Esports Marketer's Training Mode

Total Page:16

File Type:pdf, Size:1020Kb

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. Just like the sports world, the es- more growth. The worldwide sports econ- wide range of games, fans, cultures and ports word is full of many different sub-cul- omy stood at $90.9 billion in 2017, accord- sub-cultures. Fans of hockey are not often tures and groups. ing to Statista. If traditional sports are any fans of tennis, and the two groups view indication, esports have a strong few years, themselves as wholly different. Their The sports industry can also be a useful an- or even decades, of growth yet. games are a way to reflect their person- alog for how the esports economy will likely ality. Hockey fans take pride in being grow in the future. In order for you, a marketer, to get in on rough-and-tumble, where tennis fans’ the esports industry’s explosive growth, self-image is more refined. Esports as an industry is expanding - dra- you have to understand its basic building matically. According to NewZoo, the es- blocks. Games and gamers. Fans and spon- In the same way, esports is a broad world, ports economy will have reached $905.8 sorships. broken into genres, games and sub-cultures million by the end of 2018. That’s a 38% all their own. Though they may look the year-over-year growth compared to 2017’s Ready to learn your 2K from your Over- same to “noobs”, players of battle royale $655 million. watch? 4 LANDSCAPE: GAMES Any video game is not necessarily an Because each genre attracts different types of gamers, genres develop cultures and sub-cultures have esports game. Esport games must have their own personality. As we know from marketing as a whole, the more specific and targeted your cam- three characteristics: paign, the more likely you’ll have success. In esports, this means understanding your games sub-culture • Multiplayer- More than one player is and focusing your campaign on the advancements and in-jokes in that space. Study the most popular necessary to make the game function. streams or competitions in your space and learn from the most popular topics of discussion or emerg- • Competitive- Though there are often ing themes. This can give you insight into how your brand can support and add to that discussion in an teams in esports, there must also be a authentic way. winner and a loser. • For Spectators- Most esports games are played streaming, though competi- tions have become increasingly popular and have sold out large arenas. One of the most common traps marketers fall into is viewing esports as one, uniform group. Esports, again, is the digital version of the entire sports industry. And just like the sports industry, each genre and even game contains its own subculture. The most obvious dividing line in gaming is fantasy vs. realistic. While realistic games are rooted in real-world characters and sce- narios, fantasy games set out to build new worlds. In many other forms of media, this would be a huge dividing line. In movies and books, fantasy is a genre to itself, with rules and scenarios specific to that genre. 5 LANDSCAPE: GAMES In esports, however, the divide between fantasy and realistic games is far less dif- ferentiating. In games, fantasy is largely SOME COMMON GAME GENRES ARE: just a style choice; it doesn’t have nearly Battle Royale – A genre of game in which many players are all in competition with each as heavy an influence on how you’ll play. other, with one victor emerging. When looking for games they’ll enjoy, gamers look primarily to genre. Card Games (also called Collectible Card Games, or CCGs) – A genre of game based on collecting cards that give the user moves, powers, or other advantages, and playing In esports, genre defines how the game will them strategically. be played. Are you creating a strategy be- forehand, or do you have to make it up as Fighting Games – A genre of games based on one-on-one combat. Though typically you go along? Are you in a team setting, or this involved martial arts, games have expanded into armed combat. will you be competing solo? Genre will dic- tate your answer to these questions – and First-Person Shooter (FPS) – A genre of game that places the player “in the eyes” of whether this is “your type of game” or not. the character, which offers a more realistic, personal experience. This style of game often This is borne out by data. Esports gamers revolves around finding different types of weapons to defeat enemies. tend to play only 2-3 genres of games. Just like their counterparts in the tradition- Multiplayer Online Battle Arena (MOBA) – A genre of games based in real-time strat- al sports industry, esports gamers find the egy. The player is on a team competing against another team of players, with the goal, style that attracts their own sensibilities. typically, to destroy the other team’s structure or base. Because of this genre preference, it is Real-Time Strategy (RTS) – A genre of games based on using resources and units to important to understand the most popular defend yourself and/or defeat the other teams. As these games are played in real-time, genres and games. Just like players, your players must be able to adapt and make decisions on the fly. brand should have some that fit better than – A genre of games in which a player must assume a char- others. A good brand is specific, and, as Role-Playing Game (RPG) acter and interact with the game world with the assets of that character. Typically, these with any other marketing efforts, finding the games are cooperative, and players must work together to complete tasks or quests. matching audience is key. 6 LANDSCAPE: GAMES FANTASY GAMES KEY REALISTIC GAME NAME Year of Latest Release Average viewers (Twitch) SUPER SMASH BROS STREET FIGHTER Follower Gain-1 Year (Twitch) MADDEN 2014 2016 2017 3,840 3,218 1,129 FIFA 2017 712,385 327,059 312,094 4,344 FIGHTING TEKKEN 2,988,235 2017 ROCKET LEAGUE 2,074 2015 SPORTS 345,931 5,770 1,758,076 PLAYERUNKNOWN’S FORZA BATTLEGROUNDS NBA 2K 2017 2017 BATTLE ROYALE FORTNITE 365 2017 2017 49,397 3,121 91,146 12,543,442 162,916 66,990,452 1,184,545 COUNTER-STRIKE: GLOBAL OFFENSIVE CARD HEARTHSTONE OVERWATCH 2012 2014 2016 42,698 CALL OF DUTY 39,765 33,507 9,520,785 6,422,291 2017 2,883,234 17,531 WORLD OF WARCRAFT 3,626,786 2003 29,970 STARCRAFT II 3,904,725 RTS 2010 7,125 FPS 766,320 DOTA2 RAINBOW SIX: SIEGE 2013 LEAGUE OF LEGENDS MOBA 2009 2015 55,159 113,233 13,771 4,863,077 17,283,053 4,507,973 7 LANDSCAPE: DEMOGRAPHICS e ur tim $$ is e e ESPORTS FANS... of their l and money on esports. Spend 17% Spend more than 10 Like variety in their gaming. Titles Genres hours a week play- played played ing video games, 5.7 2.6 8.2hours publicly or video games Prefer internet privately Spend different amounts of time on videos to different games. 2.4hours traditional esports television or 4.5hours 4.3hours activities Internet videos television League streaming on a TV of Legends Actively follow esports personalities services. Overwatch 9.8 12.2 hours FIFA and/or teams. 5.3 34% 3.5hours Hours spent consuming Streaming or content per week digital content Counter 26% 25% Dota 2 Strike Live in 3+ person 11.5 11.7 households. Online Professional Professional Hours spent per game, monthly 61% personalities players/gamer team Are predominantly (though not only) male Esports Sports Overwatch Counter Strike Dota2 FIFA League of Legends Male 71 61 79 90 84 68 76 Female 29 39 21 10 16 32 24 Information provided by Nielsen Esports and The Esports Playbook 8 LANDSCAPE: SPONSORSHIP Brands are displayed in different ways in different genres of esports. Nielsen’s Esport24 Shooter titles: Sports titles: (An esports event average): EQUIPMENT EQUIPMENT BROADCASTER EQUIPMENT 7% IN-GAME 11% 16% 16% 18% APPAREL 42% IN-GAME 20% APPAREL 49% BROADCASTER 24% APPAREL 8% IN-VENUE 37% 16% 18% 18% IN-VENUE 0% - IN-GAME IN-VENUE BROADCASTER sponsorship agreements of esports fans are extremely or very interested in following esports sponsors 600+ from 2016 to mid-2017 25% on social media Esports fans’ attitudes toward brand Excluding endemics, esports fans find these Esports sponsorships per industry: involvement in esports: categories most and least appropriate: 40+ Online Media Most appropriate: 58%positive 50+ Non-Alcoholic Drinks 37% • Technology companies neutral • Energy drinks 60+ Online Services • Internet service providers • Carbonated beverages/snack foods 100+ Retail 350+ IT/Computer Least appropriate: negative5% • Insurance Audi received media exposure valued at more than 10x its investment during • Financial Services the ELEAGUE Finals in January & February 2018 at DreamHack Las Vegas.
Recommended publications
  • Mistrzostwa Call of Duty World League (Cwl) Championship 2017, Prezentowane Przez Playstation® 4 Zaczynają Sie Już Dziś W Orlando
    MISTRZOSTWA CALL OF DUTY WORLD LEAGUE (CWL) CHAMPIONSHIP 2017, PREZENTOWANE PRZEZ PLAYSTATION® 4 ZACZYNAJĄ SIE JUŻ DZIŚ W ORLANDO W pierwszych mistrzostwach w Call of Duty od Activision – obecnie najpopularniejszą konsolową dyscyplinę esportu – zmierzą się 32 najlepsze zespoły z Ameryki Północnej, Europy i Azji. Stawką rozgrywek toczących się w Amway Center będzie pula nagród wynoszącą 1,5 miliona dolarów. Będzie to kulminacja zmagań z całego sezonu o łączną pulę 4 milionów dolarów, największą jak dotąd w esportowj historii Call of Duty Bądź na bieżąco dzięki transmisjom online, 9 – 13 Sierpnia, tylko w MLG Santa Monica, Calif. – 10 sierpnia 2017 – Ponad 19000 graczy Call of Duty, najpopularniejszą konsolową dyscyplinę esportu – rywalizowało ze sobą przez cały rok, lecz tylko 32 zespoły mają szansę zmierzyć się w mistrzostwach Call of Duty World League (CWL) Championship, prezentowanych przez PlayStation 4 i rozpoczynających się już dziś w Amway Center w Orlando na Florydzie. W turnieju zorganizowanym przez Major League Gaming Corp. (MLG) przy współpracy z Activision Publishing, Inc. najlepsze zespoły na świecie z rejonów Ameryki Północnej, Europy i Azji (regionu APAC) będą walczyć o swoją cześć puli 1,5 miliona dolarów, tytuł Mistrzów CWL 2017 i miano najlepszej drużyny w Call of Duty na świecie. Rozgrywki z tego tygodnia wliczają się także do rocznej puli nagród, która jest najwyższą w historii turniejów Call of Duty i wynosi łącznie 4 miliony dolarów. “To był wspaniały rok dla Światowej Ligi Call of Duty, z jeszcze większą ilością graczy mierzących się ze sobą, zarówno tych profesjonalnych jak i dopiero zaczynających swoją esportową karierę,” powiedział Rob Kostich, wiceprezes i dyrektor naczelny Call of Duty.
    [Show full text]
  • João Pedro Brito Cício De Carvalho
    Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed.
    [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]
  • For Student Success
    TRANSFORMING School Environments OUR VISION For Student Success Weaving SKILLS ROPES Relationships 2018 Annual Report Practices to Help All Students Our Vision for Student Success City Year has always been about nurturing and developing young people, from the talented students we serve to our dedicated AmeriCorps members. We put this commitment to work through service in schools across the country. Every day, our AmeriCorps members help students to develop the skills and mindsets needed to thrive in school and in life, while they themselves acquire valuable professional experience that prepares them to be leaders in their careers and communities. We believe that all students can succeed. Supporting the success of our students goes far beyond just making sure they know how to add fractions or write a persuasive essay—students also need to know how to work in teams, how to problem solve and how to work toward a goal. City Year AmeriCorps members model these behaviors and mindsets for students while partnering with teachers and schools to create supportive learning environments where students feel a sense of belonging and agency as they develop the social, emotional and academic skills that will help them succeed in and out of school. When our children succeed, we all benefit. From Our Leadership Table of Contents At City Year, we are committed to partnering Our 2018 Annual Report tells the story of how 2 What We Do 25 Campaign Feature: with teachers, parents, schools and school City Year AmeriCorps members help students 4 How Students Learn Jeannie & Jonathan Lavine districts, and communities to ensure that all build a wide range of academic and social- 26 National Corporate Partners children have access to a quality education that emotional skills to help them succeed in school 6 Alumni Profile: Andrea Encarnacao Martin 28 enables them to reach their potential, develop and beyond.
    [Show full text]
  • Sports & Esports the Competitive Dream Team
    SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators.
    [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]
  • Azael League Summoner Name
    Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms.
    [Show full text]
  • Esports Live Broadcast: an Appealing Media for Business-To-Consumer Communication
    Internationale Betriebswirtschaft B.A. Hochschule Furtwangen University, Business School Supervised by Prof. Dr. Christoph Mergard eSports live broadcast: An appealing media for business-to-consumer communication A thesis submitted in fulfillment of the requirements for the degree of Bachelor’s of Arts in the faculty of economy by Daniel Fritz Matriculation number 248343 IBW 7 Pestalozzistr. 21 78176 Blumberg [email protected] June 2018 Table of contents Sworn Statement........................................................................................................................... II List of Figures ............................................................................................................................... III Abstract ........................................................................................................................................ IV Introduction .................................................................................................................................. 1 Scope of study ....................................................................................................................... 2 Literature review ........................................................................................................................... 4 Methodology ................................................................................................................................. 7 1. Examination of the eSports industry and eSport live broadcasts ............................................
    [Show full text]
  • Digital Media Trends Survey Video Gaming Goes Mainstream
    FEATURE Digital media trends survey Video gaming goes mainstream FROM THE DELOITTE CENTER FOR TECHNOLOGY, MEDIA & TELECOMMUNICATIONS Digital media trends survey: Video gaming goes mainstream As content creators increasingly adopt direct-to-consumer models, video gam- ing has become a legitimate competitor to TV and movies. What are the impli- cations for strategic planning? Product and partnership development? S THE MEDIA and entertainment (M&E) less than two years,2 have become legitimate com- industry prepares for seismic shifts in petitors in vying for consumers’ free time. At the A video, new behavioral trends reveal that same time, the explosion in direct-to-consumer video gaming could provide more disruption in the (DTC) subscription services ahead of high-profile battle for consumers’ attention and should be fac- DTC launches from technology companies and tored into most M&E companies’ strategic Hollywood studios has resulted in many media planning. These shifts are increasing the legitimacy companies having to navigate a competitive envi- of gaming, which could also prompt video game ronment that is in flux. makers and publishers to develop direct-to- consumer offerings and foster deeper ties with media and entertainment companies. Key shifts in subscriptions economy A look at the changing nature As consumers increasingly curate their own enter- of media consumption tainment experiences, gaming is coming to the forefront. The compelling shifts among millennial Over the past few years, the growth in gaming consumers (which now includes people up to age across generations has been dramatic and swift. 35 years old) reached an inflection point, with Overall, 30 percent of US consumers pay for a video gaming subscriptions edging ahead of Pay TV gaming subscription service, and 41 percent play subscriptions—53 percent versus 51 percent video games at least weekly, according to Deloitte’s according to Deloitte’s Digital media trends survey, Digital media trends survey, 13th edition.
    [Show full text]
  • 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.
    [Show full text]
  • Master's Thesis in Geography Geoinformatics Spatial Analytics In
    Master’s thesis in Geography Geoinformatics Spatial analytics in competitive gaming and e-sports Timo Ijäs 2021 Supervisor: Petteri Muukkonen Master’s Programme in Geography Faculty of Science UNIVERSITY OF HELSINKI Faculty Department Faculty of science Department of geosciences and geography Author Ijäs, Timo Topias Title Spatial analytics in competitive gaming and e-sports Subject Geography (geoinformatics) Level Month and Year Number of Pages Master’s thesis May 2021 168 Abstract The topic of this thesis is spatial analytics in competitive gaming and e-sports. The way in which players analyze spatial aspects of gameplay has not been well documented. I study how game, genre and skill level affect the use of spatial analysis in competitive gaming. My aim is also to identify the benefits and challenges of spatial analytics, as well as the need for new spatial analytical tools. Four games of different popular competitive gaming genres were chosen for the study. An online survey was conducted which resulted in a cross-sectional dataset of 2453 responses. It was analyzed using ordinal logistic regression and histogram-based gradient boosting in a cross-validating manner. Open-field answers were summarized using state-of-the-art deep learning methods and analyzed with inductive content analysis. Additionally, experts of each game were interviewed. The results show that the use and understanding of spatial analysis is largely not game- or genre dependent. Players grow spatial skills along with their skill level and start using more complex spatial analytical methods more frequently as their skill level rises. It is exceedingly rare that expert players do not analyze spatial aspects of their gameplay.
    [Show full text]
  • 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
    [Show full text]