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Esports Europe reaches 40 member countries

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Esports Europe reaches 40 member countries
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19 new nations joined the European Esports Federation (EEF – Esports Europe) bringing the total number of national members to 40; EEF Congress elects new leadership to further develop Esports in Europe

The European Esports Federation (EEF) now represents 41 European countries after 18 new countries joined the institution, making EEF the largest community-driven non-profit Esports movement in Europe and the largest continental Esports Federation in the world.

New Leadership Elected as Esports Europe’s 2022 Agenda Unfolds

The new leadership of EEF will solidify the vision of the institution in several areas but mostly at a grassroots level, kickstarting several educational projects and community outreach programs, as well as the establishment of internal institutions to activate those programs. Establishing the European Esports Championship as the main national team’s competition in Europe is also one of the biggest challenges and goals of EEF.

The EEF General Meeting was hosted by the Israeli Esports Association in the city of Eilat, Israel.

Mr. Ido Brosh, President of the Israeli Esports Association, was elected President of the European Esports Federation. Mr. Brosh (26) has years of experience in the Esports industry from a community and tournament organization perspective and had also served as a Board Member of the International Esports Federation (IESF).

“Esports Europe had seen a rocky start following the COVID-19 challenges we had to face since inception. Our current task is to restructure and rebuild the organization to fulfill our original purpose and vision: to further strengthen the growth of Esports in Europe, as well as Europe in the Esports World, and to provide the best possible services to the Esports communities and players from most professional to the amateur levels, and create a platform for pan-industrial collaboration models between publishers, professional clubs, amateur teams, small and large, tournament organizers, players, and governmental institutions,” said Ido Brosh.

Tiago Fernandes, current President of the Portuguese Esports Federation, was elected Vice President by the new Board of EEF, following his election as a Board Member. Fernandes has extensive experience in the gaming and tech space working with brands, players, clubs, and tournament organizers.

According to Tiago Fernandes, “the development of grassroots in Europe and closing the widening gap between it and the pro level will be one of the main focuses of the EEF. For that goal we will have to work closely with the publishers, government entities, and, especially, with the community – players, managers, organizations, and tournament organizers.”

The General Meeting had also elected Mr. Karol Cagan (Slovakia), Mr. Boban Totovski (North Macedonia), Mr. Ramil Aliyev (Azerbaijan), Mr. Giulio Cecilenny (Italy), and Mr. Ivan Danishevsky (Ukraine) to serve as members of the Board, while Mr. Konstantine Surkont (Russia, Chairman of the Advisory Committee), Mr. Eduard Anokhin (Ukraine), Mr. Chris Jonasson (Sweden), Mr. Jacopo Lerussi (Italy), and Mr. Balázs BĂ­rĂł (Hungary) make up the EEF’s Advisory Committee, which serves to ensure all EEF institutions are working in full transparency and are compliant with all relevant laws and regulations.

A Unified Vision for European Esports

The European Esports Federation, commonly referred to as “Esports Europe”, was established by prominent national Esports movements in Europe, following two years of discussions and preparations.

The organization was first established in 2020 in Brussels, Belgium, in an inaugural meeting taking place in the European Parliament in Brussels, and hosted by the Belgian Esports Federation.

Esports Europe aims to present a unifying vision for Esports in Europe to unite and align all key stakeholders of Esports with specific attention to the underlying values of the European communities: transparency, fair play, sportsmanship, human values, and inclusiveness.

Notably, Esports Europe membership includes prominent Esports tournament organizers such as ESL and ESFORCE, alongside national Esports associations and federations in the European Neighbourhood, some of which are recognized by their local sporting authorities as to the official Esports body that administers Esports in their respective country.

Esports Europe represents the interest of European Esports communities in the institutions of the International Esports Federation (IESF).

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Indian DOTA 2 Team Scripted History once again, won the bronze medal at Commonwealth Esports Championship 2022

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First, it was during the Asian Games 2018 where Tirth Mehta got the bronze medal in esports (demonstration title) and now the Indian DOTA 2 team produced a power-packed performance to clinch the bronze medal at the first-ever Commonwealth Esports Championship on Sunday.

The Indian Dota 2 team, comprising Moin Ejaz (captain), Ketan Goyal, Abhishek Yadav, Shubhnam Goli, and Vishal Vernekar, defeated New Zealand by 2-0 in a best-of-three format. Despite the early pressure from New Zealand, the Indian contingent kept a cool head and won the first two rounds by taking the enemy’s ancient with their intense gameplay and strategies.

“This win symbolises the amount of hard work the team has put in over the years and we dedicate this win to our country. Winning a medal at the Commonwealth was a dream for us and we’re super proud as a team. We were very much aware before leaving for Birmingham that the tournament was going to be tough. Keeping in mind the intensity and level of the game on such an international platform, each and every team member gave their best shot during the practice sessions. We have invested a lot of time in preparing the strategies and improving our gameplay, which finally culminated in this win. We would like to thank the Esports Federation of India (ESFI) and Lokesh Suji Sir for their continuous support, motivation & encouragement. We hope that this win will encourage more tournaments around DOTA 2 and other esports titles, which will help the ecosystem as a whole to grow in our country,” said an elated Indian DOTA 2 skipper Moin Ejaz after winning the bronze medal.

Earlier in the DOTA 2, India came away with a convincing victory against Wales, got a bye against Trinidad and Tobago, but lost to England. They went on to the semi-finals but couldn’t go past Malaysia’s team and ended with a bronze medal match with New Zealand, which the team won convincingly.

“This is a historic win. The team DOTA has made the entire country proud by winning the bronze medal in the first-ever Commonwealth Esports Championship 2022. Moreover, it’s a dream come true for the Indian Esports Ecosystem as we have won the bronze medal at the Asian Games 2018 as well. The entire esports community is overwhelmed with this win and will fuel many esports athletes to represent India on a global stage in coming years,” said Lokesh Suji, Director of Esports Federation of India and Vice President of the Asian Esports Federation.

“Our next stop will be Asian Games 2022, where Esports is a proper medal event, and our focus is to excel in the tournament with multiple podiums finishes and bringing the laurels for our country. The esports community wants and requires esports to be recognised by the government as a sport in India to gain the benefits and support any sports community and athletes would receive. We want our esports industry to grow, develop and be nurtured just like any other sports in India,” added Mr Suji.

The Indian team in the Rocket League, which Hargun Singh led with Sandeep Sahani and Rushil Reddy, were not able to make it through after losing out to Canada by 3-0 in the best of five series in their first group stage match. The team faced similar defeats against Wales and England, which resulted in their exit from the Commonwealth Esports Championship early in the group stage.

One of the country’s top sports and Esports specialised communication firms, Artsmith – Concepts & Visions and India’s Leading Multiplex chain INOX continue their support for this prestigious tournament as the communication and multiplex partners of ESFI, respectively.

Commonwealth Games & Global Esports Federation organised the inaugural multi-nation esports tournament, scheduled in Birmingham from August 6-7. The 2022 Commonwealth Esports Championships were conducted at the International Convention Centre in Birmingham with the presence of the world’s top Esports teams. Alongside DOTA2 and Rocket League, PES2022 was also part of the tournament.

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WePlay Esports is a finalist of Ragan’s 2022 Video, Visual & Virtual Awards

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WePlay AniMajor got shortlisted as a Livestream Event of the year by Ragan’s 2022 Video, Visual & Virtual Awards.

Ragan’s Awards evaluate video, visual design, and virtual events that managed to engage with audiences remotely. WePlay AniMajor took place amid a COVID-19 epidemic, so sanitary restrictions didn’t allow the presence of spectators at the WePlay Esports Arena, Kyiv. Nevertheless, the event went down in history as the most popular Dota 2 Major during the pandemic era – the tournament got 647 214 peak viewers, and the general number of hours watched was more than 37 million based on Esports Charts.

Maksym Bilonogov, chief visionary officer and general producer at WePlay Esports. Photo: WePlay Holding

“One may think there is no significant difference between organizing an offline event and an online one. However, the atmosphere of a LAN tournament with spectators is a blast. Our task was to create an event that would be remembered by our viewers forever, even if they couldn’t attend in person.

The music, the setting, AR, and other details all made up a new world where our viewers wanted to stay longer. For us, getting recognition for our work is so much needed right now when it’s impossible to make this event happen in Kyiv again due to the Russian invasion”, says Maksym Bilonogov, chief visionary officer and general producer at WePlay Esports.

The entire WePlay Esports team is waiting for the announcement of the winners, who will be revealed on August 24.

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IMSA Launches New Esports Global Championship

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IMSA Launches New Esports Global Championship
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The International Motor Sports Association (IMSA) has announced the launch of the IMSA Esports Global Championship, an iRacing series dedicated to professional sim racers and sim racing teams.

Although IMSA’s association with iRacing dates back more than a decade and includes the IMSA iRacing Pro Series and the IMSA Triple Crown Challenge, the IMSA Esports Global Championship announced now is the first IMSA-backed iRacing series dedicated to professional sim racers and sim racing teams.

The IMSA Esports Global Championship kicks off in October and will feature the world’s top professional sim racers and sim racing teams competing for cash purses in each event of the four-race series and for the overall series championship. Races will be broadcast on iRacing and RACESPOT YouTube, Facebook and Twitch social media channels.

In keeping with IMSA’s more traditional racing series, the Esports Global Championship will consist of multi-driver, multi-class racing and will feature iRacing’s meticulously modeled GT3 and TCR cars. The series will enable professional sim racers and teams to develop close working relationships with eight of the manufacturers competing in the IMSA WeatherTech SportsCar Championship and IMSA Michelin Pilot Challenge: BMW, Ferrari, Honda, Hyundai, Lamborghini, McLaren, Mercedes-AMG and Porsche.

“The IMSA Esports Global Championship is the next step in our esports presence after the success of the IMSA iRacing Pro Series and the IMSA Triple Crown Challenge. IMSA was among the first motorsports organizations to recognize the potential of working with iRacing to blend the gap between sim racing and real racing by including our manufacturing partners. We’re excited that eight manufacturers competing in IMSA this year will be participating in the IMSA Esports Global Championship, and we expect that number to increase in the coming years,” IMSA President John Doonan said.

“iRacing and IMSA have enjoyed a long and productive relationship. Our partnership with IMSA has enabled more than 160,000 iRacers around the world to race virtual versions of the world’s fastest sports cars on North America’s iconic road courses. The IMSA Esports Global Championship is a natural and exciting next step in our relationship with IMSA as well as with many of the world’s leading makers of high-performance automobiles,” said Tony Gardner, president of iRacing .com.

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