eSports
Mercedes win Esports Drivers’ and Teams’ title double in dramatic Grand Final of 2021 F1 Esports Series Pro Championship presented by Aramco
Mercedes’ Jarno Opmeer clinched a second consecutive F1 Esports Series Pro Championship title to cap another year of incredible performances from the Dutchman. His victory completes a double this season for Mercedes, who came out on top in the Teams’ Championship, and take home the lion’s share of the huge $750,000 prize pot. Despite having a completely new lead driver pairing, the Mercedes team has worked incredibly well together this year, and have been a formidable force on the grid.
Opmeer fought off Red Bull’s Frede Rasmussen, who pushed him all the way, in this week’s Grand Final to retain his crown, whilst Lucas Blakeley, who also went into the final three races in contention for the title, was unable to capitalise on his brilliant form this season for Aston Martin and fell just short.
Former World Champion David Tonizza took the win in Wednesday’s first race as the Pro Championship visited Imola for the first time in a hugely dramatic encounter, as Opmeer and Rasmussen took home crucial points in second and third respectively, with the Red Bull driver putting in an amazing performance after qualifying in P15. McLaren rookie Josh Idowu looked set to take his maiden win after starting on pole, before a last lap spin took him out of contention, while Blakeley saw his title chances slip after dropping several places across two laps towards the end after picking up damage, only securing a solitary point.
Opmeer went on to secure his fourth win of the season later in the day in Mexico City, following a tactical masterclass going into the finals laps of the race. The Dutchman, who started in third place behind Rasmussen and Bari Boroumand respectively, jumped into the lead after a three-way battle down the long first straight, with a sweeping move down the inside into the first corner. The trio continued to jostle for positions throughout the race before Opmeer, who was leading on the penultimate lap purposely let his Red Bull rival past as they went into the final corner to cross the line for the last lap, meaning he could then take back P1 going down the long pit straight. He continued to lead from the front and put the title within touching distance, while Rasmussen, who crossed the line in P2, dropped to third after a time penalty for leaving the track and gaining an advantage. A fifth-placed finish for Dani Moreno meant Mercedes secured the Teams’ title for the first time since 2018, when they also won both titles.
This meant Opmeer headed into Thursday’s season finale 21 points clear, and whilst Rasmussen stormed to victory at Interlagos, the Mercedes’ man drove to a comfortable fourth placed finish and secure his second title in as many years. Red Bull’s Rasmussen gave it everything he had, and after starting from tenth he went longer on his medium tyres than all the frontrunners, and built up a commanding lead, but was made to work for his win after coming out of the pits in P15, but the fresh tyres were no match for those in his way. Blakeley ended the season on a high finishing in P2, and there was a well-deserved maiden podium finish for AlphaTauri’s Sebastian Job after an impressive debut season which has earnt him Rookie of the Year.
Drivers are continuing to race remotely from their homes or team facilities, as they did in the 2020 season, but the hugely popular competition continues to broadcast from the Gfinity Esports Arena in London. Following the same Event format as recent campaigns, teams battle it out on the official F1 2021 video game, developed by Codemasters, with the live shows are streamed online via official channels of Formula 1 on Facebook, YouTube, Twitch and Huya, as well as broadcast on television via select international broadcast partners.
F1 Esports events have achieved over 40 million views across TV and digital, in the last 18 months, and this popularity led to a record number of people attempting to be a part of this year’s Pro Exhibition, with almost half a million taking part in qualification. If you would like to find out more information on how to take part in the F1 Esports Series and for more information on the Pro Championship presented by Aramco, visit www.f1esports.com.
Stefano Domenicali, President and CEO, Formula 1®, said:
“In what has been a record-breaking year for the F1 Esports Series presented by Aramco, I wanted to thank all the teams and individuals that made this season’s championship possible. It has been an incredible fight from start to finish with some brilliant racing, and I wanted to congratulate the winners, Mercedes and Jarno Opmeer. Wishing everyone a great festive season, and we look forward to an even more exciting year for F1 Esports in 2022!”
John Clarke, CEO at Gfinity, said:
“It’s very encouraging to see the ever-increasing number of fans that tune in to the series. 2022 has been a championship of non-stop excitement and the amount of engagement is a true testament to the skills of the drivers. Gfinity is proud to host a series which provides such exciting content for racing and gaming fans alike.”
Paul Jeal, F1 Senior Franchise Director at Codemasters, said:
“The F1 Esports Championship has kept pace with the FIA Formula 1 World Championship, delivering more action, overtakes, and drama than ever before. Huge congratulations to Jarno Opmeer on retaining his F1 Driver’s crown and joining Brendon Leigh as a double world champion. Mercedes and Red Bull carried their real-world rivalry in the F1 Esports Series Pro Championship presented by Aramco, and it was Mercedes who came out on top as worthy winners.”
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Angela Bernhard Thomas
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
eSports
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.
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.
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.
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.
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.
eSports
ESIC Announces Establishment of Global Esports Industry Advisory Board
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:
- 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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