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The future of Esports: Video games to be played at Olympics and Glastonbury by 2050, experts predict

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The future of Esports: Video games to be played at Olympics and Glastonbury by 2050, experts predict
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How big will the industry be in 30 years time?

With esports now a $1billion industry this year and its popularity still rising, we ask the question – what does the future hold for professional gaming?

A gaming stage at Glastonbury, giant sold out 100,000-seater stadiums and even a place in the Olympics?

That’s where some academics feel esports could be by 2050.

After exclusively speaking to the experts, we’ve created some food for thought about how the industry evolves in decades to come.

Gaming at festivals such as Glastonbury or Coachella?

As many event organisers now look to bring in wider audiences and test the waters, gaming could be on the cards to feature at some of the world’s biggest festivals.

With comedy stages, poetry and circus acts becoming part of the usual attractions, could competitive gaming be an outlet to bring in new audiences?

Lincoln Geraghty, Professor of Media Cultures at University of Portsmouth in the UK, said: “Absolutely, the crossovers are there. Comicon for example in the last 30 years has gone from comic books to games to big marketing launches.

“So I see a space like Glastonbury, that has a subcultural prestige with people interested in explicit music and the relationship of music and games, people might be drawn to it.”

Esports in the Olympics?

Esports games are already broadcasted to millions of people around the world. Last year’s League of Legends World Championship semi-finals were watched live by 3.9million.

But what about on an elite, mainstream level? The Intel World Open was set to precede this year’s Tokyo 2020 Olympics before it was cancelled, a stepping stone for esports to potentially feature in the competition itself.

Professor Geraghty said: “This is something the Olympic committee is looking at and it would almost certainly provide a much safer space for this competition to take place.

“Whether it be a massive tournament on the scale of the World Cup or be included in the Olympics in 30 years time, it won’t be unexpected and won’t be a surprise.”

 

All colleges and universities to offer esports majors/degrees?

This is unlikely, but not impossible.

There are already cases around the world of university majors and degrees being offered in game design and for specific games themselves.

As more people in higher education take up these courses, the novelty may wear off and that could lead to more awareness of the power games have on society.

Professor Regan Mandryk, Professor in Computer Science at University of Saskatchewan in Canada, said: “You can now go through college on a League of Legends scholarship, that’s going to change the cache of being an esports athlete.

“I would like to see the stigma of it being a “nerdy” activity change. It’s going to be hard, but it will happen by more people being exposed to different aspects of playing.”

Regularly filling 100,000 seater stadiums?

Whether it’s the World Cup or the Super Bowl, thousands of people want to be there to see how sporting events play out.

And this is no different for esports, even now.

The Spodak Arena in Katowice, Poland held 173,000 people to watch the Intel Extreme Masters in 2017.

“People see their heroes in these gamers and esports personalities,” Professor Geraghty added.

“It’s only replacing the footballer on the pitch with a competitor on your computer screen.”

He said: “I wouldn’t be surprised to see a football stadium or convention centres sell out to see a huge gaming tournament.

“As content creators increase in popularity, people will pay to come out and see them in person.”

 

To better the understanding of mental and physical health

We all understand games can be stressful and frustrating at times, but the techniques used in a lot of the technology is actually helping health professionals understand humans more.

Despite many negative connotations, studies have found games can actually help our mental health, but also be used to understand the physical effects of stress and recovery.

“Gaming can be very good for you. There are lots of ways that it can help you recover from stress,” added Professor Mandryk.

“It can help you disconnect from the pressures around you. It can also help you connect socially with other people.

“We’ve done research that shows gaming can actually combat loneliness.”

 

But, how do we get the best out games in the future within other areas of society?

Professor Mandryk said: “Part of the answer is to stop being so afraid of games.”

“This is a very powerful median that we can leverage. There is a lot of motivational pull and people are devoting a lot of time to playing games so why aren’t we harnessing what’s great about them to better society.”

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Gen.G Launches Official 2024 Summer Jersey with LIBILLY

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Global esports organisation Gen.G announced their newest apparel collaboration with LIBILLY, a Seoul streetwear culture-based brand led by rapper Changmo. The “2024 Gen.G x LIBILLY Collection” represents icons of youth and passion in cross-cultural scenes; the two brands are teaming up to promote K-culture worldwide, beyond Korea’s domestic stage.

“Every year, we are proud that we get to be a part of some of the biggest esports moments in the world. This year, we are excited to partner with Changmo and the team at LIBILLY to introduce a new kit during such a historic season,” Arnold Hur, CEO of Gen.G Esports, said.

The new collection with LIBILLY consists of six pieces, including the official jersey and jacket as well as short-sleeved t-shirts, sweatshirts and ball caps featuring both organisations’ logos. The official jersey, accented in Gen.G’s signature gold colour, is designed to be breathable and comfortable for both players and fans to wear. Gen.G’s iconic slogan “Change the Game” is printed on it to encourage fans to collect. LIBILLY is the latest in a series of successful lifestyle collaborations for Gen.G, with brands like The Hundreds, PUMA and Heron Preston in past years.

The lifestyle apparel features a mashup of Gen.G adorable mascot “Genrang” wearing clothes with LIBILLY’s symbol “031” logo, among other cobranded apparel items. Images of the Gen.G League of Legends team, currently competing in Riyadh for the 2024 Esports World Cup, have captured the hearts and minds of fans since they first leaked.

“I’m excited to wear new uniforms this season through our collaboration with the hip and young brand LIBILLY. It was fun to try out and shoot content in a different look than we did before, so I hope the fans enjoy it as much as we enjoyed this process,” said Gen.G’s Jeong “Chovy” Ji-hoon.

“We are thrilled to be collaborating with Gen.G, a representative of the esports scene. We hope that this collection, which reinterprets the passionate brand image of Gen.G from our perspective and expresses it in a new dimension, will be a meaningful gift to Gen.G fans around the world. We also look forward to the various collaborative activities that Gen.G and LIBILLY will continue to launch,” said rapper Changmo, head of LIBILLY.

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eSports

Abios obtains official Counter-Strike 2 and Dota 2 esports data through Bayes Esports partnership extension

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Abios obtains official Counter-Strike 2 and Dota 2 esports data through Bayes Esports partnership extension
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Esports odds provider Abios and data provider Bayes Esports have signed an extension to their data partnership, which will enable Abios to continue utilising official real-time data in Counter-Strike and Dota 2 to power its odds feeds and engagement features for partners within and beyond the Kambi network.

Through Bayes Esports, Abios will gain access to official real-time data feeds from several high-tier tournaments in Dota 2 and Counter-Strike 2. These encompass some of the most-watched competitions in the world, including BLAST Pro Series, ESL Pro League and IEM Katowice in Counter-Strike, and ESL One in Dota 2. Counter-Strike 2 accounts for over 50% of total esports betting turnover among Kambi operators, with the ESL Pro League driving 13% of esports turnover in Q2 2024.

Abios ensures higher uptime and more accurate pricing thanks to the highly granular data from Bayes Esports which they get directly from the IP rights holders. With an automated odds feed covering more than 60 market types and engagement features such as bet builder, player props and instant markets, Abios will utilise this to increase the reliability, accuracy and availability of its markets. Bayes Live Match Data also allows Abios to create scoreboards, enhancing the overall betting experience for its end users.

Anton Janér, Managing Director and Founder of Abios, said: “With a heritage in esports data, we’ve always worked with data providers and tournament organisers at different levels to obtain data directly from the source. Not only does it give back revenue to the ecosystem, but the refresh rates and granularity server data provide allow us to offer more accurate and reliable markets to our partners.

“As such, we’re excited to continue our partnership and deliver markets in Counter-Strike 2 and Dota 2 built on top of data delivered by Bayes Esports.”

“We’re excited to continue our partnership with the team at Abios Kambi, who have been trailblazing in all things esports data products for over 10 years now,” says Amir Mirzaee, Co-CEO and Managing Director of Bayes Esports. “The extension is testament to the complete alignment between the teams in terms of producing industry leading user experience, and we’re proud to be delivering the industry leading data solutions for CS2 and Dota 2.”

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eSports

Esports Charts Teams Up with Esports World Cup to Provide Exclusive Viewership Analytics

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Esports Charts, a leading analytical service specializing in esports viewership data, proudly announces its collaboration with the Esports World Cup (EWC). This partnership aims to deliver comprehensive viewership insights for the EWC 2024, the largest global esports event taking place this summer in Riyadh, Saudi Arabia.

The EWC, featuring 22 tournaments across 21 games and a prize pool exceeding $60 million, is poised to set new benchmarks in esports viewership and fan engagement. Esports Charts will leverage its advanced analytics to measure the EWC’s global viewership, including daily-updated data on the popularity of esports teams, channels, as well as official and community casting.

“Our collaboration with the Esports World Cup is a testament to the growing importance of data-driven insights in esports,” said Artyom Odintsov, co-founder and CEO of Esports Charts. “By providing detailed viewership analytics, we aim to enable EWC organizers to make informed decisions and enhance the overall experience, ensuring the event’s success and growth.”

The Esports World Cup, ongoing from July 3 to August 25, 2024, stands out as a groundbreaking esports event due to its expansive scale and the largest prize pool in esports history. Unlike traditional tournaments, it features an innovative cross-game structure. This format allows for a comprehensive competition, determining the best esports champions based on their performance across multiple games.

In just eight days since the start of the event, the competitions within the Esports World Cup have amassed over 38 million hours of watch time, and tournaments for Mobile Legends: Bang Bang and League of Legends each peaked at over a million concurrent viewers. The esports festival is already showing extremely positive viewership numbers and has a strong chance of setting new industry records.

The basic viewership data of the Esports World Cup 2024 is publicly accessible on Esports Charts, allowing everyone interested to analyze the tournament independently.

 

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