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Game Changers: A Roundtable on the eSports Revolution

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Over the last decade, a significant cultural shift has occurred in the entertainment industry. Esports, the organized and competitive form of video gaming, has gone from a fringe interest to a global sensation, captivating millions of fans and bringing in billions of dollars in revenue. This rapid rise has not only transformed gaming from a casual hobby to a legitimate profession but has also firmly established itself in mainstream culture, challenging traditional sports and revolutionizing the entertainment industry as a whole.

Esports, short for electronic sports, has evolved into a flourishing industry encompassing competitive gaming, live events, sponsorships, media coverage, and an ever-growing fan base. As technology advances, so does the potential for esports to redefine what it means to be a spectator and participant in the world of sports and entertainment. With a structure that mirrors traditional sports leagues, including professional teams, star players, and devoted fan communities, esports has become an influential force, making a significant impact on the gaming world and broader society.

For this roundtable, European Gaming spoke to Kevin des Lauriers, CEO at J3STER, and Kirill Nekrasov, Product Officer at BETBY to delve deeper into the rise of esports, examining the factors behind its explosive growth, the influence it wields across various industries and the exciting possibilities that lie on the horizon. By understanding the transformative power of esports and the remarkable journey it has undertaken thus far, we gain insights into a phenomenon that continues to reshape entertainment, challenge societal norms, and captivate a generation of enthusiasts.

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How is the rise of esports changing the way people interact with games?

KDL: Globally, we’re seeing a big increase in arenas being built specifically to draw in fans of esports. We’re also seeing a rise in LAN events across the world, with competitive and even casual players now putting together teams in order to get involved. Smaller sponsors are putting on more tournaments, and there seems to be a plethora of new leagues being created for any and every game imaginable – not just the usual titles, such as Warzone and League of Legends.

KN: There is a vast increase in viewers who passionately follow certain teams and particular disciplines within esports, whether that be soccer, ebasketball or any other sport that they like. This engagement ultimately acts as the spark for viewers to become participants, following in the footsteps of their favourite esports players, getting involved at an amateur level and engaging with the esports that they enjoy most.

 

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Influencers are often the faces of esports. What impact do these figures have on the industry?

KDL: In the industry, we’re in an interesting spot where influencers currently have a lot of power. Prominent players can discover and highlight exploits in games, effectively pushing game publishers to release patches and fixes more frequently. These publishers are also clamouring to release new features to keep these influencers happy and engaged, otherwise they risk them moving on to the next big thing.

There are armies of community managers working with game publishers, ready to provide influencers with gifts such as giveaway items for their fans, card packs, in-game content such as skins and more. Winning these influencers over is a surefire way to garner a positive reception in the esports sphere.

KN: In many industries, influencers are becoming more high-profile, garnering trust amongst audiences and shaping trends. These people within the esports industry are no different, whether they are players who were already in the public eye, or streamers who have amassed an organic following. However, the impact of these figures can both be positive and negative.

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If influencers enter the world of esports solely to generate quick success and garner hype, without having an esports background or a noticeable passion, then this can have a negative impact on the long-term development of the industry. If they do not enjoy the content, or understand the complexities and depth of esports, passionate fans will see through this attempt to engage with them and be turned away.

This can reduce the quality of new entrants. Some may also use their popularity to promote products or events that do not align with the values and needs of the esports community. This can also create a negative perception among fans.

 

Following that, what is the main appeal for both players and influencers to get involved in esports?

KDL: Most influencers are pros (or ex-pros), which effectively makes this relationship analogous to the classic sports commentators. They educate us on how good these “new players” are, and what we can strive to become – or simply admire from afar.

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However, pro esports players arguably aren’t as well-known today as the players we grew up with in classic sports. Some influencers host watch parties of big esports events, helping their fans to understand a little bit more about the teams and their players, which opens it up further for newcomers to get involved.

KN: Doing something you love and are passionate about, and competing at a competitive level cannot be underestimated. Entering esports, whether as a participant or influencer, should be a long-term commitment rather than just a temporary one. The esports community is incredibly passionate and this is a key selling point to getting involved, to be surrounded by like-minded people who care about the industry.

Being fully committed can bring a long-term career, and being able to participate in professional competitions, and potentially creating your own brand and personality that generates a following.

 

In your own opinion, how do you think you’re pushing innovation within the esports industry?

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KDL: On paper, J3STER is everything that Twitch influencers and viewers can wish for – community, engagement and monetization. We focus on creating lines for each influencer based on their match data, with the odds generated being unique to that influencer and their community.

Our mission is to increase the influencer’s ability to monetize without requiring any further work. J3STER does all of the work through seamless API integrations. Influencers can sign up through their Twitch account, connect their game data through our publisher API connections, and then send the link out to their viewers. This process can be completed in less than one minute.

For viewers, they have an alternative to tipping through Twitch streams, as each bet placed through J3STER gives the viewer the opportunity to tip the streamer directly. Of course, when there’s a bet on the line, each viewer is much more engaged in the outcome of the influencer’s match.

KN: BETBY has been actively innovating the esports industry since its inception. We started our journey in esports with the Betby.Games project, which is a unique opportunity for bettors to wager on the most popular esports disciplines, providing 24/7 availability, and minimising human error.

Something which is a big bonus to our brand is our trading department, with many being esports fans themselves. Because of this, they are actively searching for new and unique markets and tournaments for our brand to be involved with, and expanding our offering. BETBY was the first company to offer its customers markets on the Pokémon UNITE Championship, Team Fortress 2 and Trackmania.

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Of the latest product releases, it is worth highlighting our Betbuilder, which allows you to make combo bets within a single match, and which has already gained recognition among esports fans thanks to the exciting nature of these types of bets.

 

What are your predictions for the future of esports?

KDL: The eyes on esports have now reached the point where marketers simply cannot resist or oppose it any longer. I believe that, within the next five years, we’ll have more people tune in to watch a major esports competition than will tune into the Superbowl.

It’s also absolutely plausible that esports will very soon have the same energy behind it that the World Cup has – but this will require influencers with the necessary reach and power. Also, which game will headline? Will it be League of Legends, one of the biggest and longest-standing esports games, or perhaps Counter-Strike? Call of Duty is also another contender, as its recent huge rise in popularity is notable.

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If the legions of gamers and influencers within the esports industry cannot decide on a headlining game – in order to give esports an ‘identity’ – everything will continue to be grouped under the umbrella of ‘esports’, which could diminish its potential. Evolution is necessary, and I believe it’ll happen very quickly.

KN: The esports industry will certainly continue to grow and become even more professional. In the context of betting, this will mean a transition to a more professional relationship between market participants, whether it is obtaining broadcast rights or using data.

For spectators and fans of esports, the events will become more exciting as participation increases. We are also seeing a strong development in production standards from tournament to tournament, and this is really incredible to see. In addition, I personally expect an active expansion of esports on mobile devices which will widen the audience and will also help the emergence of a couple of exciting new disciplines in the industry.

Arnold Hur

Gen.G Acquires League of Legends Data Analytics Platform YOUR.GG

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Global esports organization Gen.G announced their acquisition of YOUR.GG, a data analysis and networking platform for League of Legends players. This partnership comes as a new method for Gen.G to enhance the Gen.G Global Academy experience for students in the program. Gen.G is the first global esports academy equipped with such advanced analytical tools to help expand their offering to players looking to improve their game to a professional level.

“Over the last few years, we’ve been hard at work pioneering what is now the world’s largest esports academy. With over 10,000 students having gone through our curriculum, we see the clear need to develop better tools that gamers, coaches, and parents need to create the best gamers possible. YOUR.GG’s best-in-class data, technology and analytics combined with millions of hours of our professional and academy student coaching will be able to unlock the next generations of esports tools that can help realize the true potential of every student and pro in our program,” Arnold Hur, CEO of Gen.G, said.

This acquisition underscores the importance of data and analytics in developing and refining esports talent, a core principle at Gen.G. YOUR.GG will power both its pro team players and its academy students with data-driven tools and reports to foster growth and provide better insight into scouting for new talent.

“We plan to pioneer a shift in how talent is developed and measured in esports. By developing a tool that will bring a level of analysis and precision to esports that mirrors the most sophisticated training environments in traditional sports. We want to take a holistic approach to measure not just the data within the game, but how a student responds to coaching and feedback,” Min Chang Cha, Founder of YOUR.GG and current VP of Technology at Gen.G, said.

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Dave Perel

Motorsport Games Launches RaceControl.gg and Announces Partnership with Coach Dave Academy

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Motorsport Games Inc., a racing game developer and esports ecosystem provider, announced the launch of RaceControl.gg, a new dedicated platform designed to enhance player engagement with the latest news, updates, tips, and tricks its most recent game, Le Mans Ultimate. As part of this exciting initiative, Motorsport Games has partnered with Coach Dave Academy (Speed Capital Ltd) to manage the content and development of RaceControl.gg.

Under this partnership, Coach Dave Academy (CDA), renowned for their expertise in creating car setups in racing simulations, will curate and manage the content on RaceControl.gg, ensuring fans and players have access to the most relevant and useful information. CDA will further contribute to the Le Mans Ultimate gaming experience by providing new and optimized car setups directly in the game in a future update – allowing players to enhance their performance on the track.

Stephen Hood, CEO of Motorsport Games, commented on the launch and partnership: “We are excited to unveil RaceControl.gg as a brand-new destination for Le Mans Ultimate lovers, in collaboration with Coach Dave Academy. This platform is not just a news site; it’s a comprehensive resource that will grow, with time, to include live schedules and account functionalities to boost game engagement even when players are not logged into the app. Our partnership with Coach Dave Academy ensures that the site will be managed by the best in the business, enhancing the game experience with top-tier content and cutting-edge racing setups.”

Dave Perel, Founder of Coach Dave Academy, said: “We are thrilled to announce our collaboration with Motorsport Games on RaceControl.gg and our contribution of setups for Le Mans Ultimate. This partnership marks a significant milestone for us, underscoring our broad expertise in the sim racing domain. We’ve built our reputation on delivering first-class setups and tutorials. We’re excited to bring this proven formula to the Le Mans Ultimate player base, enhancing their gaming experience with the same dedication and quality that have been key to our success. Together with Motorsport Games, we are committed to enhancing the user experience, providing both novices and seasoned players with the tools they need to succeed on the track.”

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The launch of RaceControl.gg and partnership with CDA marks a significant step forward in Motorsport Games’ strategy to expand the accessibility and visibility of Le Mans Ultimate and its RaceControl service beyond the traditional game environment. This initiative is designed and expected to create a more connected and engaged community around the game, providing a dynamic platform that evolves with the needs of its users.

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eSports

CECC Texas “May Madness” Scores Record Growth Again in its Fourth Year

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Winthrop University, Ball State University, St. Clair College, and Illinois State University Crowned as Commissioner’s Cup Champions at the largest scholastic esports festival globally

McDonald’s of North Texas, State Farm, Apple Music, Red Bull, U.S. Army 5th Brigade, Smoothie King, along with other world-class partners lend valuable support for event

Collegiate Sports Management Group (CSMG) concluded its fourth Collegiate Esports Commissioner’s Cup (CECC) today crowning four new champions during the largest scholastic esports festival globally and celebrating another year of record growth. CECC Texas presented by McDonald’s welcomed more than 800 student-athletes representing 84 teams (up from 64 in 2023), including a record-breaking 19 conference champions, at Esports Stadium Arlington on May 2-5, along with thousands of fans. In total, 453 teams from 255 schools participated during the 2023-24 CECC season.

Champions included Winthrop University for Super Smash Bros.™ Ultimate through Generation Esports, Ball State University for Rocket League, St. Clair College for VALORANT, and Illinois State University for Overwatch 2®

“By elevating scholastic esports, we empower students, schools and conferences while fueling industry growth. This is a testament to the increasing interest from brands, media entities, publishers making this the ultimate destination for the scholastic esports and the gaming community.“ said Michael Schreck, CEO for CSMG. “CECC isn’t just a competition; we’re providing structure, recognition and endless opportunities to shape the future of esports.”

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Arlington Mayor Jim Ross joined Schreck on stage during the event along with Arminda and Anthony Grissett, Owner/Operators of McDonald’s of North Texas, to announce CECC will return to Esports Stadium Arlington in 2025, marking it the third straight year Texas will host this event.

CSMG also announced during CECC Texas it has joined forces with Capcom to launch the College Street FighterTM Tour during its 2024-25 academic year with the finalists competing at CECC Texas in 2025 throughout its May Madness event. Wim Stocks will serve as the Commissioner of the College Street Fighter Tour and bring his 20 years of experience in college esports to create a dynamic and engaging format of competitive gaming.

CECC Texas offered something for everyone including the Texas High and Middle School Esports Championships, the National Esports Collegiate Conference (NECC) championship finals across League of Legends, Overwatch, Rocket League, and VALORANT, open tournaments for Street Fighter 6, Teamfight Tactics and HALO Infinite 2v2, the Smoothie King Super Smash Bros.™ Ultimate Open, through Generation Esports with a prize pool up to $5,000, gaming-themed onsite activations, and various industry panels.

McDonald’s of North Texas returned for the second year in a row as the presenting sponsor with various promotions and giveaways through the McDonald’s App as well as awarding a free custom @McDonalds PC built by @Oasis PC’s.

“McDonald’s of North Texas was thrilled to once again sponsor CECC and to see first-hand the incredible experience this tournament brings to the teams and fans nationwide,” said David Floyd, Owner-Operator with McDonald’s of North Texas. “As local business owners, it’s an honor that our community could serve as the center of the esports world this weekend. We were also delighted to add a delivery service this year, which was a great success. This feature allowed fans to order food and continue in their CECC experience.”

The ESPORTSU Collegiate Awards took center stage throughout the weekend recognizing leaders who are driving the ecosystem forward, including:

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  • Commissioner of the Year – J.J. Myers (NACE)
  • Community Ambassador – Yugina Yun (Gen.G)
  • Club of the Year – Indiana University
  • Club President of the Year – TJ Stephens (University of Georgia)
  • Club Impact Award – Arizona State University
  • Rising Star Award – Greyson Harding (Michigan State University)
  • Coach of the Year – Ethan Stone (Indiana University)
  • Director of the Year – Chris Bilski (Michigan State University)
  • Program Impact – Michigan State University
  • Ally of the Year – Christopher Turner (Southern University)
  • Program of the Year – St Clair College
  • CECC School of the Year – Winthrop University

The ESPORTSU Awards Committee Members included Kyler Tandal (ESPORTSU), ToniAnn Convertino (ESPORTSU), Nikita Bair (Syracuse University),Joey Gawrysiak (Syracuse University), Aaron Colaiacomo (Fisher College), Adam Antor (Ferris State), and Chase Neukam (St Cloud State University).

Finally, the Aurora Series, dedicated to supporting all who identify with a marginalized gender, made its debut at CECC Texas with the University of Houston Scarlet defeating the University of North Texas in a thrilling VALORANT match 13-11 on the main stage.

“The power of esports was on full display this weekend as many colleges are continuing to push this as the ‘new sport’ on campuses across the nation,” said Angela Bernhard Thomas, Chief Esports Officer for CSMG. “The students arrived in all their team gear, the fans came out to cheer, and the brands integrated into the competition. We’re excited to continue to shape the future of the ecosystem.”

Super Smash Brothers Ultimate through Generation Esports – Winthrop University

2nd seeded Winthrop University battled back after losing the first game to beat defending champion and 5th seeded Fisher College (Northeast), 3-1. Winthrop never backed down throughout the tournament, especially in the Grand Finals with Carlos “Sonix” Perez on the Fisher squad, who is considered a top 10 player globally in Super Smash. Bharat “Lima” Chintipall, a sophomore majoring in computer science from Dallas, TX, was named MVP for the tournament.

Winthrop advanced to the finals beating the 6th seeded University of Texas-Arlington 2-0, while Fisher College (Northeast) denied its fellow students and number one seeded Fisher College (East) 2-1 in best-of-3 series.

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Rocket League – Ball State University

In one of the most epic Grand Finals in Rocket League, the top seeded Ball State University needed overtime in the final game of the best-of-7 series to beat the three seeded Boise State University, 4-3. No team won a game by more than one goal throughout the match. Arlin “Oath” Burns, a graduate student majoring in clinical mental health counseling from Westfield, IN, was named MVP for the tournament.

In the semi-finals in the best-of-7 series, Ball State bounced the 5th seeded University of Akron 4-0, while Boise State knocked out the 7th seeded Fisher College, 4-2.

VALORANT – St. Clair College

The 5th seeded St. Clair College completed the sweep in a best-of-3 series to defeat 3rd seeded Blinn College, 2-0. The Saints from Windsor, Canada, become the first non-U.S. college to win a CECC championship. Tanner “geeza” McGhee, a freshman majoring in business from Camarillo, CA, was named MVP for the tournament.

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In the semi-finals in the best-of-3 series, St. Clair edged out the 8th seeded Winthrop University, 2-1, while Blinn College held off the 2nd seeded Fisher College (White), 2-1.

Overwatch 2 – Illinois State University

The 6th seeded Illinois State University captured their second CECC trophy in three years after taking down the 5th seeded Northwood University, 3-0, in a best-of-5 series. The Redbirds captured their first title at CECC Atlanta in 2022. Denis “Lethal” Tari, a sophomore majoring in business administration from Dubai, took home MVP honors for the tournament.

In the semi-finals in the best-of-5 series, Northwood upset the top seed Winthrop University, 3-1, while Illinois State advanced by sweeping the 2nd seeded Fisher College Esports, 3-0.
Semi-Finals (best-of-5)

Brand Partners and Talent Elevate CECC Texas

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CECC Texas grew its partners from 2023 with the support of McDonald’s of North Texas, State Farm, U.S. Army 5th Brigade, Smoothie King, CTRL, Arlington Convention and Visitors Bureau, Apple Music. Zipchair Gaming, Dairy MAX, Dallas Cowboys Game Time presented by Lenovo, Cisco, Red Bull, Oasis PC, Cirkul, Grand Canyon University, and U.S. Army ROTC, who activated throughout the event.

The broadcast team featured a stacked group of professional esports hosting, desk analyst, and casting talent. The event was stage hosted by Elyse “Herculyse” Herrera and floor hosted by Mathew “Septilence” Corfee II. The desk analysts included Carlos “Carlos Ivan” Braadt, Miles “KilomilesIRL” Catenza, Logan “Catinator” Brown, Cassandra “Chixxa” Meltsch, and Madison “N3RDYBIRD” Benge. Shoutcasters included Keegan “ClutchKey” Ohta and Jesse “Twinsalty” Brawders for Overwatch 2, Samuel “SamTalkz” DeLoach II and Sierra “ Zhobiii” Fisbee for VALORANT, Oliver “Bass” Bass and Jeffrey “TheDangerTaco” Skalamera for Rocket League, and Phil “EE” Visu and Saeed Hassan “Sai” Shareef for Super Smash Bros. Ultimate.

Creators also streamed their own CECC Texas experiences directly to their audiences on their channels. Well-known Twitch personalities included Hungrybox for Super Smash Bros.™ Ultimate, TenacityTV for Rocket League, QuarterJade for VALORANT, and Flats for Overwatch 2®, creating a new engagement platform to build college esports fandom.

The Road to Texas featured official CECC sanctioned tournaments including the CECC Midwest Online Regional, CECC East Regional presented by the US Army and Army ROTC at Helix eSports in Foxborough, Mass. CECC South Regional, CECC West Regional, the Big Esports Conference live championship event at The Ohio State University and Game Arena featuring fourteen Big 10 schools, the Atlantic Coast Esports Conference online Rocket League championship, the Western Cactus League live championship at Grand Canyon University, the Military Services Academy qualifier, the ESPORTSU n’ I All Womens Qualifier, and the very competitive Last Chance Qualifier.

Champions representing participating conferences that receive automatic bids include the: Atlantic Coast Esports Conference, Big Esports Conference, Big Sky Conference, Eastern Collegiate Athletic Conference, East Coast Conference, Great Lakes Esports Conference, Great Lakes Intercollegiate Athletics Conference, Metro Atlantic Athletics Conference, Mid-American Conference, Mid-Atlantic Esports Conference, Midwest Esports Conference, Missouri Valley Conference, Mountain West Conference, National Esports Collegiate Conferences, National Junior College Athletics Association Esports, Peach Belt Conference,,Western Cactus League and Western Esports Conference

Full list of CECC Texas-qualified teams (in order of seeding):

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Super Smash Brothers Ultimate (through Generation Esports)

Fisher College (East), Winthrop University, Northwood University, University of California-Riverside, Fisher College (Northeast), University of Texas-Arlington, Lubbock Christian University, Manchester College (Indiana), University of Akron, New Jersey City College, Oakland University, Wichita State University, Quinnipiac University, Sacramento State University, University of Houston, University of Miami-Ohio, Southwestern Oklahoma State University, San Jose State University, Marist College, University of North Texas, Southern New Hampshire University, Illinois State University, Arizona State University, and Michigan Tech University.

Rocket League

Ball State University, Boise State University, Indian River State College, Nichols College, University of Akron, Lubbock Christian University, Maryville University, St. Clair College, Davenport College, Fisher College, Syracuse University, Indiana University, University of Arizona, Old Dominion University, University of Air Force, Northern Arizona University, San Jose State University, Staten Island College, Montevallo University, and Saint Xavier University.

Valorant

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Blinn College, Simon Fraser College, Northwood University, Fisher College (White), St. Clair College, Fisher College, San Jose State University, Winthrop University, Texas A&M University, Brewton-Parker College, Converse University, Boise State University, Grand Canyon University, Purdue University, Northeastern University, Utica University, Manhattan College, University of North Texas, University of Air Force, and Saint Xavier University.

Overwatch® 2

Wintrhop University, Maryville University, Fisher College, Northwood University, Arizona State University, Illinois State University, University of California-Irvine, Fisher College (Freaks), Converse University, Boise State University, Blinn College, Bryant and Stratton College, University of Miami-Ohio, Southern New Hampshire University, University of Maryland, University of Texas-Arlington, Grand Canyon University, Cleary University, University of Army-West Point, and Salt Lake Community College.

 

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