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6 Highest-Paying Esports Games Of 2020 So Far

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6 Highest-Paying Esports Games Of 2020 So Far
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Despite the world grinding to a halt, esports continues to thrive.

In 2019, global revenue from esports topped $1billion and with the popularity of competitive increasing, gamers and sponsors continue to see the benefits.

But, what about during a pandemic?

Though many big tournaments have been cancelled, the gaming goes on at home and viewing figures are rising each month.

New research from esports betting company Unikrn has revealed the biggest esports of 2020 so far by prize money won**.

1. DOTA 2

 

Prize money (2020): $6,000,000

Tournaments: 54

Average prize: $111,111

Prize money (all-time): $224,300,000

The highest-paid game in esports continues to lead the way when it comes to prize money in 2020.

Last year, the game offloaded $52million in prize money with The International 2019 contributing to $34.3million of that.

Winning team OG picked up $15.6million between their five members, each taking home more than Tiger Woods at the 2019 Masters ($2.07million)

2. CS:GO

 

Prize money (2020): $4,900,000

Tournaments: 96

Average prize: $51,042

Prize money (all-time): $96,200,000

The most active game in 2020, CS:GO has had tournaments going out almost every week.

Since the start of the year, the average number of Twitch viewers watching streamers and matches has almost tripled from 45,000 viewers in January to 120,000 viewers in April.

3. Rainbow Six Siege

 

Prize money (2020): $4,000,000

Tournaments: 18

Average prize: $222,222

Prize money (all-time): $12,100,000

This year’s Six Invitational 2020 in February saw a $3million prize pot, higher than any previous year.

Despite being released in 2015, Rainbow Six Siege’s popularity continues to grow.

As of this month, the game has surpassed 60 millions players worldwide.

4. League of Legends

 

Prize money (2020): $2,900,000

Tournaments: 26

Average prize: $111,538

Prize money (all-time): $75,600,000

The real-time strategy game developed by Riot Games is the fourth highest-paying game in history with over $75million in prize money.

The publisher announced last month that it was having to cancel this year’s Mid-Season Invitational (MSI), the game’s second largest international annual event.

However, fans will be excited for the start of the LPL that begins this weekend.

5. Rocket League

 

Prize money (2020): $1,500,000

Tournaments: 17

Average prize: $88,235

Prize money (all-time): $8,900,000

Rocket League has recently stepped into the mainstream with the BBC broadcasting the European Spring Series last month.

Previously, Season 9 of the Rocket League Championship Series (RLCS) saw almost $1million paid out across the tournament from February to April.

6. PlayerUnknown’s Battlegrounds (PUBG)

 

Prize money (2020): $1,500,000

Tournaments: 21

Average prize: $71,429

Prize money (all-time): $22,000,000

Another esport that has had to cancel a big tournament. In PUBG’s case, the PGS 2020 in Berlin was set to go ahead in April.

The creators have since committed to hosting four events around the world in 2020 as long as it adheres to government advice.

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A spokesperson for Unikrn said: “Postponing The International 2020 was the responsible choice from Valve, and it is only making this event larger and more anticipated.

“In the first 24 hours, The International compendium earned $24,000,000 from fans supporting the event, putting it on pace to be the largest esports prize in history.

“This enthusiasm isn’t unique to DOTA 2. Esports are continuing to accelerate in popularity, especially during these unprecedented times.”

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** Statistics taken from www.esportsearnings.com (does not include charitable prize money, salaries, earning reductions)

HIGHEST-PAYING ESPORTS OF 2020 (BY PRIZE MONEY)

2020 prize money No. of tournaments Average prize money
Game
DOTA2 $6,000,000 54 $111,111
CS:GO $4,900,000 96 $51,042
Rainbow Six: Siege $4,000,000 18 $222,222
League of Legends $2,900,000 26 $111,538
Rocket League $1,500,000 17 $88,235
PUBG $1,500,000 21 $71,429
Hearthstone $1,200,000 8 $150,000
Magic The Gathering $1,100,000 1 $1,100,000
Call of Duty: Modern Warfare $1,100,000 19 $57,895
Arena of Valor $827,000 2 $413,500

HIGHEST-PAYING ESPORTS OF ALL-TIME (BY PRIZE MONEY)

Total Prize Money 2020 prize money No. of tournaments Average prize money
Game
DOTA2 $224,300,000 $6,000,000 54 $111,111
CS:GO $96,200,000 $4,900,000 96 $51,042
Fortnite $85,300,000 $600,000 3 $200,000
League of Legends $75,600,000 $2,900,000 26 $111,538
Starcraft $32,800,000 $500,000 46 $10,870
PLAYERUNKNOWN $22,000,000 $1,500,000 21 $71,429
Overwatch $21,700,000 $12,000 2 $6,000
Hearthstone $21,200,000 $1,200,000 8 $150,000
Heroes of Storm $18,100,000 $4,000 1 $4,000
Arena of Valor $14,600,000 $827,000 2 $413,500

Australia

Massive News for the Esports Industry with Potential Inclusion in the Commonwealth Games

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Esports is one of the fastest growing industries in the world and there’s no limit to how big it could become. It’s already breached a valuation of $1 billion, and it’s expected to grow to $13.05 billion by 2025.

One of the greatest indicators that competitive gaming is going mainstream is the fact that it has been recognised by the Commonwealth Games. Indeed, it is expected to be included when the event takes place in Victoria in 2026.

Test Run Has Already Taken Place

A few years ago, the thought of seeing Esports at the Commonwealth Games would have been laughable. Now, it is a realistic prospect. It was recently reported that a dry run of the Commonwealth Esports Championships was held in Birmingham, England, at the 2022 Commonwealth Games to see if this type of competitive action could be included as an official event in 2026. It went well and garnered positive feedback from the people involved.

The Victoria edition of the Commonwealth Games is set to take place in 2026, with 16 sports already confirmed. However, the organisers are hoping to add more to the schedule with Esports being strongly considered. Competitive gaming has proven to be a popular spectator sport, with more people tuning in to watch it every year. By 2026, there could be close to a billion people watching Esports, meaning that it would be a popular inclusion at a major event.

Esports has been referred to as the “new sporting frontier,” and it wouldn’t be surprising to see it gaining even more credibility in the next decade. Even the world’s biggest traditional sports had to start somewhere. Football and cricket are now well-established and loved the world over, and there’s nothing stopping Esports from following a similar trajectory.

How Will This Affect Related Industries?

With the Commonwealth Games set to take place in Australia next time, the country could be in a prime position to capitalise on the inclusion of Esports. Part of the success of competitive gaming up to this point has been thanks to related industries pushing it, along with big name companies striking sponsorship deals. Australian companies, therefore, will most certainly seek to capitalise in 2026.

The betting industry was built around traditional sports, and it is now a behemoth industry around the world. In Australia, online betting is so popular that there are countless sites vying for bettors’ attention. Indeed, there are so many to sift through that people turn to comparison sites that list the best ones based on their offers and ratings. Bettors simply scroll through and then click a link to be taken directly to a site.

Many of these online sportsbooks are already offering eSports betting, and the number of markets available is only set to rise in the future. When the Commonwealth Games rolls around, betting sites could benefit from special offers. They may also start to have a greater focus on Esports, thus drawing more attention to the competitive gaming industry.

Esports at the Commonwealth Games isn’t just huge news for the industry itself, but it’s a great move for related industries. Australian companies are set to benefit in 2026, with the betting industry being in a particularly strong position to take advantage.

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eSports

Nigma Galaxy female CS:GO Champions: New docu-series follows rise to becoming champions

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Nigma Galaxy female CS:GO Champions: New docu-series follows rise to becoming champions
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This Sunday 14th, Nigma Galaxy is set to release the first episode of their new docu-series, Jiggy Biggy Best: A CS:GO Story, which follows their hugely successful female CS:GO team and their journey to becoming champions at two major tournaments this year.

The first instalment of the series will be launching on Nigma Galaxy’s YouTube channel at 1pm CEST on Sunday. You can find more information below, in case the team’s story would be of interest to your editorial plan:

  • Fans will get a behind the scene glimpse into the female Nigma Galaxy CS:GO team preparing for two of the biggest tournaments of their careers – ESL Impact League Season 1 in Dallas to the stand-alone ESL Impact tournament in Valencia
  • The docu-series also offers an exclusive peek into the teams journey to the top – their training regime, team cohesion and a deeper dive into the world of female esports
  • Uncover the dedication and support Nigma Galaxy have placed on the competitive female esports scene, one of the fastest-growing sub-genres in the industry
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Asia

Mobile Global Esports announces exclusive compression technology partnership for upcoming Indian esports social-gaming platform

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Mobile Global Esports Inc. (NASDAQ:MGAM)  the mobile esports and social platform company that holds trademark and IP rights for collegiate esports tournaments and players in India, today detailed a joint product development partnership featuring EVE encoding, a proprietary compression technology that reduces video file size by as much as 65% compared to other commercially available products.

“Esports is growing at a phenomenal rate in India, so everything we can do to maximize the current mobile infrastructure for our upcoming tournament season matters,” said Mobile Global Esports CEO David Pross. “We believe EVE compression removes major obstacles in the market and will position us to deliver a great user experience to esports viewers and to tournaments and gamers, with real potential to scale.”

“MOGO is an incredible use case for EVE and all of our video capabilities,” said Anthony Rennert, CTO of ZuCasa and creator of EVE. The fact that this partnership is for the Indian market, where we have great experience, is even better.” EVEMETA and ZuCasa are software companies that focus on video delivery and engagement, respectively. Anthony previously led Howard Stern’s digital team and has worked with or acted as a consultant to Cogent, Time Warner, China Telecom, Qwest, TATA as well as many others.

“With Bharti Airtel, Vodafone Idea and Reliance Jio acquiring significant swaths of 5G bandwidth in the recent auctions, India’s top telcos are banking on esports to drive acceptance of their new 5G offerings,” said Sunny Bhandarkar, Mobile Global Esports vice president, India. “While 5G will offer the faster speeds and low latency competitive gamers demand, its short transmission range and limited availability make our EVE compression across the board more valuable for both future 5G and current 4G esports competitors and viewers.”

A 2022 FICCI EY Media and Entertainment Report estimates that active e-sports players in India had a 2X increase to 600,000 in 2021 over 2020, and that there are now over 100,000 e-sports teams, with viewership up from 600,000 hours in 2020 to just under 2 million hours in 2021.

The EVE Network Engine Optimizer (NEO) reduces the bandwidth needed to transmit high quality video by more than half, benefiting network operations, content distribution and content ownership. By effectively multiplying the capacity on existing infrastructure and lowering costs throughout the workflow, EVE increases throughput efficiency and quality of video to dramatically improve distribution performance.

EVE is codec agnostic and all decoding is based on international standards, with resultant files or streams playable in any browser or video player that supports standard codecs. There are no B frames, providing faster decoding, minimizing battery use and expediting rendering. EVE is easily integrated into streaming delivery using the EVE Console or using REST based APIs that can be inserted directly into existing workflows. Data sharing and storage is maximized via cloud, locally or hybrid with full redundancy, providing a cost-efficient storage model while reducing the expenses associated with self-hosted storage solutions. EVE also supports OAuth 2.0 authentication enabling data sharing without sharing passwords.

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