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Esports One Partners with Riot Games Brazil

George Miller

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Esports One Partners with Riot Games Brazil
Photo Source: esportsobserver.com
Reading Time: 3 minutes

 

Esports One has partnered with Riot Games Brazil to bring real-time stats & data to their League of Legends broadcasts through their flagship product, OneConsole.

Esports One, the data and analytics company changing the way fans watch and engage with esports, announces a partnership with Riot Games, a global game developer and pioneer in the esports industry. The partnership kicks off in Brazil and adds real-time stats and insights to Riot Games broadcasting.

There are a number of ways to capture and analyze what happens in a League of Legends match: Manual human input, pulling data from the game publisher API, and reading local game files from a player’s computer to name just a few. Esports One, whose focus is on real-time analysis, took a more customizable route, utilizing proprietary computer vision technology and machine learning to capture & analyze what is happening in a professional esports match. The partnership supplies Riot Games Brazil’s broadcasters with real-time stats and insights, improving the commentating experience, and ultimately, the fan experience.

“We began testing Esports One’s OneConsole at the start of the 2018 CBLoL season. Their team worked closely with us to identify new and exciting statistical insights that lend themselves to great storytelling,” said Carlos Antunes, Head of Esports at Riot Games Brazil. “Recently we started implementing OneConsole features into our live broadcasts; being able to analyze every event in real-time has facilitated an entirely new level of commentary and been eye-opening for myself and the broadcast team. We’re excited to see what the future holds for Riot Games Brazil and Esports One!”

To kick off, Esports One has given Riot’s CBLoL team access to OneConsole, the company’s custom-built broadcaster console, providing a powerful database and dashboard of live statistics. It is designed to be a second-monitor experience for commentators, providing an easy way to view in-depth analytics and story points during live games.

“Solidifying a partnership with one of the largest game publishers in the world is a testament to the quality of the team and product that we’ve built at Esports One. I’ve worked with Riot Games ever since I got my start in esports almost a decade ago, and their company-wide value of ‘players first’ aligns perfectly with our mission to enrich esports experiences through real-time data and analytics. We’re eager to see where the future takes us as we continue to lead the charge of innovation in esports,” said Matthew Gunnin, Founder & CEO of Esports One.

Let’s take a real example from a match between team Vivo Keyd and the CNB Esports Club in Riot Games Brazil’s professional league. Early in the game, one of Vivo Keyd’s star players secures a major objective which is immediately recognized by Esports One’s OneConsole. Esports One captures and analyzes the details, including the game time, and all data related to the team and players involved. Commentators are presented with the summary milliseconds after the objective is taken, including key data points such as:

Vivo Keyd takes the first dragon 41.67% of games
Vivo Keyd wins 80% of the games played where they took the first dragon of a game
The time to take the first dragon in this game was 7:47 faster than the league average

One of the key areas that OneConsole shines is pinpointing and relating interesting data points to eachother. For instance, “Vivo Keyd secured the first baron of the game at 21:13.” is much less interesting than “At 21:13, Vivo Keyd secured the first baron of the game seven minutes and twenty four seconds faster than the league average (28:37) and win 80% of their games after securing this objective.” To learn more visit esportsone.com

 

About Esports One:
Esports One leverages data and analytics to enhance the way fans watch and engage with esports. Through proprietary computer vision technology, machine learning, and historical data sets, Esports One offers real-time, interactive tools for event broadcasters, streamers and fans in esports. The company plans to add support for additional esports game titles in early 2019. Esportspedia, the leading wiki for competitive esports, is a subsidiary of Esports One. Founded in 2017 by Matthew Gunnin, Esports One is headquartered in Santa Monica, CA.

About League of Legends Esports Leagues:
League of Legends is a premier global sport with 14 professional esports leagues, 113 professional teams, and over 850 salaried athletes worldwide, overseen and operated by Riot Games. League of Legends esports games are broadcast live to millions of fans in 18 different languages across the globe.
The League of Legends World Championship tournament consistently reaches new viewership milestones each year, easily rivaling those of major traditional sporting event finals; for example, Worlds 2017 reached a total of 1.2 billion hours watched over the course of the 21-day competition, with the most-watched match pulling in over 80 million live unique viewers.

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Esports Gambling Website Rivalry Partners with MoonduckTV to Give Fans a Way to Watch $33.5M+ Esports Event

Zoltan Tundik

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As the esports scene continues to grow, eighteen of the world’s best teams are coming together from August 15th – 25th to battle for their share of a $33,500,000+ prize pool. This annual event, known amongst fans of the popular esport Dota 2 as TI9, short for The International 2019, has been held in Seattle for 6 of the last 7 years, with the 2018 event held in Vancouver. This 2019 edition makes its way to the other side of the world to host city Shanghai.

TI9 being based in Shanghai has fans thrilled in China and other Eastern time zones but has left those in European and Western time zones searching for viewing options as they find themselves 12 to 15 hours behind Shanghai, often sleeping while their favorite teams and players battle for the title.

Renowned Dota 2 esports broadcaster MoonduckTV has partnered with Rivalry.com to host the Jungle Jam in Denver, Colorado for fans who want to enjoy the main event of TI9 but not disrupt their lives too dramatically. Hundreds will attend the event in person while hundreds of thousands will watch the stream online through Twitch.

Some of the best casters and analysts in the world will descend upon Denver to add their own personal flair to

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European teams join the next season of Forge of Masters WePlay! League

Zoltan Tundik

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New-season of the CS:GO league with the $100 000 prize pool will be held in autumn 2019 and culminated with a LAN final in WePlay! esports arena in Kyiv

Forge of Masters league, having the purpose to give regional tier-2 and tier-3 teams an opportunity to grow out of the shadows of the top-tier teams, will resume very soon: the open qualifiers will start on September 14 and the grand final will take place during the LAN-finals on November 17, 2019. The first season was targeted at teams from the CIS, so with the second season organizers decided to expand the pool of participants – now teams from Europe can try their strength fighting for a share of the prize pool and the championship of the league.

League format 

The second season will welcome 24 teams – 12 from the CIS and 12 from Europe. The competition will have open qualifiers followed by the group stage. It will run online with three stages using the Single Elimination system.

During the first stage, all teams will be split into six groups – three for each region. The teams taking first places in their corresponding groups will advance to the LAN-final of the second season. The squads placing second in the groups will go to the third stage of the online competition and the squads placing third – to the second stage. Based on the results of the second and third stages of the group stage, we will know the teams going to the LAN-final.

8 teams will play in LAN-final and 2 GSL groups will be divided into four 4 teams with Single Elimination playoffs.

The second season dates 

The first phase of the open qualifiers for Europe and the CIS will run on September 14 and 15, while the second phase – September 21 and 22, 2019. You will be able to enjoy a live broadcast of the group stage matches starting October 1 to November 3, 2019:

  • First phase: October 1 — October 13, 2019
  • Second phase: October 18 — October 19, 2019
  • Third phase: November 1 — November 3, 2019

The LAN-final of the second season of Forge of Masters WePlay! League will take place on WePlay!’s new esports arena on November 15 to 17, 2019. The exact location and detailed schedule will be announced later.

Prize pool 

Total prize pool of the season of Forge of Masters WePlay! League will be $100,000, and will be distributed among the finalists as follows:

  • 1st place: $50,000
  • 2nd place: $20,000
  • 3-4th places: $10,000
  • 5-6th places: $3,000
  • 7-8th places: $2,000

Once again, the main goal behind the Forge of Masters WePlay! League is to give the regional team an opportunity to grow in a healthy competitive environment by participating in regular tournaments.

Find more details about the league at weplay.tv and in our social media: RedditInstagram, and Twitter.

For the partnership and brand integration queries, email us at: placeme@weplay.tv

#WePlay #ForgeofMasters #WPL #WePlayCSGO

Source: WePlay! Esports press office

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Estars Launches New Interactive Gaming Platform for its Majors Events in 2019

Niji Narayan

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Photo source: gaming4.cash
Reading Time: 2 minutes

 

Estars, the leading production company for esports and video games, has launched a new interactive, free-to-play gaming platform with more than $20 million in prizes for its Majors Events in 2019.

On Estars, users are able to compete and connect with their favorite games, players, streamers and teams through free prediction-based contests. Special promotional contests allow users to win real-world prizes and exclusive in-game items. To play, users enter contests and select their predicted outcomes of various esports matches and tournaments to enter to win prizes. After a user selects their picks, they can watch the matches live on Estars to see how their selections are performing in real-time.

“We are thrilled to offer a new, unified experience from developer to fan, and launch it in a really big way. Not only does this platform allow users to engage in some of the top esports competitions, but fans now have an even more enhanced viewing experience and the opportunity to win as much as the professional players or teams they love to watch,” Bart Barden, Estars Managing Director said.

Estars users also have the opportunity to collect Stars, the platform’s virtual currency, by winning contests, watching ads, winning daily bonuses and more as they compete in more than fifteen available games.

“As the esports community continues to grow, we see Estars providing a new way to connect game developers, sponsors, teams and streamers to a coveted audience. Teams, players and streamers continue to lead the growth of esports and the gaming community, and we are happy to provide our partners new ways to connect with fans and increase engagement as we expand offerings within the industry through gamified viewing experiences, unique leaderboards and more,” Jeff Liboon, Estars president and co-founder said.

Estars is available on all mobile and desktop web browsers across 46 U.S. states. Users in eligible jurisdictions must be at least 16 years or older to play on Estars and 18 years or older to play for a chance to win real-world prizes.

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