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eSports

Intel commits to developing young talent in universities from the UK and Ireland through UNIVERSITY Esports

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Video games are one of the fastest growing sectors of the global entertainment industry, with revenues exceeding those of music and film combined. In the UK, gaming has remarkable potential: it is a business with a growing turnover of more than £4.5 billion and employs more than 47,000 professionals in the country, with a forecast to grow to 60,000 workers by 2025, according to data in Knight Frank’s (RE) Play Report.

Ireland is also notable for the development of its gaming industry. IDA Ireland that the domestic video games sector has been growing steadily. In 2022, the Irish government launched the Digital Games Credit: a way to encourage studios to set up or expand their operations in the country through refundable tax breaks equal to 32% of the expenditure incurred in the design, production and testing of a digital game, up to a limit of €25 million per project.

University students, who are part of Generation Z, have an undeniable interest in gaming. Different international studies indicate that young people represent around a third of the world’s population and their influence on the industry is becoming significant. It is estimated that more than 3 billion people will be gamers by 2025 worldwide.

Working in the world of video games

UNIVERSITY Esports, a grassroots esports organiser in the UK and Ireland operated by GGTech Entertainment, is bringing video games to young British and Irish people so that they can discover the advantages and opportunities offered by the gaming sector for their future professional careers. In the last academic year, over 110 universities took part in the project across the British Isles.

Physiotherapists, psychologists, marketing professionals or nutritionists are some of the professional roles in demand in the esports competition sector. Within the video game creation ecosystem, developer/programmer, designer/illustrator, motion designer, sound/audio designer and video game tester are five professions to watch closely.

Intel is committed to the development of young talent through esports and video games, while giving their support so that students can enjoy the best gaming experience during their time at university. To this end, this brand has announced a partnership with UNIVERSITY Esports for its Winter 2024 season.

The new season of UNIVERSITY Esports

Young university students from the UK and Ireland can now take part in the new season of UNIVERSITY Esports, which returns with new tournaments and activities for students in this 2024/25 edition. Through competition, entertainment and educational experiences, participants can have fun and learn alongside friends and peers.

The aim of UNIVERSITY Esports is to provide young people with an educational and entertaining gaming environment. Before the end of 2024, the project will have an extensive presence with the UNIVERSITY Tour, through in-person events on selected UK campuses. These face-to-face experiences, among wider activities, are intended to engage with students about the benefits of participating in the esports community both professionally and to have fun.

Competition details

League of Legends, VALORANT and Overwatch 2 are the games available to UK and Irish participants this season 2024/25. The Winter 2024 tournament will conclude in the week commencing 25th November, with broadcasts produced by students from the studios at Confetti X in Nottingham.

eSports

WEC24 Complete: Indonesia Crowned Overall Champion!

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WEC24 Complete: Indonesia Crowned Overall Champion! Busan, South Korea (November 20, 2024) – After nine days of exciting competition, the 16th World Esports Championship (WEC24) has come to a conclusion.

From epic plays to unforgettable moments, the championship closed out with the Dota 2 and MLBB Women’s finals. The ultimate victory and the biggest moment of the night belonged to Indonesia, as they won their second title as the WEC24 Overall Champions.

This prestigious trophy is awarded to the nation that excels across all of the game titles. Turkey secured one gold and one bronze medal also, however, Indonesia’s consistency and performance across the other game titles gave them the edge to secure their victory. Congratulations to Indonesia for this remarkable achievement!

WEC24 started on November 11 at the spectacular SEF Arena in Riyadh, bringing together athletes from around the world to compete across six tournaments: PUBG MOBILE, CS2 (Women’s and Open), Mobile Legends: Bang Bang (Open and Women’s), and Dota 2. Each competition delivered its special charm, giving us new champions and a WEC to remember.

Medalists:

PUBG MOBILE:

  1. Turkey
  2. Ukraine
  3. Brazil

CS2 Women’s:

  1. Poland
  2. France
  3. Portugal

CS2 Open:

  1. Romania
  2. Portugal
  3. Serbia

MLBB Open:

  1. Malaysia
  2. Philippines
  3. Indonesia

MLBB Women’s:

  1. Indonesia
  2. Cambodia
  3. Egypt

Dota 2:

  1. Greece
  2. Sweden
  3. Turkey

This year’s WEC broke records and set new milestones: the largest CS2 Women’s tournament with a $160,000 prize pool, the debut of the MLBB Women’s category, and a marathon Dota 2 bronze match that won’t be forgotten. Over 480 athletes gave it their all, leaving behind moments that will define the Esports scene for years.

As WEC24 comes to an end, we are thankful to every athlete, national federation, fan, and Esports enthusiast who traveled with us on the Road to Riyadh.

GG once again to Indonesia, our WEC24 Overall Champion! Thank you, Riyadh, for hosting an unforgettable championship. Until next time, see you on the next World Esports Championship journey!

 

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Asia

Savvy Games Delegation Joins More Than 30,000 Fans for Tencent and Hero Esports’ Honor of Kings Grand Finals in Beijing

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The inaugural King Pro League Grand Finals 2024, the biggest esports event in China, drew more than 30,000 fans to a sold-out Beijing Workers’ Stadium on Nov 16. A delegation from Savvy Games and the Esports World Cup Foundation also joined the iconic event hosted by Chinese tech giant Tencent and the largest esports company in Asia, Hero Esports (formerly known as VSPO).

HRH Prince Faisal bin Bandar bin Sultan Al Saud, Vice Chairman of Savvy Games Group (Savvy); Brian Ward, CEO of Savvy; and Ralf Reichert, CEO of the Esports World Cup Foundation, attended the tournament where two top Chinese esports teams competed for the inaugural Holy Dragon Cup and a record prize pool.

A total of 70 million rmb ($9.8 million) was awarded to the top 12 teams who advanced through the rounds of the six-week-long tournament. The final showdown was between Chengdu All Gamers and Chongqing Wolves, where Chengdu All Gamers emerged victorious in a best-of-seven series and took home 22 million rmb ($3.1 million) in prize money.

King Pro League, the premier esports league for Tencent’s hit game Honor of Kings, is the biggest esports league in Asia. Honor of Kings is the world’s most popular mobile game with more than 100 million daily players. Hero Esports has been the organizer of KPL tournaments since the league was first launched in 2016.

This year marks the inaugural KPL Grand Finals, which replaces the Honor of Kings International Championship for Chinese Honor of Kings competitors and features the top teams from across China, one of the biggest esports markets in the world with the most players. Events were held at arenas in Chengdu, Hangzhou and Changsha, with the Grand Finals event being held in Beijing.

The popularity of esports is growing rapidly around the world, encouraged by government support in a number of countries and new products and technology. According to a Frost & Sullivan Report, the market size of the esports gaming industry has experienced a significant increase at a CAGR of 15.2% from US$29.8 billion in 2017 to US$52.6 billion in 2021, and is expected to increase further at a CAGR of 12.1% from US$57.9 billion in 2022 to US$102.4 billion in 2027.

The report also shows that the number of gamers globally has experienced a significant increase at a CAGR of 7.1% from 2.3 billion in 2017 to 3.1 billion in 2021, and is expected to further increase at a CAGR of 5.5% from 3.3 billion in 2022 to 4.3 billion in 2027.

Danny Tang, CEO and Co-Founder of Hero Esports, commented: “Hero Esports is proud to have been a part of the first King Pro League Grand Finals, which is an example of the high calibre esports tournaments that fans and players everywhere deserve. The strong enthusiasm we’ve seen for this event in its first year is a testament to the significant growth of interest in this sport and the support of our high-profile sponsors. The atmosphere in the arena was electric and we congratulate the Chengdu All Gamers in winning the inaugural Holy Dragon Cup.”

Hero Esports, formerly known as VSPO, is a leading player in the global esports industry, collaborating with major game developers and global brands and organizing tournaments for players and fans across the world. It is the biggest esports tournament operator in Asia, having hosted 86 tournaments in the region in 2023, of which 62 were in China, compared with a total of 77 tournaments in 2020, of which three were overseas. The company recently announced the Esports Asian Champions League (ACL), Asia’s new premier international esports tournament featuring multiple titles.

Sponsors of the King Pro League Grand Finals 2024 include Meituan, Snapdragon and SAIC Volkswagen and iQOO.

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eSports

IESF Concludes 16th Ordinary General Meeting in Riyadh

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IESF Concludes 16th Ordinary General Meeting in Riyadh
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The International Esports Federation (IESF) held its 16th Ordinary General Meeting (OGM) on November 18, bringing together over 150 delegates from the member federations in Riyadh, Saudi Arabia.

Before the official start of the assembly, IESF welcomed representatives from the Saudi Olympic & Paralympic Committee (SOPC) and the Esports World Cup Foundation (EWCF). Abdulaziz Baeshin, CEO of SOPC presented Saudi Arabia’s progress in Esports and sports development and their vision moving forward. Frank Weber, Director of Corporate Marketing at EWCF discussed the success of the EWCF and highlight upcoming plans for the future.

In his opening speech, IESF President HRH Prince Faisal bin Bandar bin Sultan Al Saud expressed gratitude for the number of delegates who attended the assembly. He reflected on the federation’s success and achievements over the past year, the key areas for improvement, and the necessity of continued close collaboration among members.

The first session of the assembly continued with reviewing motions submitted by the members and voting on their acceptance or rejection. The members also voted to grant Full Membership status to Canada, Germany, Latvia, and Malta.

The second session of the OGM was dedicated to electing key positions within the IESF Board and committees. The results are:

  • Board Member: Mr. Samart Benjamin Assarasakorn

  • Treasurer: Mr. Daniel Wen Jun Loy

Membership Committee Members:

  • Mr. Soufiane El Filali

  • Mr. Jaroslav Melishek

Audit, Risk, and Governance Committee:

  • Chair: Mr. Tomas Gabris

  • Members: Mr. Jacopo Ierussi and Mr. Stevan Nenad Rosic

Regulatory Committee Chair:

  • Mr. Ido Orel Brosh

In his concluding statement, IESF General Secretary Boban Totovski congratulated the assembly on a productive and democratic meeting. He expressed his appreciation for the valuable insights shared by members and their dedication to the growth of the IESF.

“This year’s assembly demonstrated the strength of our community and the shared vision that drives IESF forward. I thank everyone for their contributions to a democratic and smooth process, and I look forward to welcoming more member federations to our family next year and even greater success” said Totovski.

The OGM 2024 in Riyadh was another step forward in IESF’s mission to unite the Esports world under a shared vision. With the growing number of national federations, the IESF continues to cement its role as the largest Esports family.

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