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Revealed: What does it take to become an esports star?

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  • Johan Sundstein aka ‘N0tail’ is the top-ranking esports player of 2020, with $6.9 million in prize money to his name
  • The average age of a top-ranking esports player is 24 for male players and 27 for female
  • Popular streaming sites have experienced a 20% increase in the number of hours streamed in lockdown

Esports have accelerated into the mainstream in recent years, providing many avid gamers with the opportunity to turn their passion into a career. And with prize funds reaching the millions, being on top of your game certainly pays off. So, what does it take to make it big in esports and how has the industry evolved? Intel explored the ins and outs of the growing esports world.

The making of an esports star

  • The most top-ranking male players of 2020 are from China (26%), and the most top-ranking female players are from the USA (42%)
  • Physical health must also be a priority when training for esports, as well as in-game performance

As an avid gamer, what would it take to break into the esports industry and what exactly does an esports star look like today?

Based on the 100 top-ranking male and female esports players of 2020, the average age is 24 for male players and 27 for female. Some are even as young as 16, demonstrating that progression is very possible at a young age.

To climb the ranks, players must be committed to perfecting their game and putting in the necessary training, both in-game and physically. Professionals specialise in one or two games, focusing their time and energy on perfecting their performance.

“The best game to get into when moving into professional gaming or streaming is something you actually enjoy,” explains Chris Ball aka ‘Sacriel’. “It’s clear to see when a streamer is forcing themselves to play a type of game they don’t enjoy just because they feel a ‘big’ game is their only option – so instead find something that you can be passionate about.”

Healthy eating and a good night’s sleep are also recommended for optimal performance.

Esports host, Frankie Ward says “Esports teams are beginning to bring their routines in line with more traditional sports. Counter-Strike team Astralis, for example, has a coach, sports psychologist, and a physiotherapist. They also have a nutritionist and a sleep doctor that they can access, should they need extra help.”

Aoife Wilson, Head of Video at Eurogamer also stresses the importance of physical health, adding that players should “make physical training a priority alongside in-game training, which can not only help with focus and mindset, but in preventing strain or injuries that can come with sitting at your computer for prolonged periods of time.”

The esports industry in 2020

  • The industry, which is currently worth $1.1 billion in 2020, is projected to be worth $1.8 billion by 2022
  • The top competing countries are the USA, China and The Republic of Korea

Esports have come a long way since their conception – from ‘Spacewar’ played on the first ever computer to ‘Dota 2’, best enjoyed on a specialist gaming PC. So, what does the industry look like in 2020?

Today esports have the potential to fill huge arenas with thousands of fans. Not to mention the additional at-home audience watching live competitions streamed online. The Intel® Extreme Masters, held in Katowice in 2017, was one of the largest esports events in history, with a live attendance of 173,000 and viewership of 46 million.

While many live 2020 esports events were forced to cancel in response to the coronavirus pandemic, some went ahead in a virtual format. In fact, popular streaming sites such as Twitch and YouTube experienced a 20% increase in the number of hours streamed in lockdown, suggesting gaming provided solace to many throughout quarantine.

The esports industry has grown by epic proportions in recent years. Over the last five years, revenue has tripled from $325M to $1.1 billion and audience size has quadrupled from 120M to 495M. What’s more, the industry is projected to be worth a huge $1.8 billion by 2022.

While the esports world is very much a global playing field, with players hailing from all around the globe, the top competing countries are the USA, China and The Republic of Korea. 2019 winnings totalled $41.3 million, $18.5 million and $16.5 million for the respective nations.

Streamer Chris Ball aka ‘Sacriel’ says, “as the technical limits on game engines get pushed further and further back with breakthroughs in computing prowess, I think esports and streaming is going to become more mainstream and I look forward to what the new technology brings us.”

You can view the full list of those make it to the top in the eSport industry here.

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Evoplay deepens Czech reach after partnering with Bonver Win

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The rollout starts with 30 titles on bonvercasino.cz as Evoplay continues its regulated Czech push after entering in 2024.

Evoplay has partnered with Czech operator Bonver Win to distribute its online casino content in the market, expanding its local footprint after entering the regulated Czech Republic market in 2024.

Under the initial agreement, 30 Evoplay titles will be integrated on Bonver Win’s licensed online casino platform, bonvercasino.cz. Games named in the announcement include The Greatest Catch, Hot Triple Sevens, and Fruit Super Nova 40.

Alex Malchenko, Head of Sales at Evoplay, said: “Building our presence in the Czech Republic has been an important objective since entering the market two years ago, and partnering with a well-established brand like Bonver Win is a significant milestone in that journey.

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Martin Varta, Casino Manager for Bonver Win, added: “At Bonver Win, we are always looking to enhance our offering with content that delivers both quality and entertainment value.

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The post Evoplay deepens Czech reach after partnering with Bonver Win appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Finland notifies EU of gambling tech rules for data vault and OCSS signing

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Finland has submitted technical gambling regulations covering a regulatory data vault and the Official Control Signing Service (OCSS) to the EU’s Technical Regulation Information System (TRIS) on 10 July.

According to the notified documents, operators must submit signed gaming and player-account data to the authority through a secure SFTP data vault in a prescribed format. The rules also require operators to retain the data for five years and ensure “its integrity, availability and retrievability.”

The documentation also sets out requirements for using the authority’s OCSS to sign gaming data. It specifies signing generally every five minutes for gaming transactions and at least once daily for player-account data, alongside obligations to manage API keys and handle technical disruptions.

The technical documents are currently available only in Finnish. The press release says unofficial English translations have been prepared, titled “eCertification of Gaming Transactions and Gaming Account Transactions EN” and “Submission of Gaming Transactions and Gaming Account Transactions EN.”

The press release also lists the broader status of technical documentation supporting Finland’s new gambling regulation. It says randomness checks and reliability and information security requirements have been adopted into national legislation; the OCSS signing and data-vault transfer specifications have been notified via TRIS; player-account and game-event data specifications are being prepared following an earlier public consultation; a Ministry of the Interior decree is under public consultation; and drafts are still awaited covering player identification APIs, jurisdiction-wide self-exclusion checks, and certification requirements for games and platforms.

The post Finland notifies EU of gambling tech rules for data vault and OCSS signing appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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ElCasino adds Auto Roulette X and CandyBall X to its live casino lineup

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ElCasino, BETCORE’s premium live casino brand, has launched two new live casino titles, Auto Roulette X and CandyBall X. The company said both games are already live and available for integration.

Auto Roulette X is positioned as a faster-paced version of classic roulette, using an automatic ball launch and “lucky-number” multipliers. ElCasino said the game has an RTP of 97.30%, a €0.03 minimum bet, and bonus levels of x500, x777, x1000, and x3000.

CandyBall X uses a live draw format based on the selection of one numbered ball out of 37, paired with roulette-style betting options including single numbers, colors, ranges, and even/odd outcomes. ElCasino said the game includes bonus levels of x777, x1001, x3000, and x5000, with multipliers up to x5000.

ElCasino said the two launches are designed to give operators additional live content with familiar mechanics and bonus-driven features, while differentiating visually in the lobby. Partnership and integration inquiries can be directed to [email protected].

The post ElCasino adds Auto Roulette X and CandyBall X to its live casino lineup appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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