eSports
E-sports Games Open up New Opportunities for Boyaa Interactive as 2019 BPT Europe Concludes Successfully
The 2019 BPT Europe–the 6th Boyaa Poker Tournament (“BPT”) held by Boyaa Interactive, concluded successfully at King’s Resort, Rozvadov, Czech on 8 December 2019. With over 600 players from 20 countries competing in the games, Karl Rupprec from Germany won the major championship.
As Chinese online game companies are entering overseas markets at a faster speed with a stronger desire, they need strong products and the vision of where cyber games are headed.
Since 2019, Boyaa Interactive has been holding online competitions for card and board games to promote its brand presence. From an industry perspective, e-sports games are now in the spotlight. As shown in the Gaming Industry Report for H1 2019 released by GPC, China’s e-sports market recorded sales revenue of RMB46.5 billion during H1 2019, up 11.3% year-on-year, with fast, stable growth over the past three years.
Fast Growth in Overseas Revenue due to High-Quality Mind Sports Games
In H1 2019, Boyaa Interactive successfully held the 2019 BPT Asia–the 5th BPT event, aiming to boost user activity and loyalty, expand its user base, and build a stronger presence in the world of card and board games. This event has made Boyaa a better-known brand.
The 2019 BPT Asia, lasting for over two months from mid-April to late June 2019, covered most countries and regions in the continent. A total of approximately 500 players made it into the finals in Taiwan, with the prizes for the major games amounting to as much as NT$6.71 million.
Since 2015, BPT events have been held in European and Asian cities such as Dublin, Macau, Sanya, Taipei and Ho Chi Minh City, attracting as many as 20 million players from more than 30 countries and regions.
As shown in its Q3 2019 report, Boyaa Interactive is seeing fast growth in overseas revenue, which is far higher than domestic revenue. For the nine months ended 30 September 2019, revenue from the simplified Chinese version of Boyaa games stood at around RMB34.88 million, while revenue from other language versions amounted to approximately RMB211 million, accounting for about 88% of the company’s total operating revenue.
ARPPU Growth in Major Game through Staying True to Entertainment and Efforts on Less Developed Markets
In addition to BPT professional competitions, Boyaa Interactive also holds “Boyaa” charity matches around the country, integrating card and board games and public benefit activities in an innovative way. Besides big prizes for players, the company also makes donations, according to the total number of players and in players’ names, to the Red Cross for the education of poor children and to support garbage sorting for a better environment.
The “Boyaa” Mahjong Competition in Chengdu–the second stop in Sichuan Province of the competition series organized by the company, was held on 15 and 16 November 2019. In those events, players can enjoy both the convenience of online gaming and the excitement and fun of offline face-to-face competition.
Driven by these events, the Q3 2019 report of Boyaa Interactive shows that the ARPPU (average revenue per paying user) grew in the web-based version of Texas Hold’em (the company’s major game) and the mobile versions of other card and board games.
With Stabilizing Operating Revenue, “E-sports Games+Going Overseas” Becomes a New Path for Boyaa Interactive
Since some bank accounts of Boyaa Interactive were temporarily frozen some time earlier, there were doubts in the market whether this would affect the strategic development of the company. But it seems there is nothing to worry about considering the frequent share buybacks by the company, as well as the success of its BPT Asia and Boyaa charity competitions in the past two months.
As indicated in its latest annual report, Boyaa Interactive seems to have found the solutions to deal with the policy risk and domestic market changes. According to its Q3 2019 report, the company recorded revenue of approximately RMB85 million during Q3 2019, up by around 6.0% from the previous quarter and up by around 0.4% from the same quarter of last year. The growth was mainly due to the impact of the policy risk factor on its revenue being controlled, and an increase in revenue benefiting from the promotion activities conducted by the company in the third quarter of 2019.
According to Boyaa Interactive’s interim results, its revenue in Q2 2019 grew by approximately 0.1% compared to Q1 2019. This shows that the earnings of the company are stabilizing and the impact of the policy risk factor on its revenue is under control.
Boyaa Interactive has gradually returned to stable development through effective measures such as business transformation. This, together with continual revenue growth driven by e-sports games and the smooth expansion in the overseas markets, are the reasons why the company’s operating revenue is expected to increase in the future to come.
SOURCE Boyaa Interactive
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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