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Indian Esports Athletes and Industry bats for Esports Recognition as a Sport ahead of next year’s Asian Games

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Esports has exploded in popularity over the last few years in India. Esports (Electronic sports) is a competitive sport where esports athletes use their physical and mental abilities to compete in certain genres of video games in a virtual, electronic environment. Recently, the Indian DOTA 2 team produced a power-packed performance to clinch the bronze medal at the first-ever Commonwealth Esports Championship. The Indian Dota 2 team, comprising Moin Ejaz (captain), Ketan Goyal, Abhishek Yadav, Shubham Goli, and Vishal Vernekar, defeated New Zealand by 2-0 in a best-of-three format in Birmingham (6-7 Aug 22).

As esports is going to make its debut at the Asian Games 2022, earlier in 2018 it was there as a demonstration title when our esports athlete Tirth Mehta won a bronze medal (Hearthstone). The Asian Games 2022, originally scheduled for September this year, will now be held from September 23 to October 8, 2023. With the conclusion of the ESFI’s National Esports Championships in April 2022, India’s 18-member esports contingent for the Asian Games 2022 was finalised.

  1. FIFA22 – Charanjot Singh and Karman Singh Tikka
  2. Street Fighter V – Mayank Prajapati and Ayan Biswas
  3. Hearthstone – Shikhar Choudhary and Karthik Varma
  4. League of Legends – Captain Akshaj Shenoy, Samarth Arvind Trivedi, Mihir Ranjan, Aditya Selvaraj, Aakash Shandilya and Sanindhya Malik
  5. DOTA 2 – Captain Moin Ejaz, Krish, Abhishek Yadav, Ketan Goyal, Darshan and Shubham Goli

Before this big tournament, for India to become an Esports nation, the game needs to be recognised as a Sport and build a solid grassroots structure in the country which can result in bringing more laurels to the country in competitive gaming. The same is advocated by esports athletes and industry players:

“After winning the medal at the Commonwealth Esports championship in Birmingham, it’s high time that esports should be recognised as a sport. Esports athletes need their due recognition and support from our government and help us in providing better facilities, coaches, health physios and all other things which other sports athletes get as getting a medal for the country need proper support.” said Indian DOTA 2 team captain Moin Ejaz

“With the medal wins at Asian Games 2018 & now at Commonwealth Esports Championship, the time has come to recognize esports as a sport. The potential of Indian esports and our athletes cannot be ignored and its recognition becomes more critical before the Asian Games 2022 (scheduled next year), this will open up doors for investments & opportunities which will lead to training & skill development of our athletes. It is encouraging to see our Hon’ble Sports Minister Shri Anurag Thakur ji launching a mobile video game “Azadi Quest: Heroes of Bharat & Match3” in line with India’s celebration of Azadi Ka Amritmahotsav, following should be recognition of esports as a sport” said Mr Lokesh Suji, Director, Esports Federation of India & Vice President of the Asian Esports Federation (AESF)

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Charanjot Singh, FIFA 22 athlete who will represent India in the next year’s Asian Games said “Recognising esports as a sport will help a lot. This can lead to esports having a proper framework, facilities and opportunities for everyone. This will automatically lead to the growth of the Esports industry as well. More athletes would want to join in and want to represent the country at global stages.”

“It was a big achievement for India on winning the bronze medal in Commonwealth Esports. To make the industry more aligned, there should be information shared and communication between the government and stakeholders who have been investing in the Esports Ecosystem in India and including athletes and organizations. In order to have a healthy ecosystem, young athletes should also be given education in order to learn about the legal and financial nitty-gritty of Esports apart from the basic necessities of training, financial support and mental & physical well-being.” said Rohit Jagasia, Founder & CEO of Revenant Esports

“It will definitely help the players get more exposure and all the support players need from the government and from their family itself. Getting the right infrastructure and hardware is one of the most important aspects of preparing for the Asian Games. Players will show more dedication towards the games which will definitely give us top results in upcoming games too. We are already doing so much better and this would definitely be a big step for esports athletes.” said Mayank Prajapati, Street Fighter V athlete who will represent India at Asian Games 2022 on how recognising Esports as a sport will help the esports athletes before the next year’s Asian Games.

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Bally’s Interactive Launches the New Bally Bet Sportsbook & Casino App in Ontario

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Bally’s Interactive, the digital and sports betting division of Bally’s Corporation, has launched the all-new Bally Bet Sportsbook & Casino app in Ontario, Canada. This latest release marks another significant milestone for the company, following the recent app update in New Jersey and a series of successful app launches in the past year, including the introduction of Bally Bet Sportsbook across multiple states and Bally Casino in Rhode Island.

The updated Bally Bet Sportsbook & Casino app represents a major step forward, as it combines the functionalities of the existing Bally Casino app and Bally Bet Sportsbook app into one comprehensive platform. Powered by White Hat Gaming, this new app allows players residing in or traveling to Ontario to conveniently place wagers on both sports and casino games using a single app, account, and universal wallet.

“We are thrilled to introduce the new Bally Bet Sportsbook & Casino app, marking a significant milestone for Bally’s. This integrated platform merges the features of our previous apps, providing players in Ontario with a seamless experience for both sports and casino betting. Our commitment to enhancing the player experience remains at the forefront as we strive to personalize the enjoyment of playing Bally Bet,” said Robeson Reeves, CEO of Bally’s Corporation.

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BCLC

Be #GiftSmart: Scratch the Idea of Gifting Scratch & Win Tickets to Kids

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BCLC reminds adults to gift responsibly this holiday season

With the holiday season in full swing, BCLC is reminding British Columbians to gift responsibly and scratch lottery products from their shopping lists for kids.

“Scratch & Win tickets can make great stocking stuffers for the adults in your life, but they’re not for kids,” said Ryan McCarthy, BCLC’s Director of Player Health. “The research shows that children who have early encounters with gambling are four times more likely to develop riskier gambling behaviour as they grow up. While people are out shopping for those last-minute gifts, BCLC wants adults to be aware of the potential risks associated with gifting lottery products to children and to consider safer alternatives.”

While Scratch & Win tickets are among the most common ways kids can be introduced to gambling, children are increasingly exposed to various online forms, such as gambling streams.

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“With the convergence of gaming and gambling, youth are becoming more exposed to gambling content in online spaces like streaming sites, where creators are able to live-stream their own gambling, usually while playing online slots and instant games,” said Dr. Luke Clark, Director for Gambling Research at UBC. “Our research at the UBC Centre for Gambling shows that a higher frequency of watching online gambling streams is associated with a more positive attitude towards gambling and a high intention to gamble in the future.”

In B.C., it is illegal to sell lottery products to anyone under the age of 19 and BCLC encourages adults to have conversations with the kids in their lives about the risks associated with gambling.

“Open and honest conversations are crucial when it comes to navigating childhood exposure to gambling,” said McCarthy, who shared the following tips to adults:

  • Monitor for gambling-related lifestyle changes. For example, developing a positive attitude towards gambling or a preoccupation with video games or streaming sites.
  • Be a positive role model. Exhibit safer gambling behaviour and talk about the risks.
  • Limit exposure. Monitor kids’ online activities and discourage engagement with gambling content. Explain how gambling is based on chance.
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AGCO

Jackpot Digital Receives Approval from AGCO as a Registered Gaming Supplier

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Jackpot Digital Inc., a leading provider of innovative dealerless electronic poker gaming solutions, has announced that the Alcohol and Gaming Commission of Ontario (AGCO) has approved the Company to be licensed as a registered Gaming Related-Supplier (the “Supplier License”) under the Gaming Control Act in the Province of Ontario.

This significant achievement allows Jackpot Digital to enter one of the most dynamic and rapidly growing regulated gaming markets in North America. The Supplier License authorizes Jackpot Digital to supply its electronic table games to Ontario’s gaming venues, including casinos and other regulated gaming facilities.

Jackpot Digital’s flagship product, the Jackpot Blitz electronic table game system, offers a modern, dealerless, player-friendly solution that integrates traditional multiplayer poker games with cutting-edge digital technology. The Supplier License will enable the Company to offer its innovative gaming solutions to operators throughout Ontario, driving new revenue opportunities and enhancing player experiences.

“Receiving AGCO’s approval is a major milestone. This approval provides us with the opportunity to offer our top-tier electronic gaming systems to operators throughout all of Ontario, positioning us for further growth in one of the world’s most robust gaming markets. We are excited to bring our innovative products to Ontario’s gaming community and continue our commitment to providing exciting, technology-driven entertainment experiences,” said Jake Kalpakian, CEO of Jackpot Digital.

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