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Overwatch League and Fanatics Team up for Groundbreaking Retail, Licensing, and Ecommerce Deal

George Miller



Overwatch League and Fanatics Team up for Groundbreaking Retail, Licensing, and Ecommerce Deal
Reading Time: 3 minutes


Fanatics will become the official retail partner of the Overwatch League

The first-ever esports deal for Fanatics includes omnichannel retail and fan gear manufacturing rights


The Overwatch League announced a groundbreaking, multi-year deal with Fanatics, the global leader for licensed sports merchandise, which will provide the Overwatch League fanbase with an omnichannel retail experience along with a significantly expanded assortment of products. The agreement marks the first-ever foray into the rapidly expanding global esports industry for Fanatics and is the first of its kind between a major retailer and an official esports league.

The deal is highlighted by Fanatics securing U.S. and international rights to produce Overwatch League jerseys, fan gear, headwear, and hard goods sold across all retail and wholesale channels. Under the new agreement, both parties also will work collaboratively to identify and secure additional world-class companies to grow the overall assortment of high-quality products available to fans. In addition, Fanatics will establish a new global ecommerce and mobile shopping platform and operate on-site retail for all league events.

“Our collaboration with Fanatics—the first between a major esports league and a global sports merchandising company—allows us to reach even more fans and to provide them with high-quality merchandise and a best-in-class retail experience where they can shop for all our great Overwatch League gear,” said Brandon Snow, chief revenue officer of Activision Blizzard Esports Leagues. “Fanatics has a proven track record of success with major sports brands and we’re excited to work with them in expanding this part of our business.”

Fanatics—utilizing an innovative vertical manufacturing model, combining extensive licensing rights with on-demand manufacturing and an agile supply chain—will design and quickly distribute high-quality Overwatch League fan gear across all categories, including merchandise for league events and championships.

“The demand for team gear during our inaugural season was very strong,” said Daniel Siegel, head of esports licensing for Blizzard Entertainment. “A significant number of fans—for regular-season matches at Blizzard Arena Los Angeles and at the Grand Finals in Brooklyn—showed up in jerseys to support their teams, and we’re thrilled to make it even easier for them to represent their favorite teams and players.”

“Esports has been on our radar for some time now and we are incredibly excited to mark our first deal with the best in the world in Activision Blizzard around their incredibly successful Overwatch League,” said Ross Tannenbaum, head of special projects for Fanatics. “Our omnichannel retail capabilities and real-time vertical manufacturing model will ensure that Overwatch League fans across the globe have unprecedented access to a wide assortment of merchandise to be able to show their passion and pride for the teams and players they love, whether shopping online, on their phone, or at one of many league events.”

The agreement between the Overwatch League and Fanatics will be implemented before the start of the 2019 Overwatch League season, which kicks off on February 14. At that time, Overwatch League gear will be available on a dedicated e-store and on select sites across Fanatics’ global network.

The new online storefronts will be the first to sell gear for the Overwatch League’s new expansion teams: Atlanta Reign, Chengdu Hunters, Guangzhou Charge, Hangzhou Spark, Paris Eternal, Toronto Defiant, Vancouver Titans, and the Washington Justice. Fanatics will operate on-site retail stores for all Overwatch League regular-season matches at Blizzard Arena Los Angeles and for other league events.

Further details about the official launch of the new Overwatch League ecommerce platform and the 2019 season will be announced at a later date.


About the Overwatch League™:

The Overwatch League™ is the first major global professional esports league with city-based teams across Asia, Europe, and North America. Overwatch® was created by globally acclaimed publisher Blizzard Entertainment (a division of Activision Blizzard—Nasdaq: ATVI), whose iconic franchises have helped lay the foundations and push the boundaries of professional esports over the last 15 years. The latest addition to Blizzard’s stable of twenty-two #1 games,[1] Overwatch was built from the ground up for online competition, with memorable characters and fast-paced action designed for the most engaging gameplay and spectator experiences. To learn more about the Overwatch League, visit

About Fanatics:

As the global leader in licensed sports merchandise, Fanatics is changing the way fans purchase their favorite team apparel and jerseys through an innovative, tech-infused approach to making and selling fan gear in today’s on-demand culture. Operating multi-channel commerce for the world’s biggest sports brands, Fanatics offers the largest collection of timeless and timely merchandise whether shopping online, on your phone, in stores, in stadiums or on-site at the world’s biggest sporting events.

© 2018 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD, and BLIZZARD ENTERTAINMENT are trademarks of Blizzard Entertainment, Inc., in the United States and/or other countries.

[1] Sales and/or downloads, based on internal company records and reports from key distribution partners.

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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EPICENTER Major qualifiers gathered more than 15 million views

George Miller



EPICENTER Major qualifiers gathered more than 15 million views
Reading Time: 2 minutes


Dota 2 EPICENTER Major qualifiers have gathered 15,4 million views worldwide*. The qualifier matches for EPICENTER XL, last year’s Major series tournament in Moscow, gathered nearly two times fewer views – 7,8 million. Meanwhile the total amount of broadcast hours on Twitch amounted to 866 in 2019 as compared to EPICENTER XL 2018’s 1100 hours.

The viewer count for the qualifier stage of DPC 2018-2019 season’s fifth Major reached 177 147 during the CIS region grand-final of versus Natus Vincere. Notably, EPICENTER XL’s qualifiers final viewer count peaked at 67 668 under the same conditions. Overall, more than 5,5 million unique users viewed EPICENTER Major, exceeding last year’s figure by more than 1,2 million.

The Russian broadcast of the upcoming Major’s qualifiers engaged more than 10 million views, with 3 million unique views. The previous year’s CIS broadcast gathered 4,4 million views and 2,3 million unique users.

EPICENTER Major in Dota 2 with a prize pool of $1 000 000 will take place in Moscow from June 22 to June 30. 14 out of 16 participating teams advanced to the main event through CIS, China, Europe, South America, North America, and Southeast Asia regional qualifiers. Two remaining spots are reserved for the participants of the previous Minor.

Epic Esports Events (a member of ESforce Holding) is the organizer of the EPICENTER Major. The tournament operator specializes in hosting international competitions and is the organizer behind EPICENTER Dota 2 and CS:GO series in Moscow and Saint Petersburg. Their first Dota 2 series was deemed the best Live Entertainment event by a leading European award EUBEA 2016, and EPICENTER XL 2019 was awarded the first place in nomination Russian Event per Eventex Awards.

*excluding statistics from China

ESforce Holding is one of the world’s largest esports organizations and the leader of electronic sports in Russia. The holding company integrates all key areas of the esports business, from organizing international tournaments and professional content creation to publishing and advertising activities as well as online retail sales of esports-themed merchandise. ESforce owns over 220 popular online resources with a combined audience of 12 million followers and 114 million annual unique visitors, which provide a 90-percent reach to esports broadcast viewers in Russia and the CIS as well as access to a significant share of relevant international audiences. In 2018, the holding became part of the largest technology company in Russia, Mail.Ru Group.

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Luckbox partners with sportsbook solution OddsMatrix powered by EveryMatrix

George Miller



Luckbox partners with sportsbook solution OddsMatrix powered by EveryMatrix
Reading Time: 2 minutes


Esports betting platform Luckbox has announced a partnership with OddsMatrix, the fully managed solution powered by EveryMatrix. Luckbox is now accepting its first players and will use the OddsMatrix Sportsbook, a platform with an architecture designed for horizontal scalability and high-availability.

Luckbox offers comprehensive betting on CSGO, Dota 2, League of Legends, with other major esports to follow.

The company is based in Isle of Man, where it holds a full licence under the Online Gambling Regulation Act (OGRA), issued by the Gaming Supervision Commission.

Chief Operating Officer Quentin Martin said: “OddsMatrix’s risk management and well-automated trading tools help reduce the demands on our team in the early stages of our company’s growth and its sportsbook software is specially tailored to meet the dynamic nature of esports market.

“Luckbox has been built by our in-house development team to be modular, agile and scalable meaning we are able to cherry-pick the best partners for the various elements of the business and we’re delighted to be working with OddsMatrix.”

Ebbe Groes, CEO of EveryMatrix, commented: “EveryMatrix salutes Luckbox’s dedication to the esports community and we’re pleased to be their choice for a sportsbook solution. Our team strongly believes that Luckbox is an exciting project that’s worth watching on the long run and we’re confident that their innovative perspective brings added value to the iGaming arena. ”


About Luckbox:

Luckbox was founded by former PokerStars colleagues Lars Lien and Mike Stevens. Preparing for launch in April 2019, it is being built by a team combining vast experience in the igaming industry and a passion for esports to offer players unique and highly social platform to bet on CSGO, Dota 2 and League of Legends. Real Time Games Holding Limited – the company behind the Luckbox brand – holds a full licence under the Online Gambling Regulation Act (OGRA), issued by the Gaming Supervision Commission.


About EveryMatrix:

EveryMatrix delivers a modular and API driven product suite including a market leading one-stop shop casino content aggregator and integration platform, a cross-product bonusing engine, a fully managed sportsbook and sport data services, a stand-alone payment processing product, and a multi-brand affiliate/agent management system.

To offer the services required by operators, the EveryMatrix products work together as an entire platform or independently and can be easily integrated with existing platforms to accommodate different types of clients from bookmakers to lotteries and, from existing large operations to newcomers. Learn more at

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Esports Tournaments and Viewership is on the Rise, but Payment Solutions Lag Behind

George Miller



Esports Tournaments and Viewership is on the Rise, but Payment Solutions Lag Behind
Reading Time: 7 minutes


As the landscape of thematic investments continues evolving and shifting, it is becoming apparent that many of the technological themes of tomorrow share practical applications. Some companies are acknowledging as much and are positioning themselves for leverage to multiple, fast-growing themes. Leading the charge to ameliorate some of the payment issues associated with Esports platforms, LiteLink Technologies Inc. is encroaching on territory dominated by the likes of PayPal Holdings Inc.Tencent Holdings Inc.Huya Inc. and Inc.‘s  Twitch platform

Harnessing the power of artificial intelligence (AI), itself a booming theme, LiteLink Technologies Inc. has roots in developing AI and predictive analytics technologies aimed at improving the fragmented logistics industry’s problem with antiquated technology. Tapping its expertise in AI, blockchain and cloud computing, the company is expanding into fast-growing digital and mobile payments arena.

Mobile payments –  a market dominated by the likes of PayPal Holdings Inc. and Tencent Holdings Inc. via its WeChat Pay business, is growing at an exponential rate.

“The transaction value of the Mobile Payments Market was about USD 718.49 billion in 2017, and is expected to reach a transaction value of about USD 2,732.89 billion by 2023, recording a CAGR of 24.5%, over the forecast period of 2018-2023,” according to Research And Markets.

LiteLink Technologies Inc. is establishing a digital/mobile payments footprint of its own via its wholly-owned subsidiary, uBUCK Technologies SEZC business. uBUCK Tech is a fintech enterprise that has built uBUCK Pay, an online digital wallet and payments platform using pin vouchers and utility tokens to serve as a payment alternative for consumers, businesses and merchants. That venture could solidify LiteLink’s foray into other arenas where digital payments are increasingly relevant, including Esports.

Evaluating The Esports Opportunity

A slew of fundamental factors bodes well for the burgeoning Esports industry, potentially spelling significant opportunity for payment providers, such as LiteLink Technologies Inc., that are building Esports exposure.

Gamers that stream on a variety of platforms, including Inc.’s  Twitch, can accept donations and tips from followers via digital payments processors, such as PayPal. In China, the world’s largest Internet market, Huya Inc. provides one of that country’s most popular game streaming platforms where TencentHoldings Inc. via its WeChat Pay business can process digital payments. Rongjie Dong, CEO of Huya Inc. recently had an interview with CNBC where he spoke about the company’s future growth strategies. He specifically went on to state that Huya will focus on growing in AsiaAfrica, and Latin America before competing in the U.S. market. With over 100 million users, China remains the top Esports country in the world in terms of size.

LiteLink Technologies Inc., through the uBUCK Tech business, and Enthusiast Gaming Holdings Inc. are among the companies leveraging the intersection of digital payments and Esports.

LiteLink’s uBUCK is working on Streambucks, a digital payments solution dedicated to the Esports industry. Streambucks is ideal for gamers that are looking to efficiently get paid for tips or tutoring other players, betting on Esports matches or for players that want to privately play games amongst each other for money. With Streambucks, winners can access their funds immediately, without any of the delays that are customary with bank wires or PayPal transfers.

“Esports continue to drive headlines around the world, as revenues and prize pools grow to new heights,” said VanEck in a recent research note. “According to Newzoo’s recently released 2019 Global Esports Market Report, Esports revenues exceeded $860 million in 2018 and is expected to grow to $1.7 billion by 2022. Newzoo also reports that the total prize pool for Esports matches exceeded $150 million in 2018.”

The opportunity set for LiteLink Technologies Inc. and Enthusiast Gaming Holdings Inc. in the Esports arena could be lucrative for both parties as Enthusiast Gaming Holdings Inc. just announced that they’ve hit 150 million monthly unique users.

On its own, the growth of streaming platforms offers compelling data for investors seeking Esports exposure and profits.

“Online streaming has a low cost of entry, and social media streaming websites allow anyone to create a username and post videos,” said VanEck. “Twitch currently generates 140 million unique viewers per month. On average, there are 15 million people who are considered daily active users (DAU). There are also 2.2 million monthly broadcasters. These are people who are posting their own videos to the website (as opposed to just watching and commenting).”

Making Transfers More Efficient

With prize pools for Esports tournaments swelling, the issue of paying winning players and teams on time is repeatedly cropping up. Players of games such as Fortnite run by Tencent Holdings Ltd. Companies, such as PayPal Holdings Inc., are taking notice and are forming partnerships with other fintech companies to speed Esports digital payments along.

With huge prize pools on the line, players want their winnings as quickly as possible. But some tournament organizers have been skimping on payments, citing administrative issues. In other cases, payments take months due to the payment platform used, misentered data, and a host of other delays. The recent deal between LiteLink Technologies Inc. and Enthusiast Gaming Holdings Inc. aims to solve that pain point. LiteLink’s digital payments platform will act as an escrow agent for the prize pool, enabling instantaneous payment with no administrative hassle. The tournament organizers put the prize pool in escrow with payment. The players enter their user IDs and e-mails. As soon as the tournament is over, the prizes are paid immediately.

What makes Streambucks unique is that it is dedicated to Esports. Payment transfer platforms offered by the likes of Tencent are big, but they are not focused on the Esports market. In 2018, Tencent’s combined smartphone and PC client games revenues amounted to $19.13 billion (¥128.4 billion). The Chinese-based internet service provider and media giant reported a 16% increase in year-over-year revenues. Much of this increase was due to the lingering revenue stream from last years Fortnite, produced by Epic Games, which Tencent Holdings owns a 40 percent stake in.

Streaming payments are another pain point for gamers. Twitch took $1.6 billion in revenue in 2015, prompting Amazon Inc. to buy it for a $970 million all-cash deal. Streamers on the service can accept donations via payment platforms such as PayPal, and Amazon’s in-house payment platform AmazonPay. Delayed payment pain points still  persists, with both payment options requiring bank accounts and user details to be entered exactly, and neither option being instantaneous.

The LiteLink Technologies Inc. and Enthusiast Gaming partnership is practical. LiteLink’s Streambucks could potentially lure more gamers, who are eager to get paid efficiently. That could boost the community growth for the Enthusiast even further. In turn, LiteLink Technologies Inc. gets to unveil Streambucks to a broader audience, providing a runway for Streambucks to become the preferred payment option in the Esports universe.

Data confirm that LiteLink Technologies Inc. could be onto something big with its emphasis on Esports payments.

“If you’re wondering how massive Esports has become, just follow the money,” reports Venture Beat. “The live-streaming platform Twitch paid $90 million for the rights to the Overwatch League. Activision Blizzard, the creator of Overwatch, beat its revenue forecast for Q1 2019, in part because of its Esports initiatives. If you combine fan spend, media rights, and sponsorships, the Esports market is now worth an estimated $922 million.”

LiteLink Technologies Inc. is focusing on a niche (speedier payments) within a niche (Esports). That combination has sizable potential going forward. By 2022, it is expected that Esports television viewership will rival the current level of viewership of the NFL and big-name sponsors are taking note. Revered brands such as Coca-Cola, Kit Kat and more have recently sponsored Esports tournaments. Increased viewership and airtime on networks such as ABC, NBC, ESPN, and TBS, could turn casual gamers into enthusiasts, potentially providing throngs of new users for LiteLink’s Streambucks.

For a FREE research report on LiteLink Technologies Inc. (CSE:LLT) (OTC:LLNKF), visit

Disclaimer: (MSC) is the source of the Article and content set forth above. References to any issuer other than the profiled issuer are intended solely to identify industry participants and do not constitute an endorsement of any issuer and do not constitute a comparison to the profiled issuer. FN Media Group (FNM) is a third-party publisher and news dissemination service provider, which disseminates electronic information through multiple online media channels. FNM is NOT affiliated with MSC or any company mentioned herein. The commentary, views and opinions expressed in this release by MSC are solely those of MSC and are not shared by and do not reflect in any manner the views or opinions of FNM. Readers of this Article and content agree that they cannot and will not seek to hold liable MSC and FNM for any investment decisions by their readers or subscribers. MSC and FNM and their respective affiliated companies are a news dissemination and financial marketing solutions provider and are NOT registered broker-dealers/analysts/investment advisers, hold no investment licenses and may NOT sell, offer to sell or offer to buy any security.

The Article and content related to the profiled company represent the personal and subjective views of the Author (MSC), and are subject to change at any time without notice. The information provided in the Article and the content has been obtained from sources which the Author believes to be reliable. However, the Author (MSC) has not independently verified or otherwise investigated all such information. None of the Author, MSC, FNM, or any of their respective affiliates, guarantee the accuracy or completeness of any such information. This Article and content are not, and should not be regarded as investment advice or as a recommendation regarding any particular security or course of action; readers are strongly urged to speak with their own investment advisor and review all of the profiled issuer’s filings made with the Securities and Exchange Commission before making any investment decisions and should understand the risks associated with an investment in the profiled issuer’s securities, including, but not limited to, the complete loss of your investment. FNM was not compensated by any public company mentioned herein to disseminate this press release but was compensated twenty five hundred dollars by MSC, a non-affiliated third party to distribute this release on behalf of LiteLink Technologies Inc.


This release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward-looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. “Forward-looking statements” describe future expectations, plans, results, or strategies and are generally preceded by words such as “may”, “future”, “plan” or “planned”, “will” or “should”, “expected,” “anticipates”, “draft”, “eventually” or “projected”. You are cautioned that such statements are subject to a multitude of risks and uncertainties that could cause future circumstances, events, or results to differ materially from those projected in the forward-looking statements, including the risks that actual results may differ materially from those projected in the forward-looking statements as a result of various factors, and other risks identified in a company’s annual report on Form 10-K or 10-KSB and other filings made by such company with the Securities and Exchange Commission. You should consider these factors in evaluating the forward-looking statements included herein, and not place undue reliance on such statements. The forward-looking statements in this release are made as of the date hereof and MSC and FNM undertake no obligation to update such statements.


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