Connect with us
MARE BALTICUM Gaming & TECH Summit 2024

eSports

2020/21 ePremier League season resumes with Club Playoffs

Published

on

Reading Time: 3 minutes

 

  • ePremier League Playoffs kick off today with Chelsea, Manchester City and Newcastle United, and run until Wednesday 3 March
  • Some of the world’s best FIFA pros will go up against amateur gamers to see who reaches the ePL Finals, with two Leeds United first-team players also taking part
  • The ePL Finals will take place from 23-26 March, with players competing for the honour of ePL Champion, a prize pool of £40,000 and all-important seats in the EA SPORTS FIFA 21 Global Series European Playoffs
  • Playoff results will be available on e.premierleague.com

 

The ePremier League 2020/21 Club Playoffs begin today, as EA SPORTS FIFA 21 players compete for the chance to make it to the live ePL Finals at the end of March.

Thousands of competitors took part in this season’s online qualification on PlayStation 4 and Xbox One. The winners from that stage will now represent their teams in the Club Playoffs to see if they have what it takes to reach the Finals and ultimately be crowned ePL champion 2020/21.

All 20 Premier League clubs will be hosting a Playoff between today and Wednesday 3 March, with a selection of the world’s best players going up against some relatively unknown contenders.

Advertisement

Last year’s winner Thomas ‘Hashtag Tom’ Leese will be defending his crown as he represents Tottenham Hotspur, while the inaugural champion Donovan ‘Fnatic Tekkz’ Hunt player is once again competing for Liverpool.

There will also be two Premier League stars taking part, as Patrick Bamford and Gjanni Alioski will be competing in the Leeds United Playoff on Tuesday 2 March.

Last season’s ePL runner-up Marc Marley turns out for Brighton & Hove Albion, with other recognisable names from the FIFA world going for glory including Jamie ‘Jamboo’ Rigden (Fulham), Spencer ‘Gorilla’ Ealing (Sheffield United), Diogo Mendes (Chelsea), Sean ‘Dragon’ Allen (Manchester United), Reece Rusher (Southampton), Kylem ‘FUTWIZ Lyricz’ Edwards (Crystal Palace) and Manchester City duo Ryan Pessoa and Shaun ‘Shellz’ Springette.

Following the conclusion of the Playoffs, the best players from all 20 clubs on both Xbox One and PS4 will take their place in the ePL Finals from 23-26 March. The Finals will be broadcast live on Sky Sports, BT Sport, BBC iPlayer and BBC Sport online. They will also be shown on Premier League channels and http://twitch.tv/EASPORTSFIFA, as well as being made available to viewers around the world by international licensees. Over the last two seasons, the ePL Finals reached more than 22 million fans.

The group stages and quarter-finals on each console will take place on 23 and 24 March. The tournament reaches a climax on Friday 26 March, when the remaining players will take part in the console semi-finals, before the console finals and cross-console final. As well as being crowned 2020/21 ePremier League champion, the winner will take home £20,000.

Advertisement

The 2020/21 instalment of ePL was won by Watford’s Thomas ‘Hashtag Tom’ Leese after the inaugural ePL tournament was won by World No1 Xbox One player Donovan ‘Tekkz’ Hunt on behalf of Liverpool. You can see videos from the first two ePL seasons here.

During this season’s online qualifiers, all players were required to play in 90-rated Online Friendlies mode as their chosen Premier League club. Participants in the Club Playoffs and beyond will play on FIFA Ultimate Team (using Premier League players only).

ePremier League evolved during the 2019/20 season, with the introduction of the ePL Invitational tournament while football was suspended during the COVID-19 pandemic. This saw first-team players and other famous faces compete on behalf of all 20 Premier League clubs in an online EA SPORTS FIFA 20 tournament. Two instalments of the competition were broadcast across five continents as then-Wolverhampton Wanderers player Diogo Jota and Leicester City’s James Maddison were crowned champions.

ePremier League is operated by esports tournament organisers Gfinity. For more information visit e.premierleague.com.

Powered by WPeMatico

Advertisement
Continue Reading
Advertisement

Angela Bernhard Thomas

CAPCOM’S STREET FIGHTERTM 6 GOING TO COLLEGE THIS FALL

Published

on

capcom’s-street-fightertm-6-going-to-college-this-fall

 

  • 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.
Continue Reading

eSports

R&D rethink needed for sportsbooks to harness esports’ power

Published

on

r&d-rethink-needed-for-sportsbooks-to-harness-esports’-power

 

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.

Advertisement

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.

Advertisement

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.

Advertisement

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.

Advertisement

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.

 

Advertisement
Continue Reading

eSports

ESIC Announces Establishment of Global Esports Industry Advisory Board

Published

on

esic-announces-establishment-of-global-esports-industry-advisory-board
Reading Time: 2 minutes

 

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: 

Advertisement
  • 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.

Advertisement
Continue Reading

Trending

Get it on Google Play

Fresh slot games releases by the top brands of the industry. We provide you with the latest news straight from the entertainment industries.

The platform also hosts industry-relevant webinars, and provides detailed reports, making it a one-stop resource for anyone seeking information about operators, suppliers, regulators, and professional services in the European gaming market. The portal's primary goal is to keep its extensive reader base updated on the latest happenings, trends, and developments within the gaming and gambling sector, with an emphasis on the European market while also covering pertinent global news. It's an indispensable resource for gaming professionals, operators, and enthusiasts alike.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2024 - Recent Slot Releases is part of HIPTHER Agency. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania