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Super League Gaming Acquires Framerate, One of the Fastest Growing Independent Social Video Networks in Esports

George Miller

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Super League Gaming Acquires Framerate, One of the Fastest Growing Independent Social Video Networks in Esports
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With 25 million video views in 2019 from gamers around the world, Framerate accelerates Super League’s position as a leading amateur esports community, content and gameplay platform

Super League Gaming, a leading content and community platform providing competitive and social gameplay experiences across game titles, skill levels and venues, announced today it is has acquired Framerate, one of the largest and fastest growing independent social video networks in esports and gaming.

“Framerate will be a major part of Super League’s drive to bring value to gamers through multiple forms of engagement,” said Ann Hand, CEO of Super League Gaming. “The company will be fully integrated into Super League, instantly expanding our audience reach, creating more awareness for our live and digital experiences, and becoming a foundational component of our content distribution network.”

Framerate has experienced significant growth since its launch in 2018, boasting more than 100,000 followers and generating millions of video views and engagements per month across Instagram, InstagramTV, Facebook and Facebook Watch. With more than 700 million engagement actions occurring in gaming on Facebook, Twitter and Instagram in 2018 according to social media data platform Shareablee, social video has become a significant source of content consumption for gamers. Framerate has become the leading independent gaming media channel on Instagram over the last six months1.

“You don’t need to be a top influencer or esports pro to make a great play,” said Marco Mereu, founder and CEO of Framerate. “We created Framerate to showcase exciting content from everyday gamers all around the world. Combining with Super League super charges our ability to do so at scale. We can access a higher volume of engaging content and deliver multi-dimensional solutions to game publishers and consumer brands seeking authentic ways to connect with such a valuable demographic.”

“Content, whether digital or experiential, whether user-generated or professionally produced, lives at the heart of every vibrant community,” added Matt Edelman, chief commercial officer of Super League. “Adding Framerate’s impressive viewership to Super League’s live event and digital programming footprint makes us an always-on content provider for a broader base of enthusiastic players.”

According to video performance data from Tubular Labs, a leading video measurement and analytics platform, in 2019 Framerate is the largest independent gaming media channel on Instagram and a top five such channel overall, driving more video views across Instagram video than traditional gaming outlets Gamespot, Kotaku and Polygon combined, and major esports leagues such as ESL, MLG and E-League.

 

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

Niji Narayan

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Photo source: gaming4.cash
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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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Deloitte and DBS Win Top Prizes in Finals of Singtel’s PVP Corporate League

Niji Narayan

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Accounting firm Deloitte and local bank DBS have won top prizes in the finals of Singtel’s PVP Corporate League. DeloitteOne has won the Dota 2 crown and $4000, while Turret Heist of DBS secured $3000 for their skill at MLBB.

The final events were witnessed by guest of honour S Iswaran, the Minister for Communications and Information.

“The increased recognition of esports and its influence on media, technology and culture, holds significant economic potential for the industry,” Iswaran said, adding that Singapore’s “well-connected and resilient infrastructure” put the country “in good stead to become a focal point for gaming and esports in the region.”

The two teams and their runner-ups qualified for spots in the online regional qualifiers, where they will face teams from Indonesia, Malaysia, the Philippines and Thailand.

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eSports

Katowice Hitches its Wagon to esports

Niji Narayan

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Photo source: musically.com
Reading Time: 1 minute

Katowice was once known as a mining town. Today, that arena is best known as the home of Intel Extreme Masters (IEM) Katowice, one of the most prestigious Counter-Strike tournaments in the world. Every year, teams fly in from North America, South America, Asia, Africa, and Europe to compete for esports fame and a $1 million prize pool.

For someone outside Katowice, it is genuinely bewildering to be in a minor Polish municipality, with a population of 294,000, surrounded by twentysomethings and teenagers who ate a layover in Frankfurt in order to watch the action live.

The city is all gray skies and towering tenements, but for a few weeks in February, it’s also the Counter-Strike capital. This year’s tournament attracted 174,000 visitors. The little mining town has hitched its wagon to esports, in the hopes that it can transform its centre of industry.

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