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DMCC Publishes Latest “Future of Trade” Report on Gaming and Esports

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Gaming revenues are expected to almost double by 2027 from 2021 in the Middle East and North Africa (MENA) region, reaching USD 6 billion, according to DMCC’s latest Future of Trade 2023 report titled “Gaming in the Middle East and North Africa (MENA): Geared for growth”. A young and digital-savvy population, high levels of digital connectivity, and government support are driving the region’s emergence as a consumer and creator hub.

Gaming and esports are both fast growing consumer segments, benefiting from rapid advancements in technology as well as broader and more inclusive audiences. The UAE and Saudi Arabia lead the region, supported by high income levels, strong digital engagement, and public investment initiatives. Globally, Asia Pacific constitutes the largest market share and China, the US and Japan are the largest individual markets.

The report gathers contributions from key industry leaders to establish the critical drivers of the industry’s accelerated growth in the MENA region and beyond. It also examines the impact on gaming and esports from a technology, culture and business perspective, covering global consumer trends, the emergence of MENA as a gaming and esports hub, and the key challenges that the industry needs to address to increase revenues further.

Guiding the global industry’s accelerated growth from nearly USD 200 billion in revenues in 2021 to USD 340 billion in 2027, the report outlines a set of key recommendations for governments and businesses, namely:

  • Diversify esports revenue streams from sponsorship to new direct-to-fan monetisation models – including digital merchandising, loyalty programmes and training platforms for amateur gamers – to boost revenues.
  • Develop appropriate regulatory safeguards to ensure privacy, security and safety online in the digital gaming ecosystem and provide a business-friendly environment – including smoother visa systems to allow esports professionals and audiences to attend live events – to attract talent into the region and elevate it into a global industry leader.

Ahmed Bin Sulayem, Executive Chairman and Chief Executive Officer, DMCC, said: “Gaming has come to the fore of entertainment globally, driving rapid growth especially in the MENA region, which now constitutes 15% of the global player base. The rise of gamification in areas such as education, healthcare, and other sectors has demonstrated gaming’s role in facilitating economic activity more broadly. Ensuring the accelerated growth of the gaming sector will have a measurable impact on the future of markets around the world, as well as the future of trade. As DMCC seeks to solidify Dubai’s reputation as a global trade and economic hub, efficiently activating opportunities within the gaming sector will prove essential.”

Among the most closely watched segments is esports, which is expected to post revenue growth of 23.3% between 2019 and 2024 in MENA. Fuelling this is the region’s young demographic, engagement from international broadcasters and sponsors, and government support. Tapping into this economic potential, DMCC partnered with YaLLa Esports, the Dubai-based professional esports organisation, to launch the DMCC Gaming Centre in December 2022. The Centre supports the growth of the industry in Dubai by providing gaming businesses with access to global capital, leading industry talent, and an ecosystem that allows them to operate efficiently and with confidence.

Due to the UAE’s strong business environment and infrastructure, as well as its status as a gateway to the Middle East and Asia Pacific regions, various international gaming developers have set up their regional headquarters in the country. Ubisoft is based in Abu Dhabi, while the gaming giant Tencent set up its MENA HQ in Dubai along with Riot Games. In Saudi Arabia, the kingdom has included gaming as a core element of its Neom project and has already made investments worth over $1.7 billion on the gaming industry.

eSports

IESF Kicks off Bidding Process for 2025 and 2026 Events

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The International Esports Federation (IESF) has officially launched the bidding process for the next two editions of the World Esports Championship and Regional Qualifiers. Cities interested in hosting IESF’s flagship event can learn more about the bidding process on the IESF Events Bidding Process page.

WEC, a long-standing tradition of competitions watched across the world, creates a direct opportunity for the host to link its city brand to the IESF Realm, multiple game titles, and some of the world’s best athletes.

IESF remains open to discussions with any cities, regions, or countries worldwide that are interested in hosting the World Esports Championship or Regional Qualifiers. We welcome inquiries from all potential hosts to explore the opportunities and benefits of bringing these premier esports events to their locations.

IESF General Secretary Boban Totovski said: “After Bali, Iasi, and Riyadh this year, we are all looking forward to our next host for the 17th World Esports Championship. We already have many cities waiting for the process to start bidding and we are all very excited to start the negotiations and discover where will the IESF flag go on the 19th of November in Riyadh, on the closing ceremony”

IESF assesses potential hosts based on several criteria, including how well they align with regional and national development plans, as well as the long-term strategic goals of the IESF vision and mission. The host city is expected to meet all requirements set by IESF. The final selection of the host city is made by a vote from the IESF Board.

The 2023 World Esports Championship in Iași, Romania, was a unique experience, attracting over 100,000 attendees and amassing an impressive 35 million viewers across all platforms. This year, the championship moves to Riyadh, Saudi Arabia, promising to be the biggest event yet with a record 130 nations and over 600 players competing, solidifying Riyadh as this year’s Esports capital.

Which city will rise to become the next epicenter of esports excitement?

 

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Skyesports Championship 2024: Aurora Gaming and 3DMAX Become First Teams to Advance to the Playoffs

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The Skyesports Championship 2024, a $300,000 international Counter-Strike 2 esports tournament, is taking place at the Taj Lands End, Mumbai from July 24 to 28. As the Group Stage nears its conclusion, two teams have advanced to the prestigious Playoffs, where they will battle for glory and a shot at the lion’s share of the prize pool.

Serbia’s Aurora Gaming and France’s 3DMAX Vie for Glory: First Teams to Reach the Playoffs

Aurora Gaming and 3DMAX have earned this accolade with flawless records so far in the Group Stage.

The 11 participating teams, which include prominent esports organizations from Mongolia, France, Turkey, India, and Russia, have been split into two groups: A and B.

In Group A, Aurora has secured their spot in the Playoffs after convincing victories against Parivsion, ENCE, and True Rippers, standing first in their group with a 3-0 record. With their advancement to the next stage, Aurora is eyeing a consecutive third trophy in Skyesports’ IPs, having previously won the $350,000 Skyesports Masters 2024 and the Skyesports Grand Slam 2024 in Pune, India.

All eyes are still on Group A as teams like The Mongolz and ENCE have to battle it out on Day 3 to make it to the Playoffs.

In Group B, 3DMAX has triumphed over Amkal, DMS, and Revenant Esports, securing a 3-0 record at the top of the group.

The action continues in the Skyesports Championship on Day 3, as the final day of the Group Stage will decide who will join 3DMAX and Aurora Gaming in the Playoffs. Fans can catch all the action live on the Skyesports YouTube and Twitch channels.

Unlike the Group Stage, the Playoffs will take place on the main stage at the prestigious 5-star hotel, the Taj Lands End in Mumbai, India.

Group A Standings

Group B Standings

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THE DOTA 2 VIRTUAL HALL OF FAME: GG.BET AND DOT ESPORTS PRESENT 50 WORLD RECORDS

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Dot Esports, the leading esports news outlet, and betting brand GG.BET have created a virtual hall of fame to celebrate 50 Dota 2 World Records. Check it out to discover the stories behind the most impressive feats in the game’s competitive history and watch videos of when they happened.

The Dot Esports team have painstakingly selected and presented Dota 2 records in 5 categories: players, teams, tournaments, content creators and talent. You can find a list of the extraordinary individuals and organizations in each one, as well as dive into the events that have made Dota 2 a Tier-1 esports discipline on the world stage.

GG.BET press office:  “Although Dota 2 was released over 11 years ago, it continues to rank among the top games in the esports community. As we wait for the biggest tournament of the year, The International 13, to kick off, we’ve decided to look back and reflect on the most remarkable milestones throughout the competitive history of Dota 2. Did you know that the fastest time a match was won was in less than 8 minutes? Or that there’s a team that’s played 2813 professional matches? The experts at Dot Esports will tell you all about this and much more in our joint project. We’re delighted to support the creation of such insightful content.”

Jody Rones, CRO at Dot Esports:  “From its humble beginning as a fan made mod to one of the largest games in the world, DotEsports is thrilled to partner with GG.BET to shine a light on DOTA and its community as it passes its 11 year mark. From the content creators, to the team, players, tournament organizers, shout casters and more, they’re a key part of what makes this esport great, and we couldn’t be more thrilled to give them the recognition they deserve with the launch of the collaborative DOTA World Records.”

50 Dota 2 World Records is already available on the Dot Esports website in English and Ukrainian.

Before the end of the Counter-Strike: Global Offensive era and the transition to CS2, Dot Esports put a spotlight on 50 CS:GO World Records in collaboration with GG.BET. This project got a great reaction not just from the esports community, but from the players and teams themselves.

 

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