Industry Report

Total Page:16

File Type:pdf, Size:1020Kb

Industry Report Esports INDUSTRY REPORT Pillsbury Winthrop Shaw Pittman LLP | Esports Industry Report pillsburylaw.com | 1 Welcome to Pillsbury’s Esports Industry Report. We began developing this report before COVID-19. Then, esports was a burgeoning sector with exponential year-over-year growth. The commercial landscape was ripe with opportunities for all stakeholders in the esports ecosystem—from developers and publishers to tournament organizers, from corporate brands and media companies to players. Sponsorships and advertising drove esports revenues, with media rights predicted to eventually eclipse those streams and become the fastest growing esports revenue source. Now, even in the midst of a global pandemic, esports is still projected to grow. Shelter-in-place orders have bolstered user engagement. Esports enthusiasts around the world are consuming more content with their extra free time, and new fans are coming on board as traditional sports events have been cancelled. This is not to say that COVID-19 has not impacted esports. Cancellation of live esports events has had the most pronounced effect on the industry, as they contribute significantly to the allure of the esports experience. Despite these challenges, the growth outlook for esports is positive, and monetization opportunities abound across multiple revenue streams. This report covers the outlook for commercial opportunities and potential revenue streams from various stakeholders’ perspectives within the esports ecosystem. As the industry matures in terms of sustainable business models, global audiences, sophisticated advertisers and savvy media companies, it will continue to offer an open playing field full of opportunity. Enjoy. Justin D. Hovey, Leader, Technology Industry, Esports Callie A. Bjurstrom, Leader, Intellectual Property, Esports Disclaimer Text? © 2020 Pillsbury Winthrop Shaw Pittman LLP. All Rights Reserved. pillsburylaw.com Contents Executive Summary 4 The Esports Ecosystem 6 The Esports Revenue Landscape 10 Sponsorships 12 Executive Summary Sponsorship deals underpin the $1 billion+ members are under the age of 35—one of the esports sector as traditional sports most important and profitable demographics for organizations take notice. brand awareness. Traditionally, this audience was not easily reached through conventional The growing size and global nature of the advertising campaigns, but in esports, esports audience has allowed sponsorship sponsorships have become a significant way and media rights deals to serve as the main for brands to directly engage with a segment drivers of the sector’s revenue. The more the that may previously have been an unlikely audience has grown, the bigger the deals have target. Moreover, when COVID-19 shut down become. Before COVID-19, we anticipated this traditional sports leagues, fans worldwide were trend would continue along with viewership left without alternatives and discovered esports expansion, but as with many deals across as an alternative viewing option. a variety of industries, some sponsorship agreements were paused. Established traditional sports organizations are increasingly acknowledging the sector’s The esports sector is worth an estimated $1.1 popularity and strength with marquee events billion in 2020 and is predicted to grow up like the eNASCAR Coca-Cola iRacing Series to 26.7 percent year over year.1 Most of this (which drew the largest-ever TV audience for revenue is being generated by traditional an esports event, according to NBC Sports), sponsorship deals. U.S. Soccer’s participation in the inaugural FIFA Nearly half a billion people worldwide consume eNations Cup, the NBA’s 2K Esports League esports content, and most of those audience and the newly launched Ferrari Esports Series. Pillsbury Winthrop Shaw Pittman LLP | Esports Industry Report pillsburylaw.com | 4 While stadiums and arenas sit empty, esports Publishers enjoy a strong position in the esports has filled the entertainment void for many, and sector because they own the foundational traditional sports brands are recognizing the intellectual property driving the industry: growth opportunity. the games. However, teams and tournament organizers are in a position to offer potential Available data indicate the esports audience partner brands significant commercial will continue to grow year over year, and that opportunities. While some tournaments are growth is expected to heighten brand interest under the control of publishers, tournament in sponsorship opportunities. As in traditional organizers such as ESL and Flashpoint attract sports markets, media and brand investment sponsorship revenue due to the access they follow audiences, so esports sponsorship provide to a large, engaged and growing revenues are expected to grow in lockstep with audience that is highly desirable to brands and the sector’s global audience. advertisers. Media rights are the next major growth area These tournament organizers stand out as for esports revenue. unique because they specialize in esports and As the esports sector matures, media rights are are well-versed in marketing and monetizing predicted to be the next area of growth. Pre- their products within this unique category. pandemic, major media companies had signed Brands that partner with tournament organizers significant esports deals in multiple territories. can benefit not only from increased recognition, In 2020, to remain competitive in responding to but also from physical and digital product heightened demand, entertainment companies placement during events and exposure to a new across all categories have been challenged to segment of consumers. create new content, and they’re also dusting The development of the media rights market off popular reruns to leverage resources and also presents revenue opportunities for esports attract new subscribers. The esports sector is teams and leagues as they become more visible exceptionally well-positioned to capitalize on through various media channels that are not this trend as greater media exposure facilitates available to traditional sports organizations, like continued growth. the massively popular Twitch. Publishers control the sector, but teams and tournaments offer valuable commercial opportunities. Pillsbury Winthrop Shaw Pittman LLP | Esports Industry Report pillsburylaw.com | 5 The Esports Ecosystem What Is Esports? merchandise sales, Viewers consumed an Within the broad gaming market, esports/ local event sources average of competitive gaming is the fastest-growing and company shares 2.4 billion segment, with a predicted annual growth rate of competition prize hours of Twitch of 18.3 percent through 2023.2 Pre-COVID, pools. Player-earned content globally in esports events typically comprised professional portions of prize pools 2019. gamers or teams competing in person for prize are excluded. With titles or money in live-streamed tournaments revenue growing by nearly 40 percent in two that are also viewed by a live audience. Like all years, there are significant opportunities for key live entertainment categories, esports has likely stakeholders—publishers, tournaments and forever been changed by the pandemic and will tournament organizers, teams, media partners be required to innovate, leveraging its unique and platforms, and the gamers themselves. digital position, to replace the ROI formerly The Commercial Landscape generated by live tournaments. The sector has become fertile ground for brand Esports’ revenue is estimated to reach investment in reaching this modern, engaged approximately $1.1 billion in 2020 and $1.8 billion audience that tends to eschew traditional by the end of 2022.3 advertising. In 2019, viewers consumed an Esports revenue is Revenue typically average of 2.4 billion hours of content on Twitch, expected to grow to includes sponsorship esports’ most popular streaming platform. Game approximately $1.8 proceeds, shares publishers, players and brands are contributing billion in 2022. of league revenue, to taking esports to the next level, and growth Pillsbury Winthrop Shaw Pittman LLP | Esports Industry Report pillsburylaw.com | 6 opportunities like media rights arrangements would motivate a publisher to abandon its legal abound in this digital landscape. monopoly on a particular title. Publishers Tournaments & Tournament Organizers Publishers are the most powerful group in the Though many tournaments, like Riot Games’ esports ecosystem, as they ultimately control Fortnite World Cup and Valve’s annual Dota 2 the intellectual property that underpins most tournament, The International, are established esports endeavors—the games themselves. by game publishers themselves, other organizers Tournament organizers and teams often must also can develop tournaments under license from obtain licenses from publishers to develop and game publishers. One of the largest such entities compete in lucrative tournaments based around is Cologne, Germany-based Modern Times Group, the publishers’ game titles. As a practical owner of tournament organizers DreamHack matter, that means even if a publisher does not and the Electronic Sports League (ESL). With operate its own tournament, it can generate 2019 combined revenues of $172 million, these licensing revenue from these fees. are two of the leading esports organizers in the world.4 ESL hosts events for Dota 2 and CS:GO While some stakeholders are keen for esports and has attracted sponsors major sponsors like to develop governance structures similar to Intel and DHL. In addition to Riot Games,
Recommended publications
  • Fifa World Football Records : Fifa World Football Records 2021 Pdf, Epub, Ebook
    FIFA WORLD FOOTBALL RECORDS : FIFA WORLD FOOTBALL RECORDS 2021 PDF, EPUB, EBOOK Keir Radnedge | 224 pages | 01 Oct 2020 | Welbeck Publishing Group | 9781787394391 | English | United Kingdom FIFA World Football Records : FIFA World Football Records 2021 PDF Book Mourinho praises Ndombele for super-goal. Ria Christie Collections. Send my basket. Q uanti ty 1 2 3 Add To Basket. Uruguay, Argentina, and France won the world cup twice, and both England and Spain were successful in lifting the trophy once. With this, we understand the award is exceptionally for the best of the bests in the sport. Fifa world cup attracts many people from every corner of the world, which is a testament to the fact that you are missing out on something great if you are not watching it. Enter your postcode: optional. Follow vanguardngrnews. Brand new: Lowest price The lowest-priced, brand-new, unused, unopened, undamaged item in its original packaging where packaging is applicable. This item can be requested from the shops shown below. It was intended to open around May , when Blatter won a fifth presidential election, but was delayed until after he left office under pressure from American and Swiss investigations of international football officials. View original item. External product information. Ria Christie Collections. Ques: Who is the first and only Indian to score a hatrick in a Olympic Football match? Free Returns: No. Tasmania Berlin remain German Bundesliga's worst-ever team Here's why you'll love OnBuy We're trusted - with over 20, Trustpilot reviews and an 'Excellent' rating We verify all of our sellers - you can shop millions of products with confidence Easy payments - all major credit cards accepted, as well as PayPal.
    [Show full text]
  • Building the Future of Esports Betting & Entertainment
    Building The Future of Esports Betting & Entertainment Nasdaq: GMBL Esports Entertainment Group (GMBL) is a Nasdaq-listed company Building the Future of Esports Betting and Entertainment. 3 What is esports? • Esports is organized competitive video gaming that is watched as a spectator event. Esports were already the fastest growing subsector of digital entertainment, and Covid-19 has only accelerated this trend. • The Esports audience is very valuable for advertisers because it is young, digital native and affluent. Research has found that esports fans are more likely to be influenced by their favorite team being sponsored by a brand than traditional sports fans are. • Despite the vast amount of eyeballs, Esports remain dramatically under-monetized relative to traditional sports. We believe wagering will play a major role in helping monetization in the space catch up. GAMING ASCENDANCY: MORE PEOPLE ARE PLAYING MORE There are 2.5B gamers globally (with some estimates as high as 3.5B). 2 out of 3 Americans are gamers. Video gaming is now more engaging than any other social media outlet (FB, Snapchat, IG) with gamers spending 51 minutes on average playing every day. Gaming industry is now bigger than movies or music Sources: Newzoo - 2019 Global Esports Market Report 5 ESPORTS DOMINANCE Esports tournaments have now outstripped all traditional sports events both in terms of viewership and prize pool. In 2019 the League of Legends championship drew a larger audience than the Super Bowl. And the winner of the Fortnite World Cup won more money than Tiger Woods at the Masters. Sources: Business Insider 6 Esports Viewers by Age Esports Worldwide Audience Size (millions) THE AUDIENCE IS LARGE & LUCRATIVE There are 518M esports viewers worldwide, growing to 645M by 2022.
    [Show full text]
  • Fox Sports Welcomes German Soccer Legend Lothar Matthäus for Fifa Confederations Cup
    FOR IMMEDIATE RELEASE Contact: Claudia Martinez Wednesday, May 10, 2017 [email protected] FOX SPORTS WELCOMES GERMAN SOCCER LEGEND LOTHAR MATTHÄUS FOR FIFA CONFEDERATIONS CUP Los Angeles – German soccer legend Lothar Matthäus joins FOX Sports as studio analyst for the FIFA Confederations Cup Russia 2017, airing from June 17 to July 2 across the FOX Sports family of networks. The announcement was made today by David Neal, Vice President of Production and FIFA World Cup Executive Producer, FOX Sports. “We are delighted to welcome Lothar to the FOX Sports family as part of our world-class roster for the FIFA Confederations Cup Russia 2017,” said Neal. “As one of Germany’s all-time elite players, he brings invaluable knowledge and experience to our telecasts, as his former national team is set to face Australia, Chile and Cameroon in the tournament.” A Ballon d’Or recipient, Matthäus captained Germany’s World Cup winning team in 1990, holds the record for most appearances with the German national team, and is the only outfield player to have played in five World Cups. He makes his FOX Sports debut as studio analyst for the tournament on Monday, June 19. The FIFA Confederations Cup features eight teams, winners of each of the six FIFA confederation championships (UEFA, CONMEBOL, CONCACAF, CAF, AFC and OFC) along with the reigning FIFA World Cup champion and the host nation. The 2017 edition includes host Russia, 2014 FIFA World Cup winner Germany, Copa America champion Chile, CONCACAF Gold Cup winner Mexico, UEFA Euro champion Portugal, OFC Nations Cup winner New Zealand, AFC Asian Cup holder Australia and CAF Africa Cup winner Cameroon.
    [Show full text]
  • Content+Technology ANZ April 2020.Pdf
    SUBSCRIBE FREE PP: 255003/06831 VOLUME 17 / ISSUE 2 APRIL 2020 MEDIA + PRODUCTION + MANAGEMENT + DELIVERY www.content-technology.com Connect Everyone COLLABORATION & PRODUCTION BRING YOUR VIEWERS CLOSER BUT LEAVE YOUR TEAM AT HOME Grass Valley’s IP-enabled Remote/At-Home technology offers the smallest on-site footprint in the industry, powering your ability to deliver more live content from any location. And, our best-of-breed playout solutions suite is ready to deliver, regardless of the size and complexity of your operation. Connect your production team, connect your audience. Create connections with Grass Valley. Find out more at grassvalley.com Copyright © 2020 Grass Valley Canada. All rights reserved. Specifications subject to change without notice. ISSN 1448-9554 GV_Connect_A4.indd 1 30/03/2020 12:07:10 CONTROL AND ORCHESTRATION PROBING AND MONITORING NEW GENERATION PLAYOUT SDN MANAGEMENT ADVANCED COMMUNICATIONS SYSTEMS Create the IP ecosystem that works for you. Without the lock-ins. Technology moves way too fast to be locked into an IP ecosystem solution from a single manufacturer that doesn’t quite tick all your boxes. Magna can help customise a successful solution for you that works just the way you need it to. With our trusted partners, using only quality products that adhere to the latest standards including SMPTE 2110 and NMOS, we deliver flexible, future-proof solutions for broadcast media and telcos alike. Whether it’s for studio, control room, playout, editing or transport, there’s a Magna solution that works for you. Contact your local Magna office now. www.magnasys.tv 50 YEARS OF INNOVATION.
    [Show full text]
  • Esportsandthelaw.Com/2021/05/12/ Mobile- a Significant Number of People in the UK, Ondary Legislation
    Summer 2021 Route To: ____/____/____/____ Esports and the Law News, case summaries, articles, and strategies concerning esports and the law WWE Wrestler Loses Bout with Video INSIDE THIS ISSUE Game Company in Copyright Trial Will New Jersey be the center of the Esports Universe? 2 By Hannah Shankman, GW Law, 3L the G.I. Bro character beyond the ring and developed a comic book starring a cartoon FREE KICK?–UK Soccer n June of 2021, a federal jury in Texas version of G.I. Bro. Drawn by freelance Players’ Seek Clarity on Data found that Activision Blizzard Inc., a I comic book artist Erwin Arroza, the G.I. Bro Rights 3 popular video game developer and publisher, cartoon was depicted as a muscular character had not infringed the copyrighted persona of Activision Gets Expansion, But sporting military garb and dreadlocks. Not the Type it Planned On 5 retired WWE wrestler Booker T. Huffman. Booker T. subsequently registered the Booker T. alleged that Activision copied one COVID-19 and Sponsorship of his personas, “G.I. Bro,” in Call of Duty: comic book and four drawings of the G.I. Rights: Rise in Eports 5 Black Ops 4. Citing to similarities between Bro character with the United States Copy- Online Gaming and Online his military-themed character and the Call right Office. It was through the rights and privileges associated with these works that Safety – Where Is the Law of Duty character David “Prophet” Wilkes, Heading? 7 Booker T. sued the video game company for Booker T. brought his case against Activi- copyright infringement and sought an award sion.
    [Show full text]
  • Optic Gaming Wins Call of Duty® MLG Orlando Open
    August 8, 2016 Optic Gaming Wins Call of Duty® MLG Orlando Open NEW YORK--(BUSINESS WIRE)-- The road to the 2016 Call of Duty® World League Championship, Presented by PlayStation® 4 finished its last live qualifying competition yesterday with an epic showdown in Orlando as Optic Gaming won the Call of Duty® MLG Orlando Open. Yesterday's finals completed a thrilling weekend of competition, as eager fans in attendance, online at MLG.tv and other livestreams, and those tuning-in directly through an in-game (BOIII PS4) Live Event Viewer, watched 72 hours of compelling action. Optic Gaming took home the top prize after besting Team Envyus to be the top of more than 100 teams from around the world. Yesterday's exciting tournament also served as the final CWL Pro Points event of the season, as competition now moves to the North American online qualifier as the final stop before the highly anticipated CWL Championship at Call of Duty® XP. At the CWL Championship, 32 teams will play for their share of the biggest single event prize pool in Call of Duty® history, $2 million. With the growth of the Call of Duty World League, Call of Duty esports viewership has increased by more than five times year-over-year to 33 million views of the Stage 1 events this year. The Call of Duty World League Championships at Call of Duty XP is expected to be our most viewed Call of Duty esports event in history by a wide margin. After the dust settled, over 1.4 million cumulative viewers across distribution platforms, including MLG.tv, generated over 8 million video views during the event, consuming over 2 million hours of content throughout the weekend, and peaking at 164,000 concurrent viewers during the thrilling finals match.1 Here are the top eight teams from the Call of Duty MLG Orlando Open: Optic Gaming Team Envyus Team Elevate Faze Clan Rise Nation Luminosity Gaming Cloud9 Complexity Gaming On August 15, 2016, a live broadcast on youtube.com/callofduty will determine the grouping for all the qualified teams.
    [Show full text]
  • Full Version
    Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com.
    [Show full text]
  • Atlanta Officials Make Major Move to Define the Region As Esports Capital
    Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events.
    [Show full text]
  • Nba 2K League Announces Partnership with Champion Athleticwear Ahead of March 5 Draft
    NBA 2K LEAGUE ANNOUNCES PARTNERSHIP WITH CHAMPION ATHLETICWEAR AHEAD OF MARCH 5 DRAFT – Champion Athleticwear Becomes Official Outfitter of NBA 2K League – – 2019 NBA 2K League Draft Set for March 5 at Barclays Center – NEW YORK, Feb. 12, 2019 – Ahead of the 2019 NBA 2K League Draft, which will be held Tuesday, March 5 at Barclays Center in Brooklyn, N.Y., the NBA 2K League announced today a multiyear partnership with Champion Athleticwear to serve as the league’s official outfitter. Champion will provide the NBA 2K League’s 21 teams with game uniforms as well as warmup, travel and practice apparel. In-game avatars will also be outfitted in Champion-branded uniforms. Throughout the season, Champion will provide apparel for marquee events like the NBA 2K League Draft Clash, in-season tournaments and the NBA 2K League Finals. Starting today, fans can purchase NBA 2K League merchandise on Champion.com. “We are thrilled to have an iconic brand like Champion as our official outfitter,” said NBA 2K League Managing Director Brendan Donohue. “Champion’s authentic designs and innovative products make them a great partner for the league, and we can’t wait to see our teams compete in their new uniforms this season.” “The need for esports apparel is quickly evolving and Champion is pleased to be an integral part of this historical opportunity,” said Champion Group President-Global Activewear Jon Ram. “Being the official outfitters for the NBA 2K League is an exciting and pivotal opportunity for Champion to continue our evolution and expansion to outfit teams within the esports and traditional sports communities.
    [Show full text]
  • Esports High Impact and Investable
    Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018.
    [Show full text]
  • E-SPORTS Case Study
    E-SPORTS Case Study How E-Sports is a booming global industry ? c x c r u x . c o m INTRODUCTION Esports is a booming global industry where skilled video gamers play competitively. Contrary to common perception, Esports is not simply a phenomenon occurring in the basements of unemployed twentysomethings the industry is real, growing globally, and investable. In fact, over 380 million people watch esports worldwide both online and in person. More people watched the 2016 world finals of popular esports game League of Legends (43 million viewers) than the NBA Finals Game 7 that year (31 million viewers). www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR? Though the actual rankings of the most popular esports games change slightly month-to-month, the ten most-watched games on dominant streaming site Twitch remain consistent. As of right now, League of Legends remains the most-watched eSport in the world. It’s also worth noting, for those less familiar with esports, that the most popular games are not traditional sports-related video games such as Madden or FIFA. www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS Becoming a top Esports player is no simple achievement. To rise through the ranks, players specialize in a specific game, developing their skills through extensive, competitive play. Streaming: Gamers who Livestream themselves as they play video games are referred to as "streamers." This is typically done in casual play. While streaming can be incredibly profitable, many streamers have to decide whether they want to stream for a living or try and play professionally and run the risk of making less money.
    [Show full text]
  • Dreamhack Announces 2020 World Tour Schedule
    FOR IMMEDIATE RELEASE December 9, 2019 DREAMHACK ANNOUNCES 2020 WORLD TOUR SCHEDULE WORLD’S PREMIER GAMING LIFESTYLE FESTIVAL TO VISIT 10 CITIES IN EUROPE, NORTH AMERICA AND ASIA DreamHack Returns to Leipzig, Dallas, Jönköping, Valencia, Montreal, Rotterdam, India, Atlanta, and Sevilla DreamHack to Make U.S. West Coast Debut in Anaheim, California STOCKHOLM — Today, Monday, December 9, 2019, DreamHack marks its 25th anniversary with ​ ​ ​ ​ ​ ​ “DreamHack Day” — a celebration of the festival’s early beginnings in 1994. What started as a gathering of friends and their computers in a school cafeteria — with no online access — has grown into a beacon of internet culture and a gathering place for gamers worldwide featuring everything gaming under one roof. DreamHack is now the premiere gaming lifestyle festival. 2020 Announcement Video Here 2020 Schedule ​ ​ ​ Here While the anniversary was celebrated at DreamHack Winter 2019, the celebration will continue into 2020 to honor the many partners and cities that have been a part of DreamHack’s history. Some of DreamHack’s hallmark events over the last 25 years have included: ● 1994 — First ever DreamHack held in Malung, Sweden ● 2001 — DreamHack moves its Swedish event to Jönköping ● 2002 — DreamHack sets up Winter and Summer festivals for the first time ● 2011 — The first festival outside of Sweden is held in Valencia, Spain ● 2013 — The first Counter-Strike: Global Offensive Major takes place at DreamHack Winter ● 2015 — DreamHack iw acquired by MTG AB, and a new era begins ● 2016 — The first DreamHack Masters is held in Malmö, Sweden ● 2016 — First DreamHack festival in the U.S. takes place in Austin, TX ● 2017 — DreamLeague Season 8 at Winter is the first Dota 2 Major produced by DreamHack ● 2018 — First festival in Asia takes place in Mumbai, India ● 2019 — DreamHack celebrates its 25th anniversary on December 9 “DreamHack Day” always offers a time to reflect on the company’s past, present and future, but it also is a day to officially announce the 2020 world tour schedule.
    [Show full text]