15 December 2017 Dissemination of a Regulatory Announcement That Contains Inside Information According to REGULATION (EU) No

Total Page:16

File Type:pdf, Size:1020Kb

15 December 2017 Dissemination of a Regulatory Announcement That Contains Inside Information According to REGULATION (EU) No 15 December 2017 Dissemination of a Regulatory Announcement that contains inside information according to REGULATION (EU) No 596/2014 (MAR) Gfinity plc (“Gfinity” or the “Company”) Microsoft extends event partnership for European focused Halo tournament Gfinity to organise, promote and execute a further EU Halo 5: Guardians tournament in Q1 2018 as part of the global “Halo World Championship 2018” Gfinity plc (AIM: GFIN), a leading international esports entertainment group, announces that it has once again been named as a preferred event partner to Microsoft for the forthcoming “Halo World Championship 2018” for the next season in 2018. This further extension of Gfnity’s partnership with Microsoft follows the successful previous Halo Championship Series (“HCS”) tournament in Autumn 2017, the successful Forza Racing Championship in 2017 and the Gears of War 2017 tournaments. The Halo World Championship 2018 will include four weekly tournaments, during late January and early February, which will be broadcast live from the Gfinity Esports Arena. The season will also include a three- day EU Open LAN event with a prize pool of $25,000 to be held at Gfinity’s London Arena in February 2018. Neville Upton, Chief Executive of Gfinity, said: “Gfinity is delighted to announce yet another event partnership with Microsoft as part of the Halo World Championship 2018 in Europe next season. This extension of our already close relationship with Microsoft underlines our dedication and commitment to organising, promoting and executing world class esports events”. Tahir Hasandjekic, Lead Esports Producer of 343 Industries (a subsidiary of Microsoft Studios), said: “Gfinity have proven to be one of the world’s preeminent esports entertainment organizations, and we’re excited to continue our partnership with them in 2018. After the sold out event at HCS London in September 2017, we’re looking to take things to the next level with Gfinity to create best possible experience for the European Halo community.” Enquiries: Gfinity plc www.gfinityplc.com Neville Upton, Chief Executive Officer Via Walbrook PR Allenby Capital Limited – AIM Nominated Adviser and Broker Tel. +44 20 3328 5656 Jeremy Porter / John Depasquale / James Thomas Walbrook PR (Media & Investor Relations) Tel: +44 (0)20 7933 8780 Paul Cornelius /Sam Allen or [email protected] About Gfinity Founded in 2012, Gfinity has established itself as one of the world's leading esports companies. The London- based business enjoys strong relationships with game publishers, players and the wider esports community and has built a solid reputation for delivering high quality competitions, both on-line at www.gfinityesports.com and off-line, in addition to producing industry leading esports broadcasts. The Gfinity Esports Arena at Fulham Broadway, London is the home of UK esports showcasing regular tournaments across the full range of competitive games. Beyond its own tournaments Gfinity provides a full turnkey solution for brands wanting to create their own esports tournaments and has staged premium esports events around the globe for leading publishers and brands including Formula 1, Microsoft, Activision, EA, Xbox, Gillette and HP. Gfinity Challenger and Elite Series: Challenger Series has had over 20,000 18-35-year-old gamers participate from 18 different countries Elite Series Season 1 created 180 hours of live broadcast viewed by over 3M people in more than 30 countries Through the first seven weeks of Elite Series Season 2, total views were 3.64M showing a 40% increase on Elite Series Season 1 viewership Gfinity is an accredited official EA SPORTS™ FIFA 18 Global Series qualifier as EA brings competitive FIFA to millions of fans around the world through the EA SPORTS FIFA 18 Global Series on The Road to the FIFA eWorld Cup 2018 in August 2018. For more details on the entire EA SPORTS FIFA 18 Global Series, please visit www.FUTChampions.com For more information about the Challenger season, which is free and open to everyone, please visit https://challenger.gfinityesports.com/ About esports Esports (electronic sports) is watching or playing competitive video gaming. Leading titles include League of Legends, Counter-Strike: Global Offensive, Defence of the Ancients 2 (DotA 2), Call of Duty and Rocket League. The industry is growing rapidly, with new communities developing around more and more titles. The global esports market generated US$493 million of revenue in 2016 and is expected to make $1.5 billion by 2020. The global esports audience in 2017 was 191 million people, 80% under the age of 35 and 70% male (source: Newzoo). Online streaming channels Twitch and YouTube command the biggest audiences, although esports events are also now being broadcast on conventional TV. The 2015 League of Legends Championships finals in Berlin were watched by 36 million people, with a peak concurrent viewership of 14 million viewers, while at DotA 2’s flagship annual championship ‘The International 2016’ competitors from around the world competed for a prize pot of over $20 million. About Halo The “Halo” franchise is an award-winning collection of properties that have transcended video games and grown into a global entertainment phenomenon. Beginning with the original “Halo: Combat Evolved” (2001), the critically acclaimed and record-shattering series of games have reinvented how people think about video games and has since built a fan base of millions worldwide and inspired multiple New York Times best-selling novels, a live-action digital series, comic books, action figures, apparel and more. .
Recommended publications
  • E-Spor Innovative Approach to Sport
    Cilt: 12 Sayı: 66 Ekim 2019 Volume: 12 Issue: 66 October 2019 www.sosyalarastirmalar.com www.sosyalarastirmalar.com Issn: 1307 - 9581 Issn: 1307 - 9581 Doi Number: http://dx.doi.org/ 10.17719/jisr.2019.3682 SPORA YENİLİKÇİ YAKLAŞIM: E - SPOR INNOVATIVE APPROACH TO SPORT: E - SPORTS Tuğberk EVREN Mehmet KARGÜN ** Adem PALA *** İlkay YAZARER **** Ö z Kendi homojen yapısı içerisinde uzun yıllardır kullanılan fakat kamuoyu için yeni olan e - s por kavramı, kitlelere ulaşımda çok büyük bir ivme yakalamış ve bu duruma paralel olarak da her geçen yıl ekonomik bağlamda işlem hacmini arttırmıştır. Bilgisayar/Ko nsol (Playstation, XBOX vb.)/Mobil araçlar sayesinde bireysel ya da takım şeklinde mücadele edilen bu platform, neredeyse herkese etkileşi m şansı tanıyor. Dünya nın her yerinden insana ulaşılabilmesi ve reklam/PR için büyük olanak sağlaması nedeniyle e - s por a p rofesyonel s por k ulüplerinin ilgisi artmaya başlamaktadır. Pazarın ekonomik tabanını oluşturan sponsorların etkisi ise her geçen yıl firesiz katlanarak artmaktadır. Milenyum çağının getirisi olan bu sporu düzenli izleyen ve takip eden kişi sayısı kürese l çapta 201 milyon, düzensiz izleyip, düzensiz takip edenlerle birlikte bu sayı 2019 yılında toplamda 454 milyon kişiye ulaşmıştır. Ülkemizde ise e - Spor’u takip eden kişi sayısı Gençlik ve Spor Bakanlığı’nın yaptığı çalışmayla ortaya çıkmıştır. 2017 verile rine göre ülkemizde 4.000.000 kişi e - Spor’u takip etmektedir. 2015 yılında e - s porun yıllık getirisi $325.000.000 iken 2020 yılında bu rakımın $1.500.000.000 olması beklenmektedir. 5 yılda 5 kat büyüyen bir ekonomi olan e - Spor kavramı üzerinde yapılan bu ça lışma; e - Spor’un tarihsel gelişimi, sektörün paydaşları hakkında, oyun türleri üzerinde, yerel ve global bağlamda ekonomik bilgi vermeyi amaçlamaktadır.
    [Show full text]
  • Izrada Prve Epizode Emisije Pod Nazivom "DOTA 2 Hall of Fame"
    Izrada prve epizode emisije pod nazivom "DOTA 2 Hall of Fame" Zrna, Filip Undergraduate thesis / Završni rad 2018 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University North / Sveučilište Sjever Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:122:160174 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-09 Repository / Repozitorij: University North Digital Repository Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Filip Zrna, 0685/336 Varaždin, rujan 2018. godine Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Student Filip Zrna, 0685/336 Mentor mr. sc. Dragan Matković, dipl. ing., viši predavač Varaždin, rujan 2018. godine Sažetak Rad je podijeljen na dva dijela. Prvi dio objašnjava bazične podatke o videoigri o kojoj se razgovara u emisiji. Ujedno se objašnjavaju pojmovi koji se spominju u emisiji te se pokušava opisati i objasniti sve podatke i informacije, kako bi osoba koja nema nikakvo znanje o videoigri mogla razumjeti o čemu se govori i što se događa u emisiji. Drugi dio objašnjava korake koji su napravljeni kako bi se realizirala emisija. Od ideje koja je potakla izradu emisije te do postprodukcijskih tehnika koje su korištene. Prikazana je knjiga snimanja, način snimanja, scenarij i tehnike korištene u postprodukciji. Ova epizoda emisije "DOTA 2 Hall of Fame" je u trajanju od 11 minuta i 35 sekundi. Emisija je napravljena kako bi se novim igračima objasnile tehnike koji profesionalni igrači koriste, da se stariji igrači podsjete na ikonične trenutke u povijesti DOTA-e te da se, oni koji ne znaju, nauče osnovnim podacima o strategijama korištenim u tim trenucima.
    [Show full text]
  • Eshark Token
    eShark Token White Paper 10 September 2021 @2021 eShark Token. All right reserved List of content 3 Introduction 4 Abstract 5 eShark Token (ESHK) 6 Product Implementation 7 Market Description 8 E-Sport Tournament 9 Team Member 13 Problem 14 Fraudulent Transaction 15 Event Organizer Fraud 16 Solution 18 Product 19 Market Place 20 Voting Right 22 Coral Pools & Sharkie Swap 23 Coral Pools 24 Sharkie Swap 25 RoadMap 27 Tokens Distribution & Funds Allocation 28 Distribution of Tokens 29 Allocation of Funds 30 Disclaimer Introduction Abstract eShark Token is the future of trusted transaction management for Gamers and Investor, built on blockchain technology and smart contracts. We unite gamers, investors, traders and exchangers into a decentralized, open and fair network, to globalize the financial in gaming market. The smart contract technology that underlies the platform will provide an automate and absolutely transparent system for investing. eShark Token purpose is to connect gamers community worldwide through a platform that able to conduct safe and convenient transactions between users, players, companies, e-sports teams, game developers and game publishers. eShark also going to create a democratic ecosystem for gamers using the token as a form of voting rights through blockchain system for Online Tournament Platform, eSports Team, Event Organizer, Game Influencer, eSports Manager, Game Streamer and all related to Game industry. 4 eShark Token (ESHK) ESHK is a BEP20 – standard token that will be distributed as part of the Following the crowd sale, ESHK can be stored in any BEP20 – compliant wallet. Additional functions will be introduced in the future: • ESHK will be stored in ESHK wallet integrated to gaming platform.
    [Show full text]
  • 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
    [Show full text]
  • Annual Review of Football Finance 2017 | Section Title Goes Here
    Ahead of the curve Annual Review of Football Finance Sports Business Group July 2017 A Annual Review of Football Finance 2017 | Section title goes here This 26th edition of the Deloitte Annual Review of Football Finance documents English and European professional football’s business and commercial performance over the 2015/16 season, which will be remembered for Leicester City’s remarkable Premier League title triumph. B Annual Review of Football Finance 2017 | Contents Contents Foreword 02 Edited by Dan Jones Delivering results worldwide 04 Sub-editors The leading team in the business of football 06 Adam Bull, Chris Stenson Europe’s premier leagues 08 Authors Michael Barnard, Calum Ross, James Savage Deloitte Football Intelligence Tool 14 and Christopher Winn Premier League clubs 16 Sports Business Group Telephone: +44 (0)161 455 8787 For all the teams in China 22 PO Box 500, 2 Hardman Street, Manchester, M60 2AT, UK E-mail: [email protected] Over the top? 23 www.deloitte.co.uk/sportsbusinessgroup Football League clubs 24 July 2017 Player transfers 28 For the good of the game 29 Stadia 30 Please visit our website at www.deloitte.co.uk/sportsbusinessgroup to download a It’s in the game 32 copy of the full report and to purchase the Databook. Databook price £1,000 Our 32 page Databook includes over 8,000 data items on the various topics covered in this report, prepared on the basis of our specialist and long-established methodologies. 01 Annual Review of Football Finance 2017 | Foreword Foreword Welcome to the 26th edition of the Deloitte Annual Review of revenues, as has been the case for well over the same three teams – Paris Saint-Germain, Football Finance, compiling our analysis and commentary on a decade now.
    [Show full text]
  • 18 December 2017 Dissemination of a Regulatory
    18 December 2017 Dissemination of a Regulatory Announcement that contains inside information according to REGULATION (EU) No 596/2014 (MAR) Gfinity plc (“Gfinity” or the “Company”) World-renowned esports franchise to compete for the first time in Elite Series Team Fnatic is first new franchise to be announced for third season of the esports tournament taking place in March 2018 with a prize pool in excess of £250,000 Gfinity plc (AIM: GFIN), a leading international esports entertainment group, announces that world- renowned esports franchise, Fnatic, will join the highly popular Gfinity Elite Series season three, which is due to commence in March 2018. Fnatic is a professional esports organisation headquartered in London, United Kingdom, and has established itself as one of the leading franchises in global esports with teams competing in over 20 global competitions each year. Founded on 23 July 2004, the team has players from around the world, across a variety of games, such as FIFA, Counter-Strike: Global Offensive, League of Legends and Dota 2. Earlier in 2017, Fnatic signed an exclusive partnership with Italian football club, AS Roma. Fnatic, which has been a huge part of the esports revolution with its teams winning more than $8 million in prize money, is the first new team to be announced as part of Gfinity’s Elite Series expansion which sees the number of teams increase from eight to ten. Gfinity recently added EA SPORTS FIFA 18 to the line-up of titles, joining Rocket League and Street Fighter V, and teams will compete for a prize pool in excess of £250,000.
    [Show full text]
  • “Beautiful Forcefields!”
    “Beautiful Forcefields!” Promotional Metadiscursive Language in eSports Commentaries ” Underbara kraftfält!” Promotionsbef rämjande metadiskursivt språ k i eSportskommentar er Johannes Byrö Faculty of Arts and Social Sciences English English III: D egree Project 15hp Supervisor: Andrea Schalley Examiner : Solveig Granath October 2017 Title: “Beautiful Forcefields!”: Promotiona l Metadiscursive language in eSports Commentaries Titel på svenska: ” Underbara kraftfält!”: Promoti onsbef rämjande metadiskursi v t språk i eSportskommenta rer Author: Johannes Byrö Pages: 45 Abstract For an eSports commentator, the ability to promote the rivalry between the competitors is just as important as fast and accurate commentary. Th us, it is of interest how an experienced commentator achieves this promotional language per some theoretical framework. Using the relatively new and unexplored linguistic field of pro motional metadiscourse the quality o f comment ary can be evaluated quantifiably . T hus, t his paper investigates the promotional l anguage used by accomplished eSports commentators, in contrast to inexpe rienced novices, in the game StarCraft II. This is achieved with a lexical analysis of two StarCraft I I commentaries using categories of promotional langu age previously identified in press releases. Experienced commentators were found to have a much more extensive and varied vocabulary than their inexperienced counterparts, adopting stronger evaluative adj ectives and adverbs, as well as metaphorical language, in their commentaries. After comparing the commentaries with each other, the comments of two experienced commentators were compared. In this analysis, the same results were found in regards to commenta tor experience, as the less experienced commentator in this team featured less varied and weaker evaluative language than his more experienced co - commentator, yet more varied and evaluative than the novices .
    [Show full text]
  • 434556 Master Thesis Final
    Levelling Up Leadership An Analysis on the Development of Leadership Skills through Competitive Gaming Name Alan Byssing Lafi _______________ Student ID 8452 Name Anders Rud Liltorp _______________ Student ID 85717 Master’s Thesis (LA) Supervisor: Helle Zinner Henriksen Copenhagen Business School MSc in Business Administration & Information Systems Submission Deadline: May 15th, 2018 at 16:00 pm Number of Characters: 264.607 Number of Pages: 118 Abstract As gaming is rapidly becoming increasingly popular, the need for research on the effects and use of gaming as a tool for learning and personal development is increasing. Additionally, the need for leaders who feel at home in the digital world is rising, as technology is becoming an increasingly important factor in almost any business. Therefore, the purpose of this thesis is to investigate if participating in the in-game management of a competitive gaming team, can improve an individual’s leadership skills. The thesis adopts and interpretivist philosophy in order to understand the differences between humans as social actors. The research approach is deductive as the existing knowledge on leadership is integrated and summarized through a literature review, which is then used to create a framework of leadership skills. The framework is then tested by interviewing competitive video game players and analyzing the data they provided. The respondents were found by using a variety of websites that rank teams and players, in order to guarantee that the respondents were playing on a sufficient level. Based on the collected data, models were created to visualize and compare the differences in leadership skills across individuals, game genres and in relation to career length.
    [Show full text]
  • “Análisis Cuantitativo Sobre Los E-Sports”
    “ANÁLISIS CUANTITATIVO SOBRE LOS E-SPORTS” Presentado por Álvaro Guijarro Marín ([email protected]). Para optar al Grado de Economía. Por la Universidad de Alicante. Dirigido por Luis Moreno Izquierdo. Resumen Tanto los E-Sports como la Realidad Virtual han sido los segmentos que más crecimiento han experimentado en la industria de los videojuegos. Este acelerado desarrollo de los E-Sports ha dejado dudas acerca de su potencial comunicativo y económico. Por ende, por un lado, esta investigación se centra -a nivel teórico- en explicar el concepto de los E-sports, mostrando su alcance comunicativo, tanto a nivel nacional como mundial. Por otro lado, -a nivel práctico- se realizará un análisis cuantitativo de las principales variables con el objetivo de mostrar una aproximación del impacto económico generado por dichas variables. Además, este análisis se enfocará en la variable “premios”, mediante la obtención de datos procedentes del año 2006 y sucesivos, cuyo objetivo es comprobar la importancia que éstos suponen tanto para el salario de algunos jugadores profesionales como para el crecimiento del sector de los E-Sports. Palabras clave: E-Sports, impacto económico, alncance comunicativo y premios. 2 Abstract Both E-Sports and Virtual Reality have been the segments that have experimented the most growth in the videogame industry. This accelerated development of the E-Sports has left doubts about its communicative and economic potential. Therefore, on the one hand, this research focuses -at the theoretical level- on explaining the concept of E-sports, showing its communicative scope, both nationally and globally. On the other hand, -at the practical level- a quantitative analysis of the main variables will be carried out in order to show an approximation of the economic impact generated by said variables.
    [Show full text]
  • LC Paper No. CB(4)608/17-18(01) Annex
    LC Paper No. CB(4)608/17-18(01) Annex Report on Promotion of E-sports Development in Hong Kong Executive Summary E-Sports: An Emerging Sector E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues. It is similar to a professional sport as it comprises establishment of league and ranking tables, with professional athletes, training systems, commercial operators and sponsors. The professionalism of e-sports is sustained by professional athletes, teams with commercial operators and sponsors, international league tables, prize money, and rigorous training standards. The stakeholders include professional gamers, professional coaches, physiotherapists, team managers, sponsors, commentators, etc. A market analysis by NewZoo estimated that the global revenues of e-sports has reached US$493 million in 2016 and is expected to grow to US$696 million in 2017. Viewership is forecasted to grow to nearly 600 million by 2020. Another market analysis by SuperData even reported a total of $892.8 million of revenue in e-sports globally for the year 2016. Asia has become the world’s largest gaming market with revenues totalling US$328 million, as compared to North America with US$275 million and Europe with US$269 million in revenue. In general, Asia leads the global e-sports market because of the scale of e-sports industries in Korea and Mainland China. In Hong Kong, e-sports is an emerging new sector with rapid development in recent years, with high economic potential. A research by CityU found that there are more than 300 000 players in Hong Kong: 93% of e-sports players are men and 55% of all these players aged 18 to 21 years old.
    [Show full text]
  • DOTA 2 Hall of Fame"
    Izrada prve epizode emisije pod nazivom "DOTA 2 Hall of Fame" Zrna, Filip Undergraduate thesis / Završni rad 2018 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University North / Sveučilište Sjever Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:122:160174 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-09-28 Repository / Repozitorij: University North Digital Repository Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Filip Zrna, 0685/336 Varaždin, rujan 2018. godine Odjel za Multimediju, oblikovanje i primjenu Završni rad br. 584/MM/2018 Izrada prve epizode emisije "DOTA 2 Hall Of Fame" Student Filip Zrna, 0685/336 Mentor mr. sc. Dragan Matković, dipl. ing., viši predavač Varaždin, rujan 2018. godine Sažetak Rad je podijeljen na dva dijela. Prvi dio objašnjava bazične podatke o videoigri o kojoj se razgovara u emisiji. Ujedno se objašnjavaju pojmovi koji se spominju u emisiji te se pokušava opisati i objasniti sve podatke i informacije, kako bi osoba koja nema nikakvo znanje o videoigri mogla razumjeti o čemu se govori i što se događa u emisiji. Drugi dio objašnjava korake koji su napravljeni kako bi se realizirala emisija. Od ideje koja je potakla izradu emisije te do postprodukcijskih tehnika koje su korištene. Prikazana je knjiga snimanja, način snimanja, scenarij i tehnike korištene u postprodukciji. Ova epizoda emisije "DOTA 2 Hall of Fame" je u trajanju od 11 minuta i 35 sekundi. Emisija je napravljena kako bi se novim igračima objasnile tehnike koji profesionalni igrači koriste, da se stariji igrači podsjete na ikonične trenutke u povijesti DOTA-e te da se, oni koji ne znaju, nauče osnovnim podacima o strategijama korištenim u tim trenucima.
    [Show full text]
  • Report on Promotion of E-Sports Development in Hong Kong
    Report on Promotion of E-sports Development in Hong Kong Executive Summary E-Sports: An Emerging Sector E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues. It is similar to a professional sport as it comprises establishment of league and ranking tables, with professional athletes, training systems, commercial operators and sponsors. The professionalism of e-sports is sustained by professional athletes, teams with commercial operators and sponsors, international league tables, prize money, and rigorous training standards. The stakeholders include professional gamers, professional coaches, physiotherapists, team managers, sponsors, commentators, etc. A market analysis by NewZoo estimated that the global revenues of e-sports has reached US$493 million in 2016 and is expected to grow to US$696 million in 2017. Viewership is forecasted to grow to nearly 600 million by 2020. Another market analysis by SuperData even reported a total of $892.8 million of revenue in e-sports globally for the year 2016. Asia has become the world’s largest gaming market with revenues totalling US$328 million, as compared to North America with US$275 million and Europe with US$269 million in revenue. In general, Asia leads the global e-sports market because of the scale of e-sports industries in Korea and Mainland China. In Hong Kong, e-sports is an emerging new sector with rapid development in recent years, with high economic potential. A research by CityU found that there are more than 300 000 players in Hong Kong: 93% of e-sports players are men and 55% of all these players aged 18 to 21 years old.
    [Show full text]