Dignitas joins an ever-growing list of esports organizations that are vacating the Overwatchscene. The organization did not cite a specific reason for dropping the roster, instead saying that the team is “still committed to the game of Overwatch” and that it “remains optimistic about the long-term opportunity it presents for teams, players, spectators and fans.”
Recently, other endemic organizations such as Splyce, compLexity, Denial, and Red Reserve have parted ways with theirOverwatch teams, while TSM decided against fielding a team at all.
Splyce cited a lack of competition for leaving the scene, while compLexity said that the state of Overwatch’s “current transitional phase” left them with “limited exposure opportunities.” Most of organizations have left because of the uncertain state of the competitive circuit as players and organizations await news of Blizzard Entertainment’s Overwatch League.
Blizzard recently released a statement regarding the league. The company said saying that the process is ongoing and there is nothing new to report just yet. It remains to be seen how many esports organizations will be left when any official news arrives.
eSports will be an official medal sport at the 2022 Asian Games in China, in the boldest step yet toward mainstream recognition of competitive gaming.
The Olympic Council of Asia (OCA) has announced a partnership with Alisports, the sports arm of Chinese online retail giant Alibaba, to introduce eSports as a demonstration sport at next year’s games in Indonesia, with full-fledged inclusion in the official sporting programme at the Hangzhou Games in 2022.
The OCA said the decision reflects “the rapid development and popularity of this new form of sports participation among the youth.”
The Asian Games, which are recognized by the IOC, are billed as the world’s second largest multi-sport event after the Olympics. Forty-five national delegations and about 10,000 athletes took part in the most recent Asiad three years ago in Incheon, South Korea.
The IESF is one of two organizations, along with the British government-backed International eGames Committee (IEGC), that submitted a request to the IOC last year to obtain information on how to gain inclusion for eSports in the Olympic programme. While that prospect remains distant, the incorporation of eSports to the Asian Games will offer a highly visible testing ground.
While initially popular as a spectator sport in Asia – more than 40,000 people attended the 2014 League of Legends World Championship finals in Seoul – competitive gaming now draws tens of millions of spectators to online platforms and real-world venues, including New York’s Madison Square Garden, the Staples Center in Los Angeles and the MGM Grand Garden Arena on the Las Vegas Strip.
The Australian Football League plans to enter the esports industry, wanting it’s member teams to sponsor or create esports teams of their own, according to a report from The Age.
The AFL will use the Etihad Stadium in Melbourne as the venue for it’s events. The stadium has a capacity of 53,000 for AFL games, but can reach as high as 77,000 for other events, such as music concerts. Etihad Stadium is the headquarters of the AFL, who have had exclusive ownership of the venue since October 2016.
The league wants to target the millennial audience, and broaden the appeal for the clubs, increasing sponsorships, revenue, and brand consumption.
The AFL is the wealthiest sports body in Australia. In recent years it has sought to increase it’s appeal to various markets, most notably with the introduction of a female national league in 2017, and with exhibition matches in China. Esports is just another one of the ways the AFL plans to reach a broader audience.
Darren Birch, the AFL’s growth, digital and audiences general manager said:
“eSports is very strong in the millennial area, so for us it is about diverse exposure to that audience. That’s no different to AFLW where we became more relevant to a female audience.” “Whether that translates into football is somewhat relevant but also not totally relevant. We want AFL, through eSports, to have the ability to generate a broader appeal for clubs and be able to bring more sponsors, revenue and consumption of your brand – whether that’s a live footy event or a live eSports event.”
Australian rules football is the largest sport in Australia, with dedicated pay TV channels, and various talk shows on television and radio. The league’s grand final in 2016 had 99,981 people attend at the Melbourne Cricket Ground, and it was reported 91.2 percent of television sets on during the final were tuned into the game.
Two college students Minh “Gooseman” Le and Jess Cliffe created a total overhaul mod using assets from Valve’s Half Life 2. Le did all the programming and Jess worked with the community of players. What started as an experiment, attracted Valve Corporations, who in turn gave a commercial release to the mod also known as Counter Strike. These digital weapons, players and maps led to the booming of then unknown territory called the ‘esports’.
esports, an online competitive gaming tournament played between pro-gamers on a computer machines has taken the industry by storm as gaming community has started recognizing it as a career option and branded it as a real sport. Getting into the debate of whether esports is a sport or a farce will yield no results, hence I would like to reveal some statistics which will make things more transparent.
According to Newzoo, a leading provider of market intelligence across gaming, esports and mobile gaming released its third edition of esports report which highlights that esports economy will grow to $ 696 million this year. The report also added that Brands will play a major role in shaping the esports economy and by 2020, the growth will reach to $1.5 billion dollars. Further to add, US and China will generate $362 million dollars in 2017, followed by Asia-Pacific regions which will take 51% revenue share.
Why is esports becoming so popular?
esports games are divided into different genre and the most popular being fighting games ( Street Fighter ), first-person shooter ( Counter Strike Series), real time strategy ( WarCraft 3 ), and multiplayer online battle arena ( League Of Legends and Dota ).
Just like any other sport, esports has managed to garner a wide range of spectators across the globe. The overall operations of esports is similar to that of any other sporting event like NBA, NFL, Football and many others. A team consists of 5 members having individual skills which can be executed during the game. The team is managed by an esports expert who oversees players salaries, housing, office space, healthcare and sports staff. The players go through rigorous training and practice for hours to reach the pinnacle Esports tournaments are held on a grandeur level and the level of intensity and cheerfulness seen among gaming fans is similar to that seen in a football or a cricket fans. These tournaments are live-streamed on mediums like Twitch and YouTube which have millions of followers.
The popularity of competitive gaming is testament to the fact that Intel Extreme Masters which was held in Katowice, Poland drew 173000 fans to the stadium event. Online, the event was watched by 46 million unique viewers, more than Trump’s inauguration TV audience of 30.6 million viewers.
Pro Gaming Scene In India
Pro Gaming Scene in India is at its nascent stage, but it is evolving and growing at a fast pace. Hardware companies like Asus, GigaByte and NVIDIA are bolstering the esports mania by organizing Dota 2 and CS:Go tournaments across gaming cafes and events. Many startups and gaming companies have jumped into the scene to promote esports culture.
In January, USports, a ₹100 crore league, announced by the founder of UTV Group, Ronnie Screwvala, will take its course this year.
In February, Nazara Games announced that it will invest INR 130 crores in a new esports league in India over the next five years in the league, which will include PC based games DOTA 2 and Counter Strike : Global Offensive.
Last year, Mountain Dew launched Dew Arena Gaming Championship with a prize pool worth INR 10 Lakhs. Many brands followed the bandwagon by announcing individual leagues and tournaments, thus encouraging and boosting the gamers and esports scenario.
Talking about the role of a team manager and esports scenario in India, Eklovya Dutta, Captain and In Game Leader of upcoming esports team FEROCIOUS believes that the role of the team captain is to make sure that there exist a discipline, cohesion, and structure within a team. As the team captain himself , he sets fixed goals to every member and encourages them to focus on playing the game and improvise while doing so. Esports is a massive industry and is gradually growing in India. However, lack of infrastructure, support and topsy-turvy management and self-pride can impair the esports scenario in India.” In order to compete with the International players, its important to focus on team game-play rather than changing the team member.”
The pro-gaming scene will further strengthen its hold in the Indian market considering the situation of Internet is improving in India. From 105th position and 4.1 Mbps speed till three months ago, the country has risen to 97th position on a global level with 5.6 Mbps of average connectivity speed.
To conclude, the competitive gaming market is growing at an exponential rate, media giants like ESPN are broadcasting the tournaments and competitions, and brands like NBA and YouTube are jumping into the world of esports. The positive synergies between companies, pro-gamers and developers can surely make esports the greatest sporting event.
(This article is for a common gamer out there. All of us do NOT play professionally.. And though, we want to get better in which ever game we play, we don’t aim to be an esport star).
LoL or Dota2 ??
This is something that has been raging on since time immortal (okay, since those two games came into existence). And over the years, there have been countless articles written on this subject, debating which of the two titans is better.
One of most common attitude of Dota2 players, who act like douchbags, is to ridicule LoL players by calling the game casual, kiddy, meant-for-noobs, etc. Here are some of the things what you would usually hear from them:
League of Legends has a worse optimized and technologically inferior engine.
League of Legends meta is very strict and allows for very little variation and strategy.
Individual skill and performance in LoL is more reliant on execution and reflexes, whereas Dota 2 is more about strategy, tactics and utility.
Dota 2 is a much deeper and varying game.
BLAH, BLAH, BLAH…….
On the other hand, LoL players try to defend their game, though poorly.
To be honest, it simply depends on what you prefer. (But people understood it so easily, this whole article would have been useless)
Here, I am trying to prove that LoL is rather better than Dota2. (Thank me later, LoL players)
League is more “newbie” friendly. Anyone who has played both the games know it. Dota2 players are less welcoming and are rather “cancerous”. On the other hand, LoL players are usually for friendly, and would welcome you to the game. (Nah, they don’t need to promote their game… LoL has an bigger base than Dota2)
On comparing Skills, LoL takes the lead. The game has so much diversity between characters that playing a different hero often requires a very different mindset. Yasuo for example, has a spell that creates a wind wall in a direction that blocks all incoming enemy projectiles resulting in some really punishing team fights. Other than the uniqueness of skills, one major difference between the two games is how DOTA2’s skills level up, and deal a static amount of damage after a few levels. Some even become useless at later levels when enemies have high health pools and a skill does 300 damage. In LoL, skills share offense stats and scale with attributes. As a result, casters can do massive damage in their combos, taking out enemy caries. This attribute allows for build paths with more variation. (DOTA 2 has started introducing items that enable ability scaling as well, but LoL has had this feature from day one.)
League champion abilities have smaller mana costs compared to DotA 2. The former encourages frequent use of skills and aggressive play in the laning phase, while in the latter you have to be mindful of your resources and utilize abilities strategically unless your hero has a way to regain used mana fast.
Accessibility: Ask anyone who has spent time with both games and they will tell you that DOTA 2 is unforgiving. On the other hand, League of Legends is more accessible and less intimidating by comparison. In DOTA 2, the ‘denying’ mechanic and death penalty is so merciless that it is possible to leave an enemy quite useless later in the game, making things intimidating for newcomers. While recent DOTA 2 patches have tweaked things so that killing enemies with greater level advantages grants bigger gold bonuses, the core lockdown mechanic is still quite brutal. LoL is more balanced in this regard. For one, you cannot execute or deny your own lane minions, nor do you lose gold on death. While you can slow a player down, if things drag, an underperforming teammate can catch up and change the course of the match. This makes the game more fun.
League has faster animations in attacking, turning, moving, and using an ability compared to DotA 2, so a more fast-paced feel and gameplay is obvious on the former. Players who try both games may find the latter a bit lethargic.
Its a tough call whether the overall lower power cap of characters in LoL is a bad thing. It allows for some nice comebacks of a team that slipped behind earlier in the game.
One of the common argument, Dota2 players use is that LoL requires money to buy champions and other customizations. But, this is quite far from truth. You can buy Champions with Influence Points (IP), which you gain by playing the game. Riot rewards you quite well, and you gain IP even on losing games. Plus, there is an weekly rotation of free-to-play champions, which sort of force you to try out the new ones. (Dunno why exactly Dota2 veterans consider it bad)
LoL matches are usually shorter, lasting about 30 to 45 mins. But it is quite unpredictable, and you can’t say that a weaker team will surely lose, as the tides may turn around anytime.
Last but not the least, LoL doesn’t require less skills to play. This is downright absurd. Tell any Dota2 player to try out an game or two on LoL, and they would suck.
If you want just to have fun and relax in a game of this genre, go for LoL, you will have tons of fun. If you have group of 5 people with similar mindset – that’s even better, you’re gonna have even more fun!
(I know this article may seem incomplete right now, and I may discuss this in another post again)
IEM Katowice was a success in every metric. The high profile two weekend tournament from ESL will easily become what esports fans point to when telling their friends that esports are here to stay. The event was record breaking in many ways, innovative in others, and lucrative as a whole.
The tournament saw 173,000 fans attend in person at the stadium in Katowice, Poland which is a greater than 50 percent increase against last year. Online, the event was just as successful breaking the record for unique viewers—previously held by 2016’s League of Legends World Championship—of 43 million handily. The event saw over 46 million people tune in over the course of the event with 340,000 of those using VR to do so.
It is likely that the event will be a landmark example for potential sponsors looking to enter the esports market.
As a method for sponsors to engage with fans, the story gets even better. 255 million impressions were generated by the event’s social media channels which makes it likely that the event will be a landmark example for potential sponsors looking to enter the esports market. Most avenues for advertising allow for little interaction but the digital natives that make up the esports audience are on every form of social media, sharing, clipping, and talking about the events they are watching.
IEM Katowice was also the most widely broadcast event is ESL’s history. The long-time producer and organizer of esports events had broadcasts in 19 languages across 70 media outlets and platforms. Business Insider points out that this shows just how lucrative exclusive broadcast deals could be. As esports continues to cross boundaries in audiences and platforms, YouTube has been signing exclusive broadcast deals and we can expect Twitch and YouTube—and soon traditional sports broadcasters—to be competing for broadcast rights in the future.
The British Academy of Film and Television Arts (BAFTA) recently held its second eSports award, and Clash Royale was selected as the AMD eSports audience award winner. That right: Clash Royale, the mobile game that has yet to even establish itself as an eSports title, won the award over League of Legends, CS:GO, DOTA2, Street Fighter V and Overwatch. While it is worth noting that the winner is selected based on fan voting, the fact that Clash Royale was nominated (and won!) is not sitting well with the eSport community.
As starters, tournaments have been few and far between, and we have yet to see any competitions on a global scale that features competition between the best in the world. This sentiment is shared not just by esports enthusiasts, but also by Clash Royale players; even Backstabx, the winner of the Clash Royale North America Open, feels the game shouldn’t be considered an eSports title with where it is today.
Whether or not Clash Royale is deserving of the award, we hope that this will motivate Supercell to invest more in the game’s eSports initiatives. Just as Barack Obama won the Nobel Peace Prize as an encouragement to step up his efforts in promoting world peace, we believe that Clash Royale should see this award as an encouragement to step up its efforts in building the game’s eSports scene. And yes, we just compared Obama and world peace to Clash Royale and eSports.
Congratulations to the Supercell team, and let’s hope this will just be the first of many eSports awards for Clash Royale!
COBX will launch an online domestic league, and an international league besides building an Indian team for international eSports championships.
2017 is turning out to be a watershed year for India’s eSports industry as three companies have announced plans to put big money to launch their respective leagues in the country.
After Ronnie Screwvala and Nazara Games, the founder of Route Mobile Rajdip Gupta is planning his eSports venture – COBX Gaming – that will invest $10 million to promote eSports in India. COBX will launch an online domestic league, and an international league besides building an Indian team for international eSports championships.
eSports is a $99.6 billion industry globally, as of 2016. Led by China, the Asia Pacific region controls 47% of the total market and 58% of the growth in the global games market comes from the Asia-Pacific region.
–market intelligence company Newzoo
Gupta plans to launch an online league in the second half of April, inviting participation from any team in India. “We have kept the total prize money of `10 lakh for the online championship, which may not sound big, but will surely attract gamers. The idea is to get the right talent and create a team that will take part in International majors,” he added.
COBX will also launch the first international eSports league in India by the end of this year. “We are focused on getting teams from 16 different countries in December for the international league, which will have a prize money of $300,000,” he added.