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2023 Northern Cape Online Championships pushed forward to January


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Due to IESF having moved the 15th World Esports Championships (WEC) from December to August, Mind Sports South Africa (MSSA) will thus be holding its Northern Cape Online Esports Championships on 28 January 2023.

The Northern Cape Online Esports Championships shall offer all Registered Players the opportunity to qualify for selection to the national squad and for the Protea Team.

In order to participate, players must be registered for the 2022/2023 season.

The championship shall be held on 28 January 2023.

Game titles to be played are:

Period/genre Title Platform Age restriction Players
Shooter
CODM Mobile 18 4 v 4
CS GO PC 16 5 v 5
PUBGM Mobile 18 4 v 4
Sport
FIFA ’23 Console 12 1 v 1
eFootball 2023 (Konami) Console 12 1 v 1
Rocket League PC and Console 12 1 v 1
Sim racing – Assetto Corsa Competizione PC 12 1
MOBA
DotA 2 PC 12 5 v 5
Clash Royale Mobile 12 1 v 1
League of Legends PC 12 5 v 5
Clash of Clans Mobile 12 1 v1
Mobile Legends Bang Bang Mobile 12 5 v 5
Fighting
Tekken 7 Console 16 1 v 1
Street Fighter V Console 12 1 v 1
Card HearthStone Various 12 1 v 1

Tournament Structure:

As per the MSSA’s rules, being:

  • If less than six teams, the championship shall be a Round Robin Championship
  • If 6 to 10 teams enter the championship there shall be four rounds as played to the Swiss System
  • If 11 or more teams enter the championship there shall be five rounds as played to the Swiss System

Eligibility:

  • Any team consisting of players who are Registered Players affiliated to a MSSA member club may enter.

Entries:

  • Entry is R100.00 per Registered Player.
  • Only fully-paid-up Registered Players may participate in this event.
  • Entries must be submitted by 27 January 2023.
  • To enter, the club must complete the Google Drive document.
  • The entry form may be found on Google Drive.
  • Clubs are to download the entry form, completed the downloaded form, and e-mail it to Mind Sports South Africa.
  • Photographs of players must accompany the entry.

Medals:

Medals shall be handed over to winners at the next MSSA LAN that they attend.

MALE:

  • PREMIERMedals shall be awarded to the first three teams.
  • UNDER 24: Medals shall be awarded to the first three teams that have not won a Premier medal and which are comprised entirely of students currently registered at any officially recognized University.
  • SCHOLARSMedals shall be awarded to the first three teams of learners currently registered at any officially recognized school, provided they have not received any Premier medals. 

  FEMALE:

  • PREMIER: Medals shall be awarded to the first three teams.
  • UNDER 24: Medals shall be awarded to the first three teams that have not won a Premier medal and which are comprised entirely of students currently registered at any officially recognized University.
  • SCHOLARS: Medals shall be awarded to the first three teams of learners currently registered at any officially recognized school, provided they have not received any Premier medals.

Colours:

  • Protea Colours: Only Players that are selected to represent South Africa in International Championships may earn National Colours if the Protea Colours Board’s criteria are met.
  • National Colours: All Players that win all of their Matches at a National Championship will earn National Colours.
  • Provincial Colours: All Players that win all of their Matches at a Provincial Championship will earn Provincial Colours. All Players who score within the top 50% in a specific Period at a Provincial Championship, and who also score within the top 50% at a National Championship in the same period and in the same year, will earn Provincial Colours.

General:

  • The championship shall be played on: 28 January 2023
  • The first round will start at 10H00. Players shall be given 60 minutes to complete each round.
  • The championship is accredited as being of the same status as a provincial championship.
  • The championship shall be used for the awarding of provincial colours;
  • The championship shall be used for the awarding of medals for 1st, 2nd and 3rd places in Premier, Under 24, and School categories;
  • The championship shall be used for the ability to qualify for National Team Squad.
  • All medals shall be awarded to the recipients at a MSSA LAN championships.

Umpires:

  • Umpires may only be contacted over Skype on the day of competition. Any communication not on the Skype channel shall not be entered into.

Ladder:

  • All games shall count towards the National Ladder.

Shout casting:

  • MSSA shall decide who may shout-cast the games.
  • Anybody wishing to be appointed as a Shout-Caster must apply in writing

eSports

Speakers Announced for British Esports’ fifth Esports in Education Summit

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Speakers Announced for British Esports’ fifth Esports in Education Summit
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Lineup of keynote speakers and panellists announced for the leading UK and International Esports in Education conference and networking event this February.

British Esports, the national body set up to support grassroots esports in the UK, has announced the lineup of speakers and panellists for the fifth edition of the Esports in Education Summit, taking place on Friday 10th February 2023 at Confetti Institute of Creative Technologies.

Designed for Senior Leaders, Curriculum Managers, Lecturers, and Educational Institutions with a keen interest in esports, as well as those from amateur and professional esports organisations, the Esports in Education Summit provides a platform to discuss the ongoing impact, developments and opportunities available in competitive gaming and esports for schools and colleges, whatever their stage of esports development.

The lineup of speakers for the 2023 summit includes:

  • Andy Payne OBE, Chair, British Esports Federation
  • Kalam Neale, Head of Education, British Esports Federation
  • Alice Leaman, Head of Operations, British Esports Federation
  • Danny Lee, Curriculum Manager Sport, Loughborough College
  • Amardeep Malhi, Curriculum Leader Esports, Colton Hills Community School
  • Tom Hurrell, Rocket League Product Manager, NUEL
  • Gary Tibbett, Head of International Relations (APAC), British Esports Federation
  • Scott Santus, Standards Verification, Senior Team Leader, Pearson
  • Shoubna Naika-Taylor, Curriculum Manager of Digital, Coventry College
  • James Fraser-Murison, Director of Esports, Queen Mary’s College
  • Gin Rai, Esports Manager and CL, Confetti Institute of Technologies
  • Tom Dore, Global Head – International Relations, British Esports Federation
  • Sarah Trowler-Wren, Head of Sales & Marketing, GoBubble
  • Derek Johnstone, Senior Consultant, NSPCC
  • Dominic Sacco, Founder/Editor, Esports News UK
  • Michael Moriarty, Esports Manager, Wolves Esports
  • Jeff Simpkins, Chief Operating Officer, Resolve Esports
  • Emma Rose, Commonwealth Esports Championships Gold Medalist
  • Professor Phillip Wilson, Chair of the Board, College of Esports
  • Camilla Maurice, Education Engagement Manager, Midkent, NCSG
  • Dave Martin, COO, British Esports Federation
  • Chester King, Founder and CEO, British Esports Federation

“I am delighted that Confetti is hosting the British Esports’ Esports in Education Summit again this year,” said Craig Chettle MBE, Chief Executive, Confetti Media Group, part of Nottingham Trent University. “Confetti has been delivering the best creative educational experience for almost 30 years, and our aim now, as it has always been, is to prepare students for dynamic and exciting careers in the entertainment industries.  We’re excited to welcome guests from across the UK to our world-class facilities in Nottingham.”

In a slight change to the agenda, there will now be an additional panel focused on ‘How Esports Supports Progression to Higher Education‘.

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eSports

eSport Market Is Expected To Reach around USD 5.48 Billion by 2030, Grow at a CAGR Of 21.0% during Forecast Period 2023 To 2030 | Data By Contrive Datum Insights Pvt Ltd.

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The Global eSports Market Size Was Valued at USD 1.22 Billion In 2021. The Market Is Projected To Grow From USD 1.44 Billion In 2022 To USD 5.48 Billion By 2030, Exhibiting A CAGR Of 21.0% During The Forecast PeriodWe found that the global market for eSports grew by an average of 15.4% between 2019 and 2020.

The market is growing because more games are being streamed live, big investments are being made, more people are watching, more people are getting involved, and league tournaments have better infrastructure. Because gamers, organisers, influencers, and game developers are getting better at what they do, there are more ways to make money in the market. Electronic sports can be a profession because they have big international prize pools and make money from streaming.

Also, colleges and universities have started to offer programmes that are designed to turn out skilled workers.

Recent Developments:

  • In August 2021: Gameloft partnered with ESL Gaming to enhance the mobile electronic sports-native sponsoring solutions.
  • In July 2021: Intel collaborated with the International Olympic Committee to increase the focus on hosting one of the major virtual competitions as a kickoff to the Games. The electronic sports event was mainly scheduled to be held in Katowice, a city of approximately 3,00,000 individuals in Poland, a month before the Olympic Games.
  • In June 2021: Gameloft partnered with Epik Prime, an NFT platform functioning with AAA gaming organizations & large entertainment IP and brands, which focused on launching a racing-themed set of archives within the mobile racing game Asphalt 9.

Segment Overview

Streaming Insights

There are two main types of streaming: live streaming and on-demand streaming. During the period covered by the forecast, live streaming is expected to make up the biggest part of the segment. As more attention is paid to getting fans involved, live electronic sports events are likely to become more popular. Also, as the number of smartphone users grows, more people are likely to watch live tournaments of electronic sports.

People want more entertainment at home, so video-on-demand is likely to grow quickly over the next few years. People watch more games on Over-the-Top (OTT) platforms than live because they can watch the game whenever they want. Because of this, the video-on-demand part of this business is likely to grow.

Revenue Streaming Insights

Depending on how the money comes in, the market is split into media rights, advertising, sponsorship, ticket and merchandise sales, game publisher fees, and other categories. The media rights segment is expected to gain the most market share during the time frame of the forecast. Many media companies are putting money into these games because the industry is growing and more than 380 million people around the world watch them.

Sponsorship and advertising are expected to grow quickly during the time frame of the forecast. The team that pays for the platform is putting money into it to build its brand as the number of viewers grows. In the same way, many apps that let you play games have ads in them to make more money.

Gaming Genre Insights

Based on the type of game, the market is split into real-time strategy games, first-person shooter games, fighting games, multiplayer online battle arena games, mass multiplayer online role-playing games, and other types. During the time frame of the prediction, the market for first-person shooter games is expected to grow a lot. Many different game providers offer a huge number of first-person shooter games. The 3D worlds in the games of the past looked real.

Fighting games will get better in a lot of ways. Because it is used in virtual and video games, it is becoming more popular on the market.

Over the next few years, multiplayer online battle arena games will grow quickly because they are fun and profitable. Since multiplayer is becoming more and more popular, it is likely to grow.

Regional Outlook:

In 2021, North America had the largest share of the market. There are a lot of online gamers in this area, which should help the business grow. The largest companies in the area are Activision Blizzard, Inc., Riot Games, Inc., X1 Esports and Entertainment Ltd., and others. To stay ahead of the competition and meet customer needs, they spend a lot of money on research and development.

Asia-Pacific is likely to grow a lot over the next few years. Because of how quickly sports events are moving to digital platforms for entertainment, countries like China, Japan, and India are likely to have a high demand. Electronic sports are becoming more popular because the gaming and entertainment industry in Asia and the Pacific has so many opportunities.

Most European countries have a strong sports market, which is likely to give companies that offer online sports platforms more ways to make money. Fans are always looking for new ways to play games. In the same way, a lot of different people are investing a lot in this market in Europe because it has a growing audience and a higher return on investment.

Scope of Report:

Report Attributes Details
Growth Rate CAGR of 21.0% from 2023 to 2030.
Revenue Forecast by 2022                        USD 1.44 Billion
By Streaming Type On-demand, Live, Others
By Revenue Streaming Game Publisher Fees, Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Others
By Gaming Genre Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others
By Companies  Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.)
Regions and Countries Covered
  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe(Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa(Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America(Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
Base Year  2022
Historical Year  2017 to 2022
Forecast Year  2023 to 2030

Trends:

Advertisements aimed at people who watch electronic sports, like those shown during live streams on online platforms or electronic sports TV, bring money into this market.

Advertising is likely to bring in a lot of money in the coming years as more people watch online platforms like YouTube and Twitch.

Streamlabs says that in 2018, the most money was made by YouTube and Twitch. Twitch had 4.32 million quarterly active streamers, while YouTube had 1.13 million.

So, as the number of streamers grows, advertising-related content is likely to increase, which will help the market make money.

Driving Factors:

Because technology is always getting better, people all over the world have become dependent on smartphones, other high-tech gadgets, and the internet. Because so many people want to play games, video game companies have moved to a model where they make money over and over again. Also, as technology keeps getting better, there are more and more video game tournaments, virtual reality products, and people spending a lot of money on video content all over the world.

The online gaming market is growing because more people are using advanced gaming technologies, people have different tastes in entertainment, and more people want to play games on their phones. Because more people have smartphones and the internet is better, the number of players has grown quickly.

Restraining Factors:

LED computer monitors can cause metabolic disorders, and gambling addiction and social behaviour disorders can cause psychological problems in gamers.

A recent study by Zwiebel et al. on the health effects of electronic sports players found that they are more likely to get back, neck, and upper limb injuries. The same thing can happen if you spend too much time in front of a computer screen. Most of these problems happen because these players don’t move around much and stand in an awkward way.

Key Segments Covered:

Top Market Players:
Sony Group Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Tencent Holdings Limited (China), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), DLive Entertainment Pte. Ltd. (U.S.), and others.

By Streaming Type

  • On-demand
  • Live
  • Others

By Revenue Streaming

  • Game Publisher Fees
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Regions and Countries Covered

  • North America: (US, Canada, Mexico, Rest of North America)
  • Europe: (Germany, France, Italy, Spain, UK, Nordic Countries, Benelux Union, Rest of Europe)
  • Asia-Pacific: (Japan, China, India, Australia, South Korea, Southeast Asia, Rest of Asia-Pacific)
  • The Middle East & Africa: (Saudi Arabia, UAE, Egypt, South Africa, Rest of the Middle East & Africa)
  • Latin America: (Brazil, Argentina, Rest of Latin America)
  • Rest Of the World
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eSports

ESL FACEIT Group brings world-class Dota 2 action to Germany with the ESL One Berlin Major powered by Intel®

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ESL FACEIT Group brings world-class Dota 2 action to Germany with the ESL One Berlin Major powered by Intel®
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ESL, an ESL FACEIT Group brand, announced the next ESL One Dota 2 Major, powered by Intel® which will be held in Berlin, Germany, on April 26 – May 7, 2023.

18 of the world’s best Dota 2 teams will battle it out for their share of the $500,000 total prize pool and a chance to play in front of their fans at Velodrom during the final three days of the competition. Furthermore, with the Major, the competing teams can earn the valuable Dota Pro Circuit (DPC) points needed to qualify for the renowned Dota 2 Championship, The International 12 (TI 12), which will take place later this year.

“We’re super excited to welcome the world’s best Dota 2 teams to Berlin for what promises to be a spectacular Major,” said Shane Clarke, Director Game Ecosystems at ESL FACEIT Group. “Last year, with the ESL One Stockholm Major, fans from all around Europe and beyond already showed an incredible support. We can’t wait for the top players to enter the live stage at Velodrom and feel that phenomenal atmosphere once again.”

Dota 2 teams from Eastern Europe, Western Europe, North America, South America, Southeast Asia, and China can look forward to a spectacular conclusion of the DPC Spring Tour 2022-2023. The two to four best teams of each region will travel to Berlin, Germany, as they qualify for the ESL One Dota 2 Major.

The ESL One Berlin Major starts on April 26 with the Group Stage, which uses a best-of-2 round-robin format. Here, the participating teams will be split into two groups of nine teams and compete in a studio environment. The top six teams of each group proceed to the double-elimination Playoff Stage which takes place in front of a live audience at Velodrom in Berlin, on May 5 – 7, 2023.

Commencing April 26, fans from around the globe can tune in during the live transmissions on ESL’s Dota 2 Twitch and YouTube channels and via dedicated broadcast partners.

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