The Current State of E-Sports Betting

Groupies, agents, and fame. They are stuck in pop stars, but not only in bands, actors, or football players. The e-sports market also has all of that and much more. Betting companies sponsor clubs, put ads on stadiums, and sometimes become valuable partners to competitions. The outcome is an industry that already surpassed the billion-dollar threshold, and which is seen as one of the top media trends for the next decade, getting almost as popular as NHL betting. But why is that so?

E-sports, the short form of electronic sports, connect people from all over the world to play video games. So, basically, people are getting money by doing something that is considered entertainment. And, as the market grows and enters a maturation phase, e-sports conquer new sources of revenue, being the betting industry one of the most relevant.

What makes it so appealing? I’ll tell you all about it now! 

[IMAGE – https://unsplash.com/photos/Mf23RF8xArY]

Easy Access

Last year, the League of Legends World Championship gathered 100 million viewers. The number represents the main effect of having tournaments streamed for free, and TV channels dedicated exclusively to gaming. Furthermore, having available videogames with various stories makes it easier to engage different people. So, virtually, this easy access increases the chance of attracting people interested in betting. 

Novelty

When we talk about gaming, there’s always something coming up. Producers and developers seek every day to develop new virtual worlds, including characters, tools, and abilities. Thus, people do not run out of novelties. Innovation is put into the service of e-sports, giving it a sense of never-ending industry which, in turn, means that one looks to that market as a valuable branch worth investing in.

Different Ways to Bet

Gamers choose their path on the game, while bettors choose in which currency they want to bet on them. Nowadays, it is even possible to use cryptocurrencies to bet on e-sports. That means not having to go through a bank nor to give basic personal details. Using technology this way for exchanging digital information, paying a bet is more secure and calls more people to do so. Not to mention, obviously, the fact that bettors can place their odds from wherever they are, comfortably seated… or even running.

New Screens

Mobile games are the new market for video games, accounting for 50% of the entire industry. Without needing a console or PC, there’s new freedom in gaming. In the competition field, innovation goes further and now allows gamers to connect their mobile phones with console controllers. Competitiveness gets higher and bets get more enthusiastic. 

Persistent Emotion No Matter What

In the middle of a pandemic, people say that e-sports betting has everything to achieve the greatest of the years. All because this new digital paradigm we live in made the gaming industry nearly the only show in town. Football matches, for example, were canceled and the outcome was an even bigger growth in e-sports betting.

The Major E-Sports Betting Markets

Now that you know why e-sports are calling more and more bettors, it’s time to know where they are. The straight answer is easy: Asia, particularly China. And that isn’t surprising, right?

Please don’t take this as a stereotype, but the truth is Chinese people are into gaming. This, along with highly populated areas, put the country on the top of e-sports betting. Just think about what I told you in the ‘Easy Access’ section: more people mean more potential bettors and increased revenues in every competition.

Where to Bet in 2020?

Betting on e-sports is no different than betting on other sports. Usually, people go to a website and place a bet on the winning player or winning team. As there are loads of websites to do so, it’s important to take some factors (such as reputation) into account, when choosing one. In 2020, 22Bet and Betway are seen as the most user-friendly esports betting sites. Explore them and take a chance!

The Future State of E-Sports Betting

Not surprisingly, the market is expected to keep growing, over the next decade. Big companies will buy smaller ones and it will be possible to place a bet during a tournament. So, things may get even more enthusiastic, with more games coming up and the US, the UK, and Germany taking a more important position in the field. 

Meanwhile, Artificial Intelligence will enter the game, but it won’t decrease the popularity of gaming. 

More fans, more money going around, and loads of emotion. E-sports betting has a bright future waiting for it. Do you wanna bet?

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Q1 Esports Entertainment’s revenue is $ 222,392

Esports betting company Esports Entertainment had $ 222,392 in revenue in the first quarter of its acquisition of Argyll Entertainment earlier this year.

According to the company’s financial statements, operating expenses for the three months ended September 30 were $ 3.7 million, a significant increase from $ 700,000 in the first quarter of 2019. The company attributed this increase to “salaries, compensation from stock,” marketing, expenses for legal and professional services related to increased business activity. “

The net loss for the period was $ 1.8 million, while the company’s total assets at the end of September were $ 10.4 million.

The operator described an “increase” in business in October. Total growth was over $ 16 million a month and revenue for the first month after the first quarter was more than $ 600,000.

Esports Entertainment estimates total sales of $ 13 million for the financial year 2021. The company expects this to grow from its main platforms Argyll and VIE to $ 25 million in the next fiscal year.

Commenting on the results, Grant Johnson, CEO of Esports Entertainment: “We have achieved very important milestones since joining NASDAQ in April.

“The COVID-19 pandemic has really accelerated the rapid growth of esports and generated mass broadcasts for national television viewers on ESPN and Fox.

“This trend helped us set new records for the world-renowned Legend series with our partner Allied Esports. This is just one of many successes this quarter.

“We believe this year’s achievements provide a very solid foundation for long-term growth and offer investors a real chance to play clean in the fast-growing world of global exports.”

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Esports conquers the world


Exports are conquering the world
As for esports as a permanent global television business, there are League of Legends and others. Last weekend, Tencent’s Riot Games ended the competition that now dominates this year’s sport: the LoL World Championship in Shanghai. South Korea’s DAMWON Gaming won and the coverage of the event was huge.

For more than a month, Riot has hosted 22 teams with about 230 employees in Shanghai. More than 3.2 million people in China have registered for the lottery to take part in the championships. 6312 were allowed to attend in person. Riot’s lottery system removes brokers and asks contestants to prove they are real League of Legends players.
And no cases of the coronavirus have been reported.
The finals attracted the second largest audience in esports history, excluding China, according to preliminary data (after just one LoL match last year). Chinese media reported that more than 50 million people in the country watched the final on Saturday.
Sponsors at various levels including Mercedes-Benz, Louis Vuitton, Mastercard, Spotify, Cisco, Bose, OPPO and Red Bull.
Riot plans to return the LoL championship to China next year and hold events in several cities before the US tournament takes place in 2022.
Meanwhile, TV ratings for traditional sports dropped sharply almost everywhere this year.
“League of Legends is a cultural phenomenon in China,” said Tom Martel, director of Riot’s global export business, Monday. “This is our biggest territory in terms of fans and players. Their passion for the league goes far beyond what we have seen elsewhere.”

Martel said the production of about 45 different services and networks is distributed around the world in about 20 languages ​​and the company will not have complete data on global audience numbers by the end of this month.
“There is no sport without a fantastic match. It starts and ends with the quality of play and the response from our fans around the world,” said Martel. “As an export company, our presence in all of these regions is a big part of it. We operate 12 professional leagues around the world that maintain a full-time professional ecosystem there.”

“It’s an ambitious way for players to say, ‘Hey, I want to be a professional player.’ How can I do that? “And they can look at League of Legends and its continued success and say, ‘This is something I believe, that it will be here.’ It won’t disappear or flicker. “”
“Seth Shisel.”

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PUBG exports to kick off the European PCS3 grand final on November 7th

The PCS3 article is already for sale. 25% of sales go to the global professional team and add up to the $ 800,000 prize pool.
PlayerUnknown’s Battlegrounds Continental Series 3, PCS3, in short, continues after action-packed qualifiers in Europe, North America, Asia-Pacific and Asia.
In the qualification, 16 teams from each region qualify for their regional Grand Final competition.
Fans can watch the European Final in action on Twitch from 18.00 GMT / 19.00 CET daily from 07.00 to 08.00, 14.00 to 15.00, and 21.00 to 22.00.
PCS3 elements and revenue sharing
The PCS3 grand finals feature the return of PCS items and a Pick’Em challenge. Fans can prepare and celebrate PCS3 by purchasing in-game items on computers and consoles.
25 percent of the revenue from this purchase is distributed among the participating teams in the four regions. Of this, 12.5% ​​will be added to the $ 800,000 global prize pool and 12.5% ​​will be distributed evenly among all participating competitions.

With every PCS3 item purchase you will receive at least one voting coupon which can be used for the PCS3 Pick’Em Challenge. Two previous challenges from Pick’Em raised the prices of PCS1 and PCS2 from $ 1.6 million to $ 3.3 million.
Details on the PCS3 Pick’Em challenge
Fans can get a chance to win prizes by guessing the winner of each regional tournament as part of the PCS3 Pick’Em Challenge.
Voting coupons are required and you can mark them by purchasing PCS3 items or win free coupons by watching live tournament streams.
Predictions of winners who successfully award Esports Points (EP) players, which can be exchanged for exclusive in-game items.
XP can also be obtained from Twitch Drops and by predicting which team will rank higher than the others. This voting mechanism, also known as Team Faceoff, does not require a voting voucher and is open to everyone. Additional details.

PCS3 European Grand Final Team
The following 16 teams have qualified for the PCS3 Europe grand finals:
natus Vincere
Polar lights
Digital athletics
FaZe Clan
TSM
Omaken sports
ENCE
shiftW
Team fluency
Saunabois
Red line
Etiget Esports
Tornado energy
observer
Consecutive wins
Pink pony

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CLOUD9 IS JUST A HISTORY OF SPORT

While women like Geguri, a former member of the Shanghai Dragons Overwatch professional team, see exceptions, the esports scene has long been dominated by men. Women who try to establish themselves in the industry are often tormented by their respective gambling communities. Cloud9 White, the new show from Cloud9 announced on October 25, is trying to change that and make history as the first female team of Valorant.

As Cloud9 tweeted, Cloud9’s Whitelist included Alexis “alexis” Guarrasi, Annie “AnnieDro” Roberts, Jasmine “Jazzyk1ns” Manankil, Melanie “meL” Capone, and “katsumi”. You have joined two established Valorant teams: Valorant Blue and Valorant Korea. Along with the news, the players were featured in a video where a clip of Valorant’s game was highlighted by each team member.

Cloud9 has export teams for various titles including Fortnite, League of Legends, and Hearthstone. According to GamesBeat, he is taking an important step towards proper representation and inclusion in sport. In May, Cloud9 partnered with Kaiser Permanente to promote mental health awareness among gamers in the United States. Kristen Salvatore, senior vice president of marketing at Cloud9, said in an interview that such a move would spark a greater focus on mental health and inclusion in video game culture.

“At Cloud9 we have experience finding players and employees who belittle other people,” says Salvatore. “If we see you being neglected, we will invest time, attention, and support to help you develop your raw talent.”

Cloud9 member, White meL, supports this mood in a team trailer and said: “I believe that empowering women and supporting marginalized communities is part of their culture.” She was pushed after she realized that her first point of contact with Cloud9 was “women in positions of power”.

Cloud9’s most recent list has the same history. They were originally named MAJKL and their first tournament was the Counter Logic Gaming Blitz Open Cup. The band then starred in the series Valorant Ignition, which starred in Cloud9 and took over the team. They occupy the first place. “We know we are ready,” said Alexis of the race. “We knew we were going to win. We were not too surprised after winning. It just proves that we are ready to compete at a higher level.”

Cloud9 White didn’t wait long before flying the Cloud9 flag. Fans can watch their debut today, October 26th, during qualification for the first shoot of the Riot tournament.

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They dream of sports fame. Then their bodies fell apart

Professional games are growing rapidly and offering millions to the best players. But exports are also taxed physically and mentally – and some have decided that enough is enough

Her wrist was in pain. Julia Bright only played Overwatch online for two hours as part of her usual daily investment in the game, but she couldn’t take it anymore. Desperate to calm his hands and arms, he dipped them deep into a bucket of icy water. Freezing liquid helps a little. But after a few minutes this causes its own pain.

Bright is used to playing Overwatch, the hugely popular team-based first-person shooter (FPS), for about eight hours a day. Recently, however, he’s been forced to drastically cut back on his training hours, or “squeak”. His right arm hurts the most – the one with the mouse. Bright has developed a habit of grasping a curved black-and-black device with claw-like claws that contract sharply during intense gaming moments.

He is 20 years old, lived with his parents in North Carolina for a year, and started a career as a professional esports star. Those who qualify for the Overwatch League can earn a six-figure salary and share a prize pool of up to $ 5 million. On paper, their chances are good. He had a winning record and, at the time, had years of experience betting potential competitors online in various FPS games. When he first started playing as a teenager, Bright quickly realized his competitive spirit. “It tasted like fire,” he said. “I’ve always wanted to win.”

But now, injured and replaced as a substitute for his team, things are falling apart. He lay there at night, worried, wondering if the terrible pain would torment him for life. Things went wrong early last year before North America’s second open season kicked off at Overwatch, where high-level but unprofessional players competed against each other online. For many people, this is a great opportunity to prove themselves. Scouts and analysts from a professional team closely monitor the outdoor season, so performance may be the first step towards a full Overwatch career. But while Bright waits for the season to start, she is distracted by another game.

“The way I screwed it up,” he recalls, “was I didn’t take care of my wrists when I sanded Apex Legends.” In the past, Bright said she tries to stretch her arms and take regular breaks. But Apex Legends – a recently released FPS game where players form small teams to fight other people online – devoured it so much that he missed it for about two months.

He noticed that the pain was getting worse with a strange swelling in his wrist. His doctor referred him to an arm specialist, but it took months before a satisfactory diagnosis was made. Initially, specialists suggested that Bright’s injury was tendinitis, an inflamed tendon that may only need rest. But the rest didn’t help. Both physiotherapy and steroid injections. Nothing seems to be working.

Magnetic resonance imaging in October revealed the causes of pain: torn ligaments and sprained tendons. His doctor agreed that this was most likely due to the overuse of video games. The good news is he now has the opportunity to undergo surgery. “I shouted at my mother tonight,” Bright recalled. After a lifetime of fear of severe wrist pain, there is at least hope now.

After the operation, Bright wore a cast on her wrist for about six weeks and then braces for another six weeks. Several months of physiotherapy and rest are followed. Bright still plays video games – Valorant’s FPS is his current favorite pursuit – but only for short 40 minute sessions at a time. He had to accept that his hopes of becoming a professional player were over for now. Your wrist, although much better, is still about 80 percent recovered, and to regain its competitive advantage, it must grind enough to endanger your health. “I was very close to my last team,” he said. “I’m the best I’ve ever had.”

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Garmin Instinct Esports Edition is aimed at professional hardcore gamers

Esports is a legitimate and accepted “sport” activity that has even entered into international sporting events. In fact, gamers make a lot of money and have a large following if they are successful enough. Garmin has now announced a new version of the Instinct sports watch designed for this particular market by hardcore or professional gamers. Instinct Esports has all the main features of its product line, but also has special features for tracking and analyzing biometric data and player statistics.

Basically, you have all the usual basic functions and sensors of previous Instinct devices. You have a heart rate monitor, activity tracking, notifications and all the other things a basic smartwatch can do. What makes Instinct Esports different, however, is that these basic features have been changed along with other new exclusive features to help them become better players and to give audiences a better player “look”.

The wrist-based heart rate determines how hard the cardiovascular system is working during a match and shows the ups and downs of play. Heart rate viability also calculates stress level ratings so they can maintain and maximize their mental and physical resources. The body battery power monitor shows the player when to take a break and when to play. Data about heart rate, stress level and sleep is used, which is logged by the device.

All this biometric data can be stacked on a computer device called a STR3AMUP! This allows game streaming viewers to see which players are reaching their zone or which are slowly losing steam. This way, viewers are more connected to the players or teams they are rooted in during this live stream. And if you’ve watched the live game stream, you’ll know how much viewers are investing in watching their favorite player, as they do with any other sport.

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Microsoft announces the launch of the MSN Esports Hub

Microsoft yesterday announced the launch of the MSN Esports Hub, the universal destination for information on the best esports titles. With the MSN Esports Hub, you can watch the most popular streamers, get the latest news, and follow upcoming tournaments on desktop and mobile. The new esports center is based on machine learning algorithms from Bing and Microsoft Research.

MSN Esports Hub features:

The Home offers a brief overview of the most important information and allows you to filter specific games and delve deeper into specific areas of interest.
It offers streams from YouTube and Twitch, with other platforms soon to follow.
New content from hundreds of news sites including leading esports content providers such as DotEsports, GamesRadar, ESTNN, GosuGamers, and many more.
Check detailed schedules for your favorite titles and teams. See what’s coming, watch live matches, and get detailed Bing stats after the event, including in-game stats, MVP players, leaderboards, and winning percentages for various champions, cards, and more!

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Esports belongs to the top Swedish teams as it all comes into the new episode of Riot Games

Joining the Valorant community is an ideal move for the guild and we look forward to expanding into new exciting and emerging sports spaces, “said Carlton Curtis, chairman of the sports group.

Guild Esports PLC (LON: GILD) revealed the signing of its newest, top team that will compete in Valorant, a shooting game launched by Riot Games in June.

Sure Lagmari “Jacin”, Malcolm Rench “Boncar”, Leo Jannesson “Leo”, William Sundin “Draken” and Philip Gaufin “Goff” left the successful Swedish “Team Bonk”.

You will join guild teams that compete against each other in the Rocket League and FIFA.

“Joining the Valorant community is an ideal step for the guild and we look forward to expanding into new exciting and emerging sports fields,” said Carlton Curtis, chairman of the sports group.

“Valorant is destined to become a major export item with a global reach and a large fan base, and has the prestige developed by world-class publisher Riot Games.”

“With this signature, the Guild has established itself as a multidisciplinary export business and we look forward to sending players into new games as we continue to improve and invest in our business using the military crates we collected during our IPO.”

The IPO rewards the company, which has former England captain David Beckham as a brand ambassador and shareholder, more than £ 41 million and generates £ 20 million to be invested in new signatures like Bonk.

With strong support from Manchester United and the great Beckham from Real Madrid, the Guild is bringing talented talents to become the best academic models in the Premier League.

Fergus Purcell, known for his work with the Palace Skate and Streetwear brands, was tasked with developing the company’s branding.

Within 12 months of traveling, the company tried to win over sponsorships, a loyal fan base and its own line of products.

On Monday, the Guild announced its first major commercial deal since going public, a £ 3.6 million sponsored deal with an unnamed European fintech company that caters to esports fans.

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Great Britain experienced an annual growth of 8.5% between 2016 and 2019.

The UK export sector saw an average increase of 8.5% per year between 2016 and 2019, according to Olsberg • SPI’s “The Value of Exports to the UK” report with Nordicity.

The report, commissioned by British video game organization Ukie, also highlighted that the sector has supported more than 1,200 jobs over the past year.

However, a gradual increase in the UK’s export sector accounts for just under 8% of the world market.

As a result, Ukie submitted eight proposals to the government to ensure the UK sports sector continues to grow. These recommendations include ensuring regular engagement, promoting the UK sports industry and having experience securing international events.

Ukie also urged the government to cooperate with industry to support export of export products such as linear broadcast content.

In addition, trade organizations have proposed government proposals to work with esports companies to buy advertising space and run campaigns to connect with a young and highly engaged demographic in the sector.

Other recommendations, such as providing clarity on visas, how athletes and talents should apply for entry to the UK, funding technological innovation and maintaining regulatory stability, are part of efforts to sustain and strengthen sector growth.

Regarding the results of the report, Dr. Joe Twist OBE, CEO Ukie: “Esports is a global sector at the crossroads of technology, creativity, broadcasting and entertainment – all areas of real national strength for Great Britain. This report shows us that the UK has a strong and growing sports industry, nevertheless. much remains to be done to realize the full potential of this exciting and fast growing sector. “”

The report also shows that the UK sports sector supports a Gross Value Added (GVA) of £ 111.5 million in 2019, with the country’s main competition potentially creating full-time equivalent (FTE) in employment. and £ 12 million in GVA for the economy.

Leon Forde, Managing Director of Olsberg • SPI said: “The report highlights the scale and breadth of a very innovative sector in the UK with very strong future potential.”

Dustin Chodorovich, Partner at Nordicity, added: “A first look at the economic impact of the UK eSports sector shows that it creates jobs and ESPE not only in eSports companies but also in streaming platforms and game makers. as well as in the tourism and hospitality sector. “”

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