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eSports

Girl Squad Setting Foot in Gaming Content Creation

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There is no doubt that the global esports industry is thriving, especially when people are confined at home due to the current covid-19 situation. We have seen people going gaga over the popular multiplayer games like PUBG (now BGMI in India), Free Fire, Counter Strike, Valorant, Fortnite, etc. and they are sincerely dedicating a considerable amount of time on screen. We all might agree that it is commonly considered as a male-dominated space and we hardly encounter a female gamer who is creating content and engaging with audience. But that can soon be considered a thing from the past. Trinity Gaming, India’s top gaming talent management company has been associating with women gamers & content creators since its inception in 2019. While initially, we just had a handful of women enthusiasts, now we see huge curiosity about professional e-gaming from women across ages, geographic locations, and socio-economic conditions. Women are increasingly becoming attracted to virtual sports, driven either by their passion or viable career option.

Recently, a remarkable number of women professional gamers have come on rise. These young gamers have set their foot strong enough to compete with their male counterparts but in a healthy and entertaining way, which promises to take the space of esports to new heights. These professional gamers collaborating, bringing new content and are engaging with a wider audience.

 

Sanjana Bhattacharya aka iamBLACKHORSE                              

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My name is Sanjana Bhattacharya and I go by the gaming name BLACKHORSE. I have been a content creator and a streamer on YouTube for almost 4 years now and it has to be the most magical journey I have ever been on with so much to learn and so many experiences to gain. I currently have a family of 185k+ subscribers on my YouTube channel iamBLACKHORSE and I love to call them my team black fam. My subscribers are my biggest supporters and they encourage me every day to get up and work 2 times harder than the previous day.

 

Pooja Bisht

My name is Pooja Bisht. I have been streaming for 2 years. I play pc games like GTA 5 RP, Valorant, Apex and many more. I play games for fun. I have collaborated with multiple brands like AORUS, Gigabyte, Booyah, AMD. I currently have a family of 46.8k+ subscribers on my YouTube channel. I really want to try BGMI and definitely want to explore more pc games for more exposure in the gaming ecosystem. I want other gamers to define a player with the skills and strategy they put in the game and not gender.

 

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Sakshi Sood

Sakshi is a 21-year-old gaming content creator, she does unboxing videos of any new graphics card in collaboration with MSI. She is also supported by Redbull. She also worked with Zotac as well and made some vlogs too. She recently released the first episode from a series she is making on “My journey as a gamer to a streamer”. Her future plan is to try out new games, expand her selection of games by trying out unpopular games. She also wanted to raise awareness among female gamers and encourage them to try out new games to play and stream. She currently has a family of 1,53,797 subscribers on her Facebook Gaming channel.

 

Kangkana Talukdar aka Mystic Ignite  

Kangkana aka Mystic Ignite is a 22-year-old gaming content creator who wants to become one of the best female esports players in India and you all will find her playing games with her followers. She being very talkative, so one of her friends suggests her to stream and interact with the public as she loves being funny most of the time and the suggestion turned out to be the catalyst in the growth of her career. She currently has a family of 65,000 followers on her Facebook Gaming channel.

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Aparna Shukla aka Annie

Aparna is a 26-year-old gaming content creator; she wants to explore every new game with her audience. She does content creation around everything like unboxing, collaboration with other gamers, branding etc. In a short period of time, she attracted a good amount of audience with her skills. She aims to explore each and every game in her league. She loves interacting with the audience and plays with her followers. She currently has a family of 21 lakh plus followers on her Facebook Gaming channel “Rogstream”.

 

Anjali Roy aka Unicorn IB

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Anjali is a 21-year-old gaming content creator, she loves exploring more games and interact with her audience. She has proved to be a great example of female gamers. Despite facing online bullying on the gaming front, she continues to grow with the support of her family and friends. She currently has a family of 1.3 lakh followers on her Facebook Gaming channel.

 

Trinity gaming is among the pioneers who are proudly serving some of India’s largest channels and brands, while working closely with over 250 of their gaming professionals. It is committed to encourage gamers and build an industry which offers the safe haven to these young talents who have the potential to turn passion into a full-time career and where no genders are barred.

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Angela Bernhard Thomas

CAPCOM’S STREET FIGHTERTM 6 GOING TO COLLEGE THIS FALL

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  • CSMG will create and operate College Street FighterTM Tour in North America for the 2024-25 academic year
  • College conference Street Fighter 6 champions will punch their ticket to the national Collegiate Esports Commissioner’s Cup (CECC) & May Madness in 2025
Collegiate Sports Management Group (CSMG) announced today during the kick-off of its Collegiate Esports Commissioner’s Cup (CECC) Texas presented by McDonald’s that 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. Street FighterTM 6  will join Super Smash Bros. Ultimate, Overwatch 2®, Rocket League, and VALORANT as part of the official game titles for CECC.
“We are immensely excited to welcome Capcom into the CECC family and provide a path to glory for student athletes to showcase their skills in Street Fighter 6,” said Michael Schreck, Chief Executive Officer for CSMG. “In our fourth year of building May Madness, we continue to listen to our players, coaches and fans on how to make our event more inclusive, and the partnership with Street Fighter 6 is a resounding success.”
“The Street Fighter franchise is a multi-generational and global game series, so it’s important for us to continue to grow that fandom at the collegiate level,” said Michael Larson, Head of Esports at Capcom USA. “CECC continues to set the standard for competition and community, so it’s a natural format for expansion, and we’re eager for College Street Fighter Tour competitors across North America to show off their skills and join us in Texas next year.”
”The vision for the College Street Fighter Tour is a publisher backed esports series that integrates into the existing infrastructure of The Collegiate Esports Commissioners Cup, a bracket style event series that takes place every year and has been coined May Madness. The path to championship includes invitational bids to national and regional level conferences as well as official CECC qualifiers held regionally,” said Angela Bernhard Thomas, Chief Esports Officer for CSMG’s ESPORTSU.
Every college or university from a 2-year or 4-year institution can participate through their conference or through select qualifiers. 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.
“Since the launch of Street Fighter 6 in June of ’23, it is clear the rich legacy of Street Fighter is stronger than ever and helping lift the fighting game community to still greater heights,” said Stocks. “Having a structure now for a national collegiate competitive series, league, and events, Capcom and ESPORTSU are building a phenomenal ecosystem and mechanism for developing up and coming Street Fighter 6 competitors.”
More details on the College Street Fighter Tour will be shared later this year.
CSMG welcomes 84 teams (up from 64 in 2023) this weekend from a record breaking 19 conference champions to the largest scholastic esports festival globally. They will compete at Esports Stadium Arlington on May 3-5 for the chance to hoist one of the coveted trophies. Fans can watch the CECC Texas on ESPORTSU’s Twitch channel at https://www.twitch.tv/esportsu.
CECC Texas 2023 was also recently awarded LAN Event of the Year during the inaugural Scholars Awards in Las Vegas, which are produced in partnership with the Esports Awards.
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R&D rethink needed for sportsbooks to harness esports’ power

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Esports betting is still grappling with a perception problem amongst operators. Despite the leaps and bounds in product development made by suppliers – particularly in the last two years – esports hasn’t shaken off the image built in the late 2010s.

Our good friend, Oliver Niner, Head of Sales at PandaScore, has been kind to share the below article with us.

There’s scepticism around esports betting’s value, how well it can actually perform and what’s needed to make it appeal to bettors. A big part of that comes down to perception, which shapes the research and development (R&D) choices made by each operator.

Self-fulfilling prophecy?

Operators who have put the research and development (R&D) resources into esports are seeing excellent growth, while others are still treating it like part of a long tail. The lack of a uniform approach to esports often translates into hesitancy to be bullish and invest in esports.

Whereas in the United States, post-PASPA sports betting has exploded and operators are seeking to capture as much territory and market share as possible because in most cases, you switch the lights on and the money comes in. It’s, of course, good business sense to take opportunities like this – you can apply the same templates used elsewhere on an incredibly lucrative market.

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This kind of approach has been attempted for esports and hasn’t found the same success. Granted, the legislation for betting on esports has been somewhat slower than that of sports betting and iGaming.

However, bullish operators have acknowledged the fact that esports hasn’t found the same success in regulated states and asked what can be done differently, while for others, esports has been thrown into the too-hard basket or relegated to the bargain bucket.

For the latter, the fate of the esports vertical becomes a self-fulfilling prophecy – especially if an operator already using a budget esports product that throttles its very growth.

It takes two to tango

When esports is discussed in broader betting circles, you’ll often hear different versions of the same talking point: the problem with esports is no one is doing it well, it doesn’t innovate.

This argument is a case of the pot calling the kettle black. Esports is a driver of innovation, and it is sportsbook R&D that is holding it back.

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Multiple suppliers on the market are investing significant resources into R&D, and bullish operators are leveraging these product innovations to acquire new customers and create engagements made for the internet age.

There are understandable reasons why sports betting doesn’t innovate. It’s largely because operators focus on acquisition, entering new territories and spending money on data rights. But the actual R&D on sportsbook products is left lacking, with ever-increasing cost-per-acquisition (CPA) numbers a clear symptom of this.

It means that if an operator does decide to use or acquire an esports specialist supplier but does little to cater its product and attempts to just lay the sports betting template over the top, of course performance will be throttled.

It’s like putting a Ferrari engine in a Prius – no offence to Toyota or Prius owners.

The same problem exists on the platform supplier front. Platforms are understandably focused on compliance and getting customers live, not necessarily improving models or their products.

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Even the idea that if you just acquire an innovative company the problem is solved or you have found the solution, doesn’t hold water. In many cases, the company is acquired and plenty of noise is made about it, but there’s little organisational investment in R&D afterwards.

It’s not just in esports

These problems extend to customer acquisition and marketing for most emerging markets, not just esports. There’s a rush to use the same old playbook in newer sectors because it’s easy.

The fantasy vs. house sector in the US is already experiencing an acquisition arms race. As analyst Dustin Gouker points out, deposit match bonuses for new users on fantasy vs house products have jumped from $100 to as high as $500 in some places.

This is the same race that played out in sports betting and despite the costs, there’s little effort from most operators to try something different. There’s less work when you just put the same acquisition template on an emerging sector and call it a day. This seems to be an accepted practice in the industry, for better or for worse.

Esports betting success requires ongoing dialogue

Rather than attempting to wedge esports into hegemonic sportsbook approaches, sportsbooks need to take a completely unique approach.

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The fact is the betting sector has barely scratched the surface – communities of esports fans are still dormant. Canadian operator Rivalry has built a successful, esports-first business by embracing the ever-changing internet culture that esports inhabits. French esports organisation Karmine Corp recently sold out a 30,000-person stadium for an event with no prize money up for grabs.

Innovative products developed on the supplier side like microbetting and betbuilders are only half of the equation.

Maximising esports revenues requires institutional investment, ongoing R&D and collaboration between suppliers and operators to create products and experiences. This includes having staff on the operator side that can drive and push the product further, and crucially, rethinking current sportsbook strategies and practices.

Building experiences for betting’s greatest emerging market – one that caters to your future core audience – takes investment, innovation and a willingness to experiment. If the industry wants to make the most of the Millennial and Gen Z audience that will become its primary customers, investment into R&D and close collaboration between suppliers and operators is needed. Many hands makes light work.

 

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ESIC Announces Establishment of Global Esports Industry Advisory Board

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The Esports Integrity Commission (ESIC) is pleased to announce the establishment of its Global Esports Industry Advisory Board, designed to enhance integrity and ethical practices across the esports landscape. The Advisory Board will serve a pivotal role by providing expert advice to ESIC’s Chief Executive Officer on a range of critical industry issues. 

The primary function of the Advisory Board is to create a robust framework for integrity and fairness, setting a global benchmark for ethical conduct and fair competition in esports. The board will offer strategic insights, help shape policies governing fair play, liaise with key industry stakeholders, and act as ambassadors advocating for ethical practices. 

ESIC has appointed two highly esteemed members to inaugurate this board: 

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  • David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG), joins the Advisory Board with over fifteen years of experience in the video games industry, including significant roles at Activision-Blizzard and Electronic Arts. David’s profound impact on international and public affairs initiatives makes him an invaluable addition to the board. 
  • Robbie Douek, CEO of BLAST, also joins the Advisory Board, bringing a wealth of experience from his roles at Google and Disney, along with his leadership through major acquisitions. Robbie is celebrated for his strategic leadership and his instrumental role in elevating esports to a significant global entertainment platform. 

The formation of the Advisory Board is an engagement that underscores the commitment of its members to upholding and promoting the highest standards of integrity within the esports industry. The board will meet as required to address strategic challenges and ensure that ESIC’s initiatives effectively meet current and future industry needs. 

“Both David and Robbie bring a remarkable depth of knowledge and a passion for advancing the integrity of esports,” said Stephen Hanna, CEO of ESIC. “Their expertise will be crucial as we navigate the evolving landscape of esports and strive to maintain the integrity that our community expects and deserves.” 

Robbie Douek, CEO at BLAST, said: “I’m honoured to be given the opportunity to support the Global Esports Industry Advisory Board and ESIC in their ambition to create the best and fairest environment possible for players, teams and fans.” 

David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG) also commented: “It is a true honour to join the Global Esports Industry Advisory Board and support ESIC’s successful journey. Fairplay and integrity are at the core of esports. We owe it to the players and to the fans and for a better endemic industry governance” 

The post ESIC Announces Establishment of Global Esports Industry Advisory Board appeared first on European Gaming Industry News.

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