl
    3. Vega Academy
    4. beastcoast
    5. Black Sheep

 

  • TBA*

 

SEA

Southeast Asia:

  1. Mineski (semifinals)
  2. Neon Esports
  3. Geek Fam
  4. EVOS Esports
  5. Bood ID
  6. TBA*

China:

  1. EHOME (semifinals)
  2. Royal Never Give Up (semifinals)
  3. Invictus Gaming
  4. Royal
  5. Team Serenity
  6. Newbee

Format and Prize Pool

All the matches, except from the final ones, will be played in a Best of 3 format. The winner of each bracket will be determined during the grand finals in the demanding Best of 5 format. Both champions of Tug of War: Dire will be granted with quotas for the anticipated LAN-finals WePlay! Tug of War: Mad Moon.

The size of the WePlay! Tug of War: Dire total prize pool will be $30,000. Vice champions will receive checks for $6,000. The teams that will take places between the third and fourth will be rewarded with $2,000. And players recognized as the strongest during the tournament will receive a nice bonus of $5,000 for the MVP title.

Most Valuable Players

MVPs will be determined in two phases:

1) The online audience will be able to vote via weplay.tv during the tournament days;

2) After each Super Final, a jury that consists of WePlay! talent crew will vote on the players, chosen by viewers.

* TBA – the team is to be announced later.

#WePlay #TugOfWar #WePlayDota2

 

Source: WePlay! Esports Press Office

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Ferrari to Set Up Their Own Esports F1 Team

Niji Narayan

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Ferrari to Set Up Their Own Esports F1 Team
Photo Source: autosport.com
Reading Time: 1 minute

 

Ferrari is going to set up their own Esports Formula 1 team.

“Esports is increasing in terms of interest and certainly as Ferrari we are looking seriously into it. We are not yet fully committed to the programme but it’s something where the discussions are ongoing. We will, very soon, make our own decision,” team principal Mattia Binotto said.

F1 Esports series was launched in 2017, which include all nine teams except Ferrari. The 2019 edition of F1 Esports series is having a total prize fund of $500,000.

F1’s Esports series includes a qualifying stage which allows the F1 teams to select their drivers for the Pro Series. Once the drivers have been picked, the Pro Series will take place between September and December across four live events.

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