Connect with us


Red Bull teams up with BLAST for CS:GO Red Bull Flick Invitational, Helsinki



Team Spirit crowned Red Bull Flick Helsinki Champions
Reading Time: 2 minutes

Red Bull Flick, the premier 2v2 Counter-Strike: Global Offensive tournament, has announced a partnership with BLAST, the global esports media network, for the November pro-am Red Bull Flick Invitational, Helsinki. The culmination of the 2021 circuit, the event will give the best amateur duos from over 30 countries the chance to face CS:GO legends in an epic LAN event, complemented by an unforgettable live experience for fans at the Helsinki Expo and Convention Center.

BLAST will support the global finale of Red Bull Flick as the official production partner, bringing their experience in producing top tier CS:GO events alongside Red Bull’s traditional flair and atmosphere. BLAST will produce both the physical event at the Helsinki Messukeskus and the online broadcast. Information on tickets for the event is available here.

Red Bull Flick is an amateur 2v2 CS:GO tournament, with this year’s circuit beginning in April and seeing competitors from over 30 countries take part. A unique alternative to the traditional 5v5 CS:GO format, amateur duos from across the world have fought for their chance to compete against their idols, some of the world’s best CS:GO pros, at the Red Bull Flick Invitational, Helsinki.

Red Bull Flick launched in 2019 with a local event in Turkey, but was taken to a new level in 2020 and 2021 through a futuristic narrative and eight custom maps, five unique to the tournament and three more specially designed for the playoffs. Some local LAN finals, such as in the UK, have brought this theme to the physical world as the Red Bull Gaming Sphere in London, was transformed into a set inspired by the in-game Red Bull Flick maps.

This year, each participating country has produced a champion duo who will compete for a chance to face professional talent at the Red Bull Flick Invitational, Helsinki. The closed qualifier will narrow down the final competitors to eight of the best amateur duos in the world. Six of the world’s leading CS:GO organisations will make up the invited teams, including: G2, Ence, OG, BIG Academy, Team Spirit and Furia.

Leo Matlock, VP of Commercial at BLAST, said: “Red Bull are a hugely prestigious brand with a great history within esports and we’re delighted to work with them and help elevate their Red Bull Invitational Helsinki event in November. Bringing the BLAST approach to production, content creation and technology – we feel we can raise the bar when it comes to the event’s viewer experience. We have a strong track record in organising leading Counter-Strike events all around the world and look forward to leveraging this knowledge to deliver another exciting format for the community to enjoy.”


Worldwide Esports Industry to 2030 – Increasing Number of Events With Large Prize Pools Presents Opportunities



Worldwide Esports Industry to 2030 - Increasing Number of Events With Large Prize Pools Presents Opportunities
Reading Time: 2 minutes


The “Esports Market by Application, Streaming Type, Device Type, Revenue Stream: Global Opportunity Analysis and Industry Forecast, 2020-2030” report has been added to ResearchAndMarkets’s offering.

E-sport is an online video game which is slightly different than the traditional video gaming in which the E-sports is competitive in nature that is in E-sport actual human-vs-human game is played virtually and usually has an active audience involved into it for cheering players.

E-sport tournaments usually consist of skilled or professional gamers competing against one another for a cash prize. E-sports is competitive video gaming where skill and professionalism of players is one of the most important factors. The pro gamers which played at this level know the games inside out, much like a professional footballer or athlete would in their respective fields. E-sports players can either play one-on-one or against one another or in teams.

Factors such as major shift toward video games and increase in popularity of e-sports event drives the growth of the E-sports market. However, lack of standardization in online gaming event and online threats such as gambling may restrict the market growth. Furthermore, increase in number of tournament & event with huge prize for winners and runner-up team along with long term investment opportunity in the e-sport event will create lucrative opportunity in the market during the forecast period.

The E-sports market is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

This report gives an in-depth profile of some key players in the E-sports market are Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation.

Key Benefits

  • The study provides an in-depth analysis of the E-sports market along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restraints, and opportunities and their impact analysis on the E-sports market size is provided.
  • Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the E-sports market.
  • The quantitative analysis from 2020 to 2030 is provided to determine the E-sports market potential.

Key Topics Covered:

Continue Reading





Reading Time: < 1 minute


ISFE is delighted to kick off 2022 by welcoming Riot Games as a new member – the video game company behind the hugely popular titles League of Legends, Valorant and Wilf Rift, played across the globe.

ISFE CEO Simon Little said: “We are extremely pleased to welcome Riot Games to ISFE. Riot is a global player with a strong presence in Europe, with offices in Dublin, Barcelona, Berlin, Paris and Reading. Riot Games is doing important work in education, opportunity and citizenship, diversity and inclusion and we look forward to working with them to advance our initiatives in these areas within the ISFE membership, as well as our work on European policy issues affecting the video games sector.” 

Riot Games is a founding member of ISFE Esports, launched in September 2019 and is one of the most important stakeholders of the global esports sector.

Riot Games was founded in 2006 with a mission to develop, publish and support the most player-focused games in the world. Headquartered in Los Angeles, USA, the company employs more than 3,000 people in over 20 offices worldwide.

Continue Reading


OCA Signs Strategic Partnership Agreement with Tencent



Reading Time: 2 minutes


The Olympic Council of Asia (OCA) has signed a strategic partnership agreement with the Chinese internet and technology giant Tencent to promote the development of electronic sports in Asia with Asian Electronic Sports Federation through the Asian Electronic Esports Development Conference.

The signing of a Memorandum of Understanding took place during the Asian Electronic Sports Development Conference on Thursday, January 20 held jointly by the OCA and the Asian Electronic Sports Federation (AESF), which is the governing body for esports in the continent.

The conference and MOU signing ceremony, themed “Blooming in Asia”, was conducted online and attended by the OCA Director General, Husain Al-Musallam, AESF President Kenneth Fok, Tencent Senior Vice President Steven Ma and other officials from AESF and Tencent.

Esports will be appearing in the OCA’s 19th Asian Games in Hangzhou, China from September 10-25, 2022 for the first time as an official medal sport after being a demonstration sport at the 18th Asian Games in Indonesia in 2018.

The OCA Director General said: “The Olympic Council of Asia is delighted to build up a strategic cooperation with Tencent. We are sure that Tencent’s technology and innovation will help the OCA and the Asian Electronic Sports Federation create more exciting possibilities for the digital electronic sports industry in Asia.”

The parties discussed the development of esports and of traditional sports in Asia as well as the OCA-AESF “Road to Asian Games” continent-wide project already in place for Hangzhou 2022.

Tencent’s Steven Ma thanked the OCA for its trust and said Tencent would continue to support the OCA in promoting the long-term development of esports and traditional sports in general, and in preparing for the 19th Asian Games Hangzhou 2022. He promised that Tencent would work with Asian countries to jointly create an esports culture with Asian characteristics and promote the prosperity and development of the esports industry in Asia and around the world.

AESF President Kenneth Fok said: “The significance and progress of the Road to Asian Games will determine national team selection for Asian countries across various esports titles and mark an important step for the inclusion of esports in national level multisport competitions.”

Continue Reading
Kasyno Online na HEX Polska

Subscribe to our News via Email

Enter your email address to subscribe to our news and receive notifications of new posts by email.


Notice for AdBlock users

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.