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Esports player engagement: Latency Vs Delay

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Esports player engagement: Latency Vs Delay
Reading Time: 5 minutes

 

How does latency impact the success of the esports market? Is the industry paying this issue enough attention?

Regardless of whether it’s esports or traditional sports betting, latency is a critical issue that must always be considered in your market offering. The current levels of latency and delay in esports means that punters are at a significant disadvantage when they place bets – to the point that it detracts from the overall experience. Improving latency and delay is essential to achieving parity with the broader sports betting sector, and the future growth of esports betting more broadly.

The most important differentiator between esports and traditional sports is not latency but delay. Latency only refers to the common and often unavoidable situation where the video stream is lagging behind the real time gameplay. Delay, however, is an intentional feature in esports, used as a tool to increase the Tournament Organiser’s control over the broadcast content.

Purposely inputting delay is an industry standard these days and has a direct impact on player engagement. TO’s are constantly trying to find the right balance for delay, as they need to manage competitive and betting integrity against risk, while maintaining broadcast quality.

Although the issue of latency is being handled well in industry, the issue of delay is not. Many industry stakeholders are not attempting to overcome this challenge at all. It’s not just a matter of a few seconds, but many video streams can have up to 10 minutes delay!

The scale of this issue is completely different to any latency related issues. The impact it’s having on player engagement is game changing and I believe it’s an aspect that needs a lot more attention from our sector.

How important is the tier of tournament as a factor when influencing the impact of latency or delay in betting markets?

In esports, latency levels are heavily influenced by the tier of tournament or match. The lower tier esports leagues with more niche gaming titles typically will not have an official data supplier. There is no mass data feed for everyone to access. For matches like these, the punters, operators, players and spectators are all receiving their information from one place; the online stream, meaning no unfair edge when comparing data speed to stream speed. In situations like this, nobody has an advantage, so issues of delay and latency are far less problematic.

The biggest risks to gaming integrity are usually observed in the highest tiers of esports. Top level games that are being broadcast all over the globe and have official data feeds are where the issues of latency and delay have the biggest impact.

The delay between video feed and odds feed is most disparate with MOBA (Multiplayer Online Battle Arena) games such as League of Legends or DOTA 2.

MOBA games usually consist of continuous gameplay for 40 – 50 minutes with no pauses or rounds. Even with delays of up to 5 minutes, a lot can happen that will change the dynamic of the game and moreover, change the final result. This puts the operator at a greatly increased risk, making it unfair for punters using the stream content to make bets from irrelevant odds.

Games such as Counter-Strike and Valorant are ‘rounds based’ games, meaning their gameplay is a lot more fragmented. So, with a 5-minute delay, the viewer will only be 1 or 2 rounds behind at most which is typically not enough of a window to impact the final result of an entire match. Added to this the fact that punters are only allowed to bet on one round at a time, the opportunity to benefit from the time delay is notably minimised.

What can the key stakeholders in the top tier of esports do to decrease delay in the streams whilst still upholding the highest standards to sports integrity?

In esports there will always be an element of delay to ensure broadcast quality and the integrity of competition – particularly to prevent stream sniping and cheating during games. With this in mind there are two different approaches to this: decreasing delay or aligning data with this delay.

For broadcast and integrity reasons you can only reduce the delay to a certain level, but that still doesn’t get to the heart of the problem. Punters are still behind not by seconds, but by several minutes. And it’s the top tier esports events, particularly ones with exclusive data feeds, that have the biggest disparity of information between operator and punter. Which in turn stifles the live betting potential of the biggest events of the year.

The more equitable solution for the industry would be to align the delay of the data feed with that of the stream. It sounds very simple right?

Applying this change in a way that parallels the sports betting ecosystem not only creates a fairer environment for the end user, the punter, but unlocks so many more opportunities for live engagement.

Official rights holders should think carefully and partner with companies that will create a fair ecosystem and who give betting operators the best ability to not only maximise revenues but who can deliver the best customer betting experience. This status quo has gone on for too long with suppliers of non esports specific betting products holding rights packages for some (not all) tournaments and throttling betting turnover and user experience.

Even with no perceived delay, operators using suppliers with quality products will still be able to price markets efficiently, while giving the punters a better overall experience.

How does latency impact sports integrity and how can it be improved going forward?

The answer to this question is a double-edged sword: Latency and Delay.

For esports and its general viewing experience, latency plays a key role. Most data providers are already utilising advanced technology to optimise every part of the streaming process and keep latency levels to a minimum. I don’t believe there to be too much of an issue there.

The core challenge is associated with Delay. We’ve heard from many stakeholders in the industry who say that there is a major problem with unfair betting in esports because punters are being supplied old information.

Most esports bettors prefer to watch the live match stream while betting, enhancing their in-game experience. However, when they notice that the odds on screen are not accurately reflecting the streamed gameplay, players understandably become discouraged from further engagement as the levels of credibility are impacted.

Sports integrity and fairness are important factors but not the only side effect of delay in esports. Being able to create an exciting experience for the punter is business critical. They need to be able to interact with the gameplay in as close to real time as possible. Statistics show that matches with the biggest delays also have the lowest betting volume, further demonstrating the need for improvement in this area. Latency itself is not a problem, the current industry level is under 10 seconds which is not perfect but is not problematic as most people don’t have the means or knowledge to be able to exploit that level of latency. The key to enhanced customer experience and the highest levels of sports integrity is in being able to better manage the delay, keeping the most up to date data possible displayed on the screen.

eSports

eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore

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eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore
Reading Time: 5 minutes

 

Esports has long been popular in the CIS region, with various top-tier teams and players all calling it home. How has the landscape evolved over the last few years? Have any particular trends emerged that have surprised you at all?

Esports boomed in the CIS region in 2008 when Multiplayer Online Battle Arena (MOBA) games became really popular. While esports had been a thing as far back as 2003, the rise of games such as Counter-Strike and DOTA2 was a major catalyst for the upward trajectory the sector has been riding ever since. In recent years, the infrastructure needed to support esports has improved drastically across the CIS region, including the construction of the Pixel Esports Arena in Minks, Belarus, and the Cyberspace Arena in Almaty, Kazakhstan, both of which hold top-flight contests. Internet connectivity has also improved, while support from local and international sponsors such as Monster Energy, Red Bull and War Gaming have provided funds for further investment while also driving awareness. Ultimately, this has seen the landscape evolve into a thriving industry with lots of opportunities for further growth.

In terms of trends, and especially relating to esports betting, I’ve been surprised by the high demand for betting on console games – we call them eBattles and they include disciplines such as eSoccer and eBasketball. I think this is just a natural development that has occurred off the back of strong demand for video game content, which is often the bridge between traditional sports and esports.

 

What factors have contributed to esports’ growth in the CIS over the past few years?

One of the biggest factors for me is that teams have become more professional and are now training and playing in well-run clubs. This takes place in dedicated buildings and rooms, set up with high-speed internet and the absolute best gaming equipment. Player salaries have also gone up, which has increased the calibre of players taking part in contests across the region, taking competitiveness to the next level. Today, many CIS players now play for high-ranked teams such as Virtus.pro, Team Spirit, Betboom or Na`Vi which compete on the international stage. This in turn is helping esports grow across the CIS region.

 

Given how many countries are in the CIS region, can you walk us through some of the biggest regulatory differences when it comes to betting on esports? And how does PandaScore navigate these changes?

The legality of betting and esports betting differs from country to country within the CIS region. Some are super strict or even prohibit gambling, while others take a more liberal approach, regulating the activity and licensing operators. Let’s take a look at some of the biggest markets and their approach.

In Ukraine, esports has been recognised as a sport since 2018 and in 2020 the country regulated and licensed gambling for the first time. The law focuses mostly on standard betting – sports and casino – but is likely to also include esports betting given that esports is a recognised sport in the country with tier-one Ukraine sportsbooks like Favbet and Parimatch offering it to their players.

Kazakhstan has a growing gambling industry with betting shops and casinos operating in major cities such as Almaty and Nur-Sultan. Gambling is regulated by the Ministry of Culture and Sports and while the regulatory framework is somewhat restrictive, sports betting – which is likely to include esports betting – is permitted.

Navigating the constant changes in betting regulation across the CIS region can be challenging, so we make sure to keep up to speed with the latest developments by monitoring legislative updates and amendments to regulatory guidelines. We also track industry trends and best practices to anticipate regulatory changes ahead of time, allowing us to adapt quickly if needed. This can involve benchmarking against competitors, attending conferences and networking with key stakeholders.

 

In your view, are there any unique opportunities for the expansion of esports and esports betting within the CIS region? And how does this differ to other regions?

It’s important to understand that CIS, especially Ukraine and Kazakhstan, play by their own rules. By that I mean they are very different to other esports markets, so don’t think what works in Italy will work in Ukraine. For example, while League of Legends is very popular in Europe, in CIS, it’s Dota 2 that takes the top spot. But for those who can understand the region and each market, there are plenty of opportunities to explore.

Let me elaborate. Dota 2 is thriving in the broader CIS, with regular tournaments and events attracting large audiences both offline and online. teams like Natus Vincere (Na’Vi), Virtus.pro and Team Spirit have achieved significant success in Dota 2 competitions, contributing to the game’s popularity in the region. While Dota 2 is big, other video games also enjoy significant popularity, including CS2, World of Tanks and Fortnite among others.

Operators need to consider this when deciding their markets and odds, marketing strategies and plans for player engagement.

 

What would you say is the key to creating a successful esports product for a CIS audience?

Understanding layer preferences in each market and delivering an experience that exceeds their expectations. For the CIS region, this means focusing on Dota 2 – this is a game that offers deep and strategic gameplay requiring teamwork, communication and skilful execution of plans and strategies. Its competitive nature appeals to gamers as they enjoy the challenge of multiplayer experiences – this goes back to the original MOBAs back in 2008. These factors must be present in the esports betting experience offered to players – at PandaScore, this means a comprehensive Dota 2 offering that covers markets such as Kills, Towers, Roshans and Barracks, with players able to challenge themselves in a betting competition against others.

Support is also key to delivering a quality player experience. We offer round-the-clock assistance and are regularly rolling out updates to improve the experience players receive when betting on esports at sportsbooks using our data, odds and betting tools such as our Bet Builder. We are always working hard to expand our offering to cover the most in-demand games including CS2, Valorant, Call of Duty and many more.

 

What trends or developments do you anticipate shaping the future growth of esports in the CIS region over the next few years?

The industry will continue to grow and become more professional. Esports is different to traditional sports and it still lacks recognition in some markets, even though it is considered an official sport in a growing number of countries across the CIS region. I think as it evolves, more governments will provide more support for esports as it brings tremendous economic, cultural and social benefits. This could include funding for esports initiatives, rolling out regulatory frameworks, helping to foster partnerships with esports organisations or simply recognising it as a sport.

The continued proliferation of smartphones across the region will be a further catalyst for esports growth. Titles such as PUGB Mobile, Free Fire and Mobile Legends: Bang Bang will attract large audiences and provide new opportunities for teams, players, sponsors and other stakeholders to explore. This is a really exciting time for esports and esports betting in the CIS region, and PandaScore is thrilled to be part of it.

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Aurora Gaming Crowned Champions of $350,000 Skyesports Masters 2024, Earns Spot in Skyesports Championship

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Aurora Gaming has been crowned the champions of the Skyesports Masters 2024, defeating OG 3-1 in an intense Grand Finals. With this victory, the team will take home $105,000 of the $350,000 prize pool and secure a slot in the next tournament of the 2024 Skyesports Counter-Strike 2 roadmap, the Skyesports Championship 2024.

The Skyesports Masters 2024 took place from April 8 to 14, featuring eight teams from India and Europe competing for the lion’s share of the substantial prize pool.

Coming in after a first-place finish at the Skyesports Grand Slam 2024 in Pune, India, last month, Aurora Gaming were on a hot streak and favored to win it all. The Siberian team had a dominant run throughout the upper bracket, achieving first place.

Facing Aurora in the Grand Finals was OG. The team had already lost to Aurora in their opening game of the Skyesports Masters and had to navigate through a high-stakes lower bracket, eliminating ENCE, Ninjas in Pyjamas, BIG, and BetBoom to reach the Grand Finals.

Aurora proved to be the stronger team this time as well, with a decisive 3-1 finish. The map-wise results were as follows:

● Anubis: 13-6 (Aurora Gaming)

● Mirage: 11-13 (OG)

● Ancient: 13-10 (Aurora Gaming)

● Overpass: 13-3 (Aurora Gaming)

In a post-match interview, Aurora’s Evgeniy “Norwi” Ermolin expressed gratitude to the team’s fans, stating, “I am feeling really good; we played really well today. Thank you for watching, for the support, and for everything. We will continue trying our best and look forward to playing some LAN.”

The Skyesports Masters 2024 reached a peak viewership of 41,833, a significant increase from the previous year, according to Esports Charts. Counter-Strike esports in India was given a revival through the 2023 and inaugural edition of the Skyesports Masters, the Playoffs for which happened in Bangalore, India. Skyesports has also announced that the Skyesports Masters will return for its third edition in the summer of 2025 with a six digit prize pool.

With this victory, Aurora Gaming has secured a slot in the Skyesports Championship 2024, the details of which will be announced later. It’s the next tournament in Skyesports’ 2024 Counter-Strike 2 esports roadmap, which has paved the way for international teams to look at the tournaments as viable IPs for them to participate in.

Commenting on the Skyesports Masters 2024, Shiva Nandy, Founder and CEO of Skyesports, said, “Congratulations to Aurora Gaming for winning the Skyesports Masters 2024. With more than 40,000 concurrent viewers, the tournament has made a significant impact in the global Counter-Strike 2 esports ecosystem, and I couldn’t be more excited for the future. Up next, we will bring another elite tournament, the Skyesports Championship 2024, which will be the sixth edition of this IP and the first time that Counter-Strike 2 will be a part.”

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eSports

Denis ‘electroNic’ Sharipov is a New Virtus.pro Player

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Denis ‘electroNic’ Sharipov (pictured), one of the most decorated and famous players in CS2, a Major champion and winner of the Intel Grand Slam, is moving to Virtus.pro.

“The arrival of star players always generates excitement within the club and among its fans,” the Chief Executive Officer for Virtus.pro, Nikolai Petrossian, said. “Denis is a well-known figure in the world of eSports with an impressive list of major victories and exceptional skill. Few players won both at Major and Intel Grand Slam events.

“Our CS2 roster is strong thanks to teamwork, a clearly defined playstyle and the individual talents of our players. Transferring players with outstanding skills to improve specific areas is a common practice in sports. I am confident that Denis joining will give a powerful boost to the team in the upcoming challenges in Dallas, London and beyond.

“Denis will replace Nikolay ‘mir’ Bityukov in the VP lineup. Nikolay has been a loyal and valuable member of our team and we express our gratitude for his contributions. Nikolay ‘mir’ Bityukov is open to offers from other teams.”

“Virtus.pro is a top team,” Sharipov said. “The core of the roster has won a Major not a while ago and all the players are in their prime and ready for victories right now. We share the same ambitions and goals. Besides, I’m also excited about the idea of playing with Jame as he’s one of the most unique IGLs in the game. Can’t wait to adapt to my new team and start doing what I came here for, winning trophies.”

Sharipov has dozens of victories at elite tournaments, including:

  • PGL Major Stockholm 2021
  • Intel Grand Slam Season 3
  • BLAST Premier: Global Final 2020
  • IEM XVI – Cologne
  • EPL Season 14
  • BLAST Premier: World Final 2021

In addition, Sharipov was among the top-ten best players of the year by HLTV four times.

Updated Virtus.pro CS:GO roster:

  • Dzhami ‘Jame’ Ali (captain)
  • Evgeny ‘FL1T’ Lebedev
  • David ‘n0rb3r7’ Daniyelyan
  • Petr ‘fame’ Bolyshev
  • Denis ‘electroNic’ Sharipov
  • Dastan ‘dastan’ Akbayev (coach)
  • Pavel ‘PASHANOJ’ Legostaev (analyst)
  • Nikolay ‘mir’ Bityukov (substitute)
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