eSports
University of Kentucky Partners With Gen.G
As part of strategic efforts to leverage technology to maximize student success and build community, the University of Kentucky announced a partnership with the global esports company Gen.G to build a first-of-its-kind global gaming and esports program.
The collaboration is being jointly led by two UK offices: Student and Academic Life and Information Technology Services.
A growing number of universities across the country are exploring esports teams and clubs. Today’s announcement, a formalized partnership that the university has developed through its multimedia rights holder JMI Sports, promises strategically distinctive steps beyond esports as purely a competitive platform
The partnership will emphasize access to opportunities for all University of Kentucky students. Gen.G, for example, has been a leader in working to diversify esports, launching the first all-female Fortnite team. Gen.G and UK are both focused on issues of equity and greater inclusivity.
The partnership between UK and Gen.G — the global esports organization connecting the best gamers in the United States and Asia — will develop wholly new pathways for student recruitment, classroom and internship opportunities; research avenues for scholars across a variety of colleges; and professional development for alumni.
The partnership is part of a larger Smart Campus Initiative in which the university is exploring multiple ways to further leverage the use and benefits of innovative technologies throughout its teaching, research, service and health missions. The first initiative in the Smart Campus program was the announcement last spring that UK would provide all first-year students and many faculty with an iPad Air, Apple keyboard and Apple Pencil.
“We view technology, not as an end, but as a tool to help us maximize the success of our students — in their educations and as they pursue all that’s possible at the University of Kentucky,” said University of Kentucky Provost David Blackwell. “We want to provide them tools and learning opportunities that will help them succeed at UK, but also as they pursue jobs and careers that will help them succeed throughout life.”
“This partnership will provide further paths for students to explore these pursuits, using technology — and gaming — as a tool,” said Eric N. Monday, UK’s executive vice president for finance and administration. “At the University of Kentucky and at Gen.G, we view gaming, esports and technology as a lens through which prospective, recent and current UK students view their lives and opportunities for lifelong growth and development.”
Kentucky — like much of the southeastern United States — is home to many creative and passionate gamers who historically have been underserved by colleges and companies not situated on the coasts.
Through the innovative program announced today, Blackwell and Monday said the University of Kentucky is putting a stake in the ground as the region’s leading institution to open access to the best career paths that gaming — a $130+ billion global industry — has to offer.
“As rapidly as collegiate esports is already growing, the full power of games to impact students’ lives stems from international community more than from intercollegiate rivalry,” said Chris Park, CEO of Gen.G. “We believe the best universities should invest in this vision across the world. The University of Kentucky, with a nationally elite range of academic offerings and an internationally recognized athletic program, is particularly well-equipped to help lead the way.”
Current UK students and alumni who sign up at www.uky.edu/esports/ will be eligible for exclusive access to the program’s launch events later this academic year, which will include stops in major U.S. cities.
Even as the innovative partnership will explore the opportunities associated with esports, some of the traditional challenges associated with gaming will be a focus as well, officials with UK and Gen.G said. The partners will work to develop a research portfolio that will address and probe issues such as repetitive injury motion and societal concerns around gaming and violence.
“We plan to be a leader not only in exploring the vast potential opportunities associated with esports and technology more broadly, but also the challenges posed to society,” said Blackwell, UK’s provost. “Indeed, a primary benefit of a partnership between a global leader and national research university is you can explore in depth issues such as gender and racial equity as well as the need for more research around concerns that there are connections between gaming and societal violence.”
The program will focus on three key pillars — academic, community and professional development. Specific initiatives already underway, several of which will be developed in close collaboration with the UK esports Club, include:
Academic Development: Starting later this year, the university and Gen.G will serve as host for a periodic speaker series on campus, featuring leading gaming and esports executives, athletes and content creators. The series, which also will be streamed globally, will showcase content that is customized for students and alumni from relevant UK majors and degree programs.
In the coming months, the university will run an open call with faculty to discuss the potential new academic program and examine the possibility of a gaming-focused certificate program. Additionally, this strategic partnership will create new pathways through the Gen.G Elite Sports Academy for international students interested in unlocking better academic opportunities through esports. UK will work with faculty leadership for the necessary review and approvals as these components develop.
Community Development: UK will initiate an open platform for Kentucky high schools, giving local teenagers a head start on careers in the global gaming ecosystems. The platform kicked off with gaming-related programming at Big Blue Open House events this fall.
Other programs also will develop gaming and esports content to serve UK’s public service and philanthropic efforts, including UK’s DanceBlue, a student-run philanthropy, and Gen.G’s groundbreaking Player Wellness Campaign (announced last month).
And UK and Gen.G will further the Innovation Lab, scheduled open in fall 2020 at the corner of Winslow and South Limestone. The Winslow site will host additional parking and retail spaces, as well as a hub for creativity, technology and entrepreneurship in UK’s expanding innovation corridor.
Professional Development: The university is committed to developing the leading university conference serving the gaming and esports ecosystems. The inaugural event, scheduled for spring 2020, will convene relevant thought and business leaders annually to explore the industry’s most pressing issues and facilitate the entry of UK students into tech-forward careers in gaming.
Moreover, later this year, UK will launch the inaugural Wildcat Alumni Gaming and New Media Series that will connect the university’s alumni in major cities around the United States with thought and business leaders from the gaming and esports worlds. The 2019-20 series will begin with an event in New York City the week of Nov. 4 and will include events in other communities later in the academic year.
UK’s media rights partner — JMI Sports — has signed a partnership and development rights agreement with Gen.G that will be the basis for the innovative partnership. For more information about the partnership, go to: www.uky.edu/esports/.
About the University of Kentucky:
The University of Kentucky is increasingly the first choice for students, faculty and staff to pursue their passions and their professional goals. In the last two years, Forbes has named UK among the best employers for diversity, and INSIGHT into Diversity recognized us as a Diversity Champion three years running. UK is ranked among the top 30 campuses in the nation for LGBTQ* inclusion and safety. UK has been judged a “Great College to Work for” two years in a row, and UK is among only 22 universities in the country on Forbes’ list of “America’s Best Employers.” We are ranked among the top 10 percent of public institutions for research expenditures — a tangible symbol of our breadth and depth as a university focused on discovery that changes lives and communities. And our patients know and appreciate the fact that UK HealthCare has been named the state’s top hospital for four straight years. Accolades and honors are great. But they are more important for what they represent: the idea that creating a community of belonging and commitment to excellence is how we honor our mission to be not simply the University of Kentucky, but the University for Kentucky.
About Gen.G esports:
Gen.G Esports is a global esports organization founded in 2017, with offices in Seoul, Los Angeles, San Francisco and Shanghai. It owns and manages championship heritage teams competing in the world’s biggest esports competitions on the world’s most recognizable gaming franchises — Overwatch, League of Legends, Fortnite, PlayerUnknown’s Battlegrounds, Clash Royale, Call of Duty, Apex Legends and NBA 2K. Gen.G speaks to a generation that grew up on gaming, equally serving the needs of its players, fans and business partners to create a winning environment that positions its teams for success.
Gen.G is represented in the highly competitive Overwatch League by ‘Seoul Dynasty.’ ‘Gen.G LoL’ is a force on League of Legends front as the winner of the 2017 League of Legends World Championship in Beijing. Starting in 2020, Gen.G’s Shanghai franchise will compete in the NBA 2K League — the League’s first franchise representing a city outside North America. ‘Gen.G HotS’ burst onto the scene in 2017, winning the Heroes of the Storm Global Champions at BlizzCon 2017 and in 2018. Gen.G’s PlayerUnknown’s Battlegrounds team ‘Gen.G PUBG’ claimed the third-person perspective title in the PUBG Global Invitational 2018. A Chinese team, ‘Gen.G Clash Royale’ and a US-based Fortnite team were announced in 2018, stamping Gen.G’s industry leadership with a presence in three major esports markets.
Current partnerships include social network Bumble, gaming hardware manufacturer Razer, furniture brand Desker, computer networking company NETGEAR, Samsung SSD, and Sidiz.
More information about Gen.G esports and its teams can be found at: https://www.geng.gg/.
About JMI Sports:
JMI Sports is a full-service collegiate marketing firm providing the highest quality management of athletics multimedia rights. Breaking new ground in the creation of the Total Campus Marketing program, JMI Sports works hand-in-hand with each university in the pursuit of their success, maximizing their economic potential. JMI Sports works with an impressive list of signature partnerships including Clemson University, Harvard University, the University of Kentucky, the Ivy League, Rupp Arena, the University of Pennsylvania, the University of Pittsburgh, and joint-venture properties of the University of Georgia and Columbia University (with IMG College), as well as the University of Notre Dame (with Legends). Founded in 2006 by Erik Judson and technology entrepreneur John Moores, former owner of the San Diego Padres, JMI Sports is also a highly regarded project manager for the development of collegiate and professional sports facilities. For more information please visit www.jmisports.com
Asia
Gujarat Titans’ Inaugural “Titans Rising” BGMI Tournament Crowns Champion, Sets Stage for Future Esports Initiatives
Gujarat Titans is thrilled to announce the successful conclusion of the first-ever “Titans Rising” BGMI tournament, held from October 6th to 27th, 2024. The tournament showcased the incredible talent and passion within the Indian BGMI community, culminating in a thrilling Grand Finale showdown on October 27th. The first ever Titans Rising champions were MOGO Esports.
In a unique gesture that bridged the gap between traditional sports and Esports, the selected players of the 2024 “Titans Rising” tournament will interact and play alongside Gujarat Titans cricket players in a special mixed-team event during the 2025 season. Marquee Esports athletes and gaming content creators like Tanmay “Sc0utOP” Singh, Deepak “Sensei” Negi and many others will be seen collaborating with Gujarat Titans for some exciting content projects in the upcoming season of the Indian Premier League. This initiative will not only provide a unique and rewarding experience for the winning team but also create exciting crossover content for fans of both cricket and Esports.
“Titans Rising” was designed to provide a platform for aspiring BGMI players across India to compete at the highest level. The tournament structure featured a tiered qualification system, starting with open qualifiers that were accessible to all. The overwhelming interest and reach of the tournament was evident with 2,048 teams registered for the open qualifiers. These teams battled it out with winners advancing through the pre-quarters, quarter-finals, and semi-finals. The pre-quarter finals saw the qualified teams pooled with 32 invited professional teams, raising the stakes and intensity of the competition.
Fans across the country had front-row seats to the action, as the entire tournament was broadcast live on the official Gujarat Titans YouTube channel. This broadcast generated impressive viewership metrics: 3.2 million views and 287,000 watched hours. Over 50 Million impressions and 2.1 Million engagements were recorded across GT’s YouTube and social media platforms during the tournament. These numbers underscore the significant reach and engagement of the tournament, solidifying Gujarat Titans’ prominent presence within the Esports community.
A substantial prize pool of ₹2,200,000 was up for grabs, rewarding the top-performing teams and players for their skill and dedication. Beyond the team prizes, individual awards such as “Most Valuable Titan,” “Man of the Maps,” and “Best IGL” recognized exceptional individual contributions and further fueled the competitive spirit. Apart from these gratifying accolades, the Titans Rising tournament honoured the hustle of young and aspiring e-athletes with awards like “Rising Titans” and “Rising Titans Squad” that aim to empower those who wish to rise in ranks within the world of Esports.
On the success of the first ever Esport tournament organized by any IPL Team, Col. Arvinder Singh, COO-Gujarat Titans said, “”We’re thrilled by the success of Titans Rising and the enthusiastic response of our fans. As the first IPL franchise to enter the Esports arena, Titans Rising created a unique experience that was enjoyed by a new set of fans while providing another avenue of engagement for our existing fan base. Gujarat Titans shall continue to explore new and contemporary avenues to further enhance engagement with our fans and supporters.”
Gujarat Titans is committed to nurturing the growth of the community and creating opportunities for aspiring players. “Titans Rising” is not just a one-off event but a cornerstone of Gujarat Titans’ long-term Esports strategy.
eSports
Th3Antonio announces retirement as a professional esports player
The toplaner, legend of GIANTX, will continue as the club’s ambassador
Antonio Espinosa Bejarano, known as Th3Antonio, is stepping down from professional competition in League of Legends. A prominent figure in Spanish esports and a legend of GIANTX, he ends his player career and begins a new phase as a content creator and ambassador for the club. His career has established him as one of the most celebrated players in the history of esports in Spain.
Born in Badalona in 1999, Th3Antonio shared his reasons in a video, where he explained that he explored options in the LEC but ultimately decided that retirement was the best choice. “I explored my options in the LEC, but nothing came up. I had options in the Superliga, but honestly, what are the chances of playing Superliga and then getting another shot in the LEC? I don’t think it’s likely. So I had two choices: either Superliga or retirement,” he said. He added, “I could play in Superliga, but it doesn’t motivate me. Competing is about reaching the top, and in Superliga, the highest goal is winning the EMEA Masters. That’s fine, but I wanted to play in the LEC.”
GIANTX will maintain its connection with Th3Antonio, who will now focus on streaming for the organization. With a community of over 700,000 followers, mainly from Spain and Latin America, Th3Antonio has also found success as a content creator. José Díaz, co-CEO of GIANTX, commented on his departure: “Antonio’s decision is understandably sad; he’s been with us for a long time. But I believe he needs to keep building his personal brand because he has a lot of potential. He’s someone who entertains people. There’s no doubt about that for me. I think this is a step he needs to take in his career, and we’re very happy he’s doing it and continuing with us.”
After competing in the League of Legends EMEA Championship (LEC), one of his main goals, Th3Antonio was a key player for GIANTX, helping to elevate the team’s performance and bringing them closer to the world stage. Starting in 2025, he will provide the official LEC co-stream from Berlin, offering commentary on competitions through his channels.
Nationally, Th3Antonio has won four Spanish championship titles and came close to winning a fifth Superliga. His achievements include two Iberian Cups, one Copa, and a runner-up title in the European Masters, along with several MVP awards. David Alonso, GIANTX’s sports director, highlighted Th3Antonio’s impact and explained the club’s strategic changes: “We want to scout players through data because we’re very good at it and have a system that sets us apart from other clubs in Europe. To become the next G2 or Fnatic, we need to recruit the next generation of stars like BrokenBlade, Yike, Caps. We focus on young talent and players who are very dedicated.”
Th3Antonio’s career began in his teens, debuting in the Superliga at age 16 with PAM. Shortly afterward, he joined GIANTX, then known as Giants, and has maintained a strong connection with the club since 2017. This collaboration has marked a milestone in Spanish esports, with Th3Antonio solidifying his place as the most successful player in the club’s history.
eSports
Intel commits to developing young talent in universities from the UK and Ireland through UNIVERSITY Esports
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.
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