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Esports Exposure Exploding During COVID-19 Outbreak

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Esports was already a booming business coming into 2020. Last year, Esports topped $1 billion in revenue for the first time. That was a 26.7% increase from 2018.

A sure sign of the growth in the popularity of Esports is shown by the fact that its highest-grossing revenue stream in 2019 was in the area of sponsorship. According to a published report, there was nearly $457 million generated in sponsor money by Esports last year.

Esports leagues and tournaments are drawing huge audience numbers. Estimates were that almost 454 million took in an Esport event last year. Those are the kinds of numbers that encourage major corporate sponsorship of the events.

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COVID-19 Impact

The outbreak of the coronavirus has led to another spike in popularity among Esports. In North America, the NHL, NBA and MLB halted their seasons. The NCAA men’s basketball tournament was canceled. Golf and tennis also stopped playing. The launch of NFL and NCAA football seasons in the fall remain uncertain.

Around the globe, almost of the world soccer shut down. The European Champions League and the English Premier League took a hiatus. Euro 2020 and the 2020 Tokyo Summer Olympics were postponed.

With all of the major sporting leagues forced to shut down due to the COVID-19 virus and the accompanying bans on large gatherings, there’s little in the way of sports to entertain the masses. Sports fans were left desperate for an outlet. Sports networks sought out programming. Sportsbooks looking for other forms of betting turned their attention to writing more wagers around Esports events.

Esports are stepping up and proving capable of filling the void. While not completely bereft from feeling the impact of COVID-19 – the large tournament events held in halls filled with spectators watching video game team competitions such as Counter Strike: Global Offensive, Call of Duty and Dota 2 are currently not permitted.

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The Overwatch League is playing its entire 2020 season online. Play! Pokémon canceled its North American International Championship and World Championship.

However, the ability of Esports to adapt and be played by players under quarantine is giving them a leg up on actual sports.

Industry estimates are that the demand for Esports has increased by 300% since the outbreak of the coronavirus.

Big League Sports Entering The Fray

Virtual sports are also a big part of the Esports explosion. Competition in soccer, basketball, tennis, horse and greyhound racing are among the many virtual sports on offer.

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There are events built around tournaments in such popular sports-themed video games as Madden NFL, NBA 2K20, FIFA, and NHL 20.

The major sports leagues already recognized the potential for virtual spots as a revenue growth stream. Both the NBA and NHL began holding tryouts to pick players to form virtual versions of their actual teams that would eventually compete in simulated leagues.

During the COVID-19 outbreak, the big leagues are looking to get in on the Esports explosion and keep their sports going at the same time.

NASCAR has been holding the eNASCAR Pro Invitational iRacing Series, where actual NASCAR drivers compete in races as their virtual selves. The simulations are carried live by Fox Sports and are proving to be a big hit with racing fans.

NascarPro Invitational iRacing Series (Photo by: YouTube.com screenshot).

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The Nielsen ratings for the first event of the iRacing Series came in at an average of 638,000 households and 903,000 viewers, making it the most-watched Esports event of all-time.

By comparison, live NASCAR racing during the 2019 NASCAR Cup Series averaged 2.1 million viewers per race. NASCAR’s iRacing ratings are almost on par with the 2019 numbers for viewers of their second-tier racing competition, the NASCAR Xfinity Series. Those races averaged 725,000 homes and 948,000 viewers.

Formula One is also contesting virtual Grand Prix races, with its drivers racing as their virtual selves. Australian SuperCars competition is doing likewise.

Other sports also are holding Esports competitions to give their fans a regular fix during the coronavirus quarantine. The NFL organized a Madden tournament featuring eight current NFL players. The NBA put together an NBA 2K20 tournament with 16 current players in action.

The most ambitious of these virtual sports simulations is currently being undertaken by Major League Baseball. An MLB The Show competition is pitting 30 of today’s MLB players, each representing their own team.

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They are playing a 29-game regular season, facing each other player once. The top eight players will qualify for postseason play, which will lead to a virtual World Series champion being crowned.

Other sports have opted to take their Esports competitions in an entirely different direction. With the Australian National Rugby League season on hold, instead of their slated match, members of the Canterbury-Bankstown Bulldogs and Wests Tigers competed in a game of Fortnite that was live-streamed on both team’s Facebook pages.

Esports Future Bright

During the 2004-05 lockout that wiped out the entire NHL season, poker utilized that opportunity to fill the broadcasting void left by no hockey and became a television staple.

COVID-19 has created a similar opportunity for Esports to grow exponentially and gain a foothold with a mainstream sports audience that might not have given it a second thought otherwise.

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Esports was growing rapidly regardless. As one of the few sports still currently playing, its already bright future is blossoming with significantly more glow.

 

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BETBY PARTNERS WITH SABA SPORTS TO DELIVER ESPORTS CONTENT THROUGH BETBY GAMES

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BETBY strengthens its Asian position with agreement to power leading brand SABA Sports

Premium sportsbook provider BETBY has entered into a strategic partnership with renowned sports gaming supplier SABA Sports, marking a significant step in bringing BETBY’s award-winning esports feature, BETBY Games, to the Asian-facing market.

The partnership with SABA Sports, the largest sports betting provider in Asia, will kick off with the integration of NBA focused eBasketball content in its esports portfolio. Going forward SABA Sports will be expanding its e-sim offering with additional BETBY Games titles, which are renowned to increase player engagement through fast-betting content designed for the next generation of players.

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“This partnership with SABA represents an important milestone for BETBY as we expand our footprint into the Asian market,” said Chris Nikolopoulos, BETBY’s Chief Commercial Officer. “SABA’s exceptional market presence and reputation make them an ideal partner to bring BETBY Games content to life for operators across the region. Together, we aim to deliver unparalleled esports experiences and redefine how players engage with these dynamic esports offerings.”

The post BETBY PARTNERS WITH SABA SPORTS TO DELIVER ESPORTS CONTENT THROUGH BETBY GAMES appeared first on European Gaming Industry News.

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ESIC and WIPO Unveil IGET: A Landmark Dispute Resolution Body for the Global Video Games and Esports Industries

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The Esports Integrity Commission (ESIC) and the World Intellectual Property Organisation Arbitration and Mediation Center (WIPO AMC) announced the launch of the International Games and Esports Tribunal (IGET), a groundbreaking not-for-profit dispute resolution body designed to meet the unique needs of the global video games and esports industries.

IGET represents a pioneering effort to provide tailored, professional and accessible Alternative Dispute Resolution (ADR) services for stakeholders in gaming and esports. Its innovative platform addresses the broad scope of disputes that arise in these fast-evolving sectors, ranging from anti-doping violations and player disciplinary matters to intellectual property (IP) conflicts and contractual disagreements.

A Game-Changing Approach to Dispute Resolution

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Traditional legal frameworks often fail to accommodate the complexity, pace and global nature of disputes within gaming and esports. IGET fills this critical gap with:

• Specialised Expertise: IGET’s panel consists of arbitrators and mediators with in-depth knowledge of esports, video games, and intellectual property. This ensures disputes are resolved by professionals who understand the industry’s nuances and challenges.

• Global Accessibility: With a fully international approach, IGET enables parties from anywhere in the world to resolve disputes seamlessly and efficiently, regardless of jurisdiction.

• Comprehensive Coverage: IGET addresses a wide range of dispute types, from integrity-related matters like match-fixing and cheating to a wide range of commercial disputes including but not limited to IP disputes, player contracts, sponsorship agreements and beyond.

• Efficient Procedures: IGET’s bespoke ADR processes are designed for swift, effective resolutions, minimising disruption to the industry’s fast-moving ecosystem.

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With the establishment of IGET, the Esports Integrity Commission (ESIC) will immediately transition the functions of its Independent Appeals Panel to IGET, making IGET the exclusive jurisdiction for all ESIC appeals.

Stephen Hanna, CEO of ESIC, said: “The launch of IGET is a significant and important milestone for the global video games and esports industries. By combining ESIC’s expertise in maintaining integrity with WIPO’s authority in intellectual property dispute resolution, this initiative will ensure that disputes are handled professionally and swiftly, maintaining the integrity that underpins these industries’ growth and credibility. IGET is a critical step towards fostering trust, professionalism, and fairness across our industries.”

Marco M. Alemán, Assistant Director General of WIPO’s IP and Innovation Ecosystems Sector, added: “At WIPO, we understand the increasing relevance of Alternative Dispute Resolution (ADR) mechanisms in evolving sectors such as video games and esports. Our partnership with ESIC to establish IGET highlights our dedication to providing the essential infrastructure for impartial and effective dispute resolution within the esports and video gaming communities.”

To support stakeholders in understanding IGET’s services and processes, a series of public webinar information sessions will soon be made available. These sessions will provide an overview of IGET’s dispute resolution offerings, the steps involved in bringing a matter to the tribunal and guidance on how to incorporate the IGET model clause into agreements.

The post ESIC and WIPO Unveil IGET: A Landmark Dispute Resolution Body for the Global Video Games and Esports Industries appeared first on European Gaming Industry News.

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Skillhub Online Games Federation and Global Esports Federation Unite to Bring Global Esports Tour 2025 to India

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In a landmark moment for India’s esports ecosystem, Skillhub Online Games Federation (SOGF) proudly announces its collaboration with the Global Esports Federation (GEF) to bring the Global Esports Tour (GET) 2025 to Mumbai. This historic event marks the first-ever Global Esports Tournament in India, further cementing the nation’s role as an emerging force in global esports.

The first ever Global Esports Tournament in Mumbai will bring together top-tier professional esports athletes and teams to compete on a world-class stage. This initiative is a direct outcome of the Strategic Framework Agreement signed between SOGF and Global Esports Federation (GEF) in October 2024, signifying a long-term commitment to developing esports across South Asia, including India, Nepal, Bangladesh, Bhutan, Pakistan, and Sri Lanka.

The Global Esports Tour Mumbai will not only showcase high-stakes competition but also serve as a launchpad for India’s esports talent onto the international stage. By hosting a prestigious event of this scale, SOGF aims to bolster India’s esports industry, drive investments, and create unparalleled opportunities for athletes, developers, and organizations within the ecosystem.

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Sibtain Baqri, Chief Executive Officer of SOGF, expressed his excitement about this milestone,“Bringing the Global Esports Tour to India is more than just a tournament—it’s a movement. This event underscores India’s potential as a global esports powerhouse, providing athletes with an international platform to showcase their skills and compete at the highest level. SOGF is committed to nurturing this ecosystem, and GET Mumbai is just the beginning of our larger vision to shape the future of esports in India and South Asia.”

Echoing this sentiment, Rustam Aghasiyev, Chief of Staff & Operations at Global Esports Federation, stated: “We are thrilled to expand our global footprint with the Global Esports Tour in Mumbai, which will introduce a new wave of opportunities for Indian and South Asian esports communities. Our partnership with SOGF is a significant step toward fostering an inclusive, competitive, and world-class esports environment in the region.”

Global Esports Tour, the GEF’s professional team series, showcases elite-level esports athletes and teams competing in high-stakes tournaments across iconic global cities. The arrival of GET in India underscores GEF’s commitment to fostering inclusivity and delivering impactful experiences for athletes, audiences, and stakeholders alike.

The post Skillhub Online Games Federation and Global Esports Federation Unite to Bring Global Esports Tour 2025 to India appeared first on European Gaming Industry News.

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