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Azael League Summoner Name
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The Definitive Guide to Online Gaming and Betting in the U.S. TABLE of CONTENTS
The Definitive Guide to Online Gaming and Betting in the U.S. TABLE OF CONTENTS I. INTRODUCTION II. HISTORY OF ONLINE GAMING III. SPORTS BETTING IV. LEGAL STATUS OF ONLINE GAMING IN THE UNITED STATES: CURRENT AND PENDING V. ONLINE GAMING FUNDING AND VIRTUAL CURRENCY VI. FANTASY SPORTS AND LOTTERY VII. ESPORTS AND OTHER GAMES VIII. AFFILIATE MARKETING IX. ABOUT IFRAH LAW I. INTRODUCTION ©2019 Ifrah Law 3 y 2010, the internet had become an indispensable part of virtually every as- pect of our lives. We read newspapers, books, and magazines online instead of on paper, we shopped online instead of visiting the mall, and we streamed movies directly from the internet rather than renting them from a video store. BAlso by this time, much of our daily interactions with other human beings occurred over the internet, through email and social media. Entertainment of all forms had migrated online. Consumers across age groups were increasingly turning to computers and mobile devices for music, television shows, and the news. Yet in 2010, there was no legal internet-based, real money gaming in the United States. A number of companies, largely located offshore, offered online poker and other games, but did so in a legal gray area. In 2011, the federal government announced that online domestic sites offering gaming were functioning illegally under applicable legislation and ordered the shut-down of the largest internet poker websites in the U.S. This created a vacuum that several states sought to fill by passing laws to legalize online intrastate iGaming. In the years that followed, a growing number of states began permitting real money online poker and other internet games. -
ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO
Jun 26, 2017 16:00 BST ESL Announces European Grassroots Initiative Expanding Path to Pro League for CS:GO The world’s largest esports company, ESL, is today proud to reveal a new initiative to expand its path for aspiring Counter-Strike: Global-Offensive (CS:GO) players to rise through the ranks from the National Championship level onto the amateur ranks in order to qualify for the largest CS:GO league in the world, the ESL Pro League. Starting with ESEA Season 26, the winners of the ESL UK Premiership and the ESL Mistrzostwa Polski, the official national leagues of the UK & Ireland and Poland respectively, will claim a place to compete in the Mountain Dew League (MDL). This unique partnership provides a clear pathway for CS:GO players to progress from amateur ranks to compete on the world stage linking the national leagues to the Pro League through MDL. The investment in the path-to-pro system will continue from Season 27 with ESL’s French, Spanish and German leagues providing qualification spots to the MDL, establishing ESL’s national leagues as the leading grassroots CS:GO leagues in each territory. The already-established ESEA League will continue to run alongside this new initiative. To achieve this, ESL is set to move its European National Championships to be part of ESEA’s system creating promotion spots up to MDL, the only league that feeds directly into the Pro League. The team that wins the National Championship will qualify for the MDL, creating a clear path from there to the Pro League. -
Esports Insights
GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD. -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked -
Esports Gaming: Competing, Leveling up & Winning Minds & Wallets
Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets A Consumer Insights Perspective to Esports Gaming Table of Contents 2 Overview Esports Gaming Awareness & Consideration 3 KPIs 4 6 Engagement Monetization Advocacy 12 17 24 Future Outlook Actionable Methodology 26 Recommendations 30 29 Overview 3 What is Esports? Why should I care? Four groups of professionals will gain the most strategic and actionable value from this study, including: Wikipedia defines Esports as organized, multiplayer video game competitions. Common Esports genres include real-time strategy • Production: Anyone who is involved in the production (with (RTS), fighting, first-person shooter (FPS), and multi-player online job titles such as Producer, Product Manager, etc) of gaming battle arena (MOBA.) content. • Publishing (with job titles such as Marketing, PR, Promoter, Per Newzoo, Esports generated global revenue of roughly $500M in etc.) of Esports gaming content/events 2016, 70%+ of which coming by way of advertising and sponsorship (by traditional video game companies seeking to grow their • Brands & Marketers interested in marketing to Esports audiences and revenues, and by marketers of Consumer Packaged gamers products such as Consumer Packaged Goods, Goods, Food & Beverage, Apparel and Consumer Technology). computing, electronics, clothing/apparel, food/beverage, etc. Global revenue is expected to exceed $1.5B by 2020, according to the BizReport. • Investors (either external private equity, hedge fund managers or venture capitalists; or Publisher-internal corporate/business Who should read this study? development professionals) currently considering investing in, or in the midst of an active merger/acquisition of a 3rd-party game This visual study seeks to bring clarity and understanding to the developer or publisher. -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
ESL Pro Tour - Warcraft III
ESL Pro Tour - Warcraft III Structure and Regulations v20210426 Foreword This document outlines the structure and regulations of the ESL Pro Tour in Warcraft III. It should be remembered that it is always the administration of the competition that has the last word, and that decisions that are not specifically supported, or detailed in this document, or even go against this document may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The ESL Pro Tour WC3 Admin Staff Table of Contents 1 Basics...................................................................................................................................................................4 1.1 Terms............................................................................................................................................................4 1.2 Range of Validity...........................................................................................................................................4 1.3 ESL Account...................................................................................................................................................4 1.4 Battle.net Account........................................................................................................................................4 1.4.1 -
WESA General League Rules
24 May 2019 RULEBOOK CONTENTS Preamble ......................................................................................................................... 4 1. General .................................................................................................................... 4 1.1 League Administration .......................................................................................... 4 1.2 Validity of the Rules ............................................................................................. 4 1.3 Local Laws ............................................................................................................ 5 1.4 Confidentiality ...................................................................................................... 5 1.5 Code of Conduct ................................................................................................... 5 1.6 Communication ..................................................................................................... 5 2. League Specifications .............................................................................................. 5 2.1 Home Country/Region .......................................................................................... 5 2.2 Time Zone ............................................................................................................. 6 2.3 Nicknames ............................................................................................................. 6 2.4 Player Accounts ................................................................................................... -
Park Lane White Paper Series: Esports
PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming -
Official Rulebook
Intel Extreme Masters Rulebook Foreword This document outlines the rules that should at all times be followed when participating in an Intel Extreme Masters competition. Failure to adhere to these rules may be penalized as outlined. It should be remembered that it is always the administration of the tournament that has the last word, and that decisions that are not specifically supported, or detailed in this rulebook, or even go against this rulebook may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The Intel Extreme Masters Admin Staff Table of Contents 1 Definitions...............................................................................................................................................9 1.1 Range of Validity.............................................................................................................................9 1.2 Participants......................................................................................................................................9 1.3 Time Zone........................................................................................................................................9 1.4 The Season.......................................................................................................................................9 -
Esports an Emerging Industry
eSports An Emerging Industry Rohan Bose Mercer Capital www.mercercapital.com BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to compet- itors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucrative ($906 million projected industry revenue in 2018). The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atari’s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were categorized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthusiasts and 43% as occasional viewers).