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Pubg Esports Revenue Share Numbers

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Sources: The numbers behind PUBG’s esports revenue sharing in 2019

During the PUBG Global Invitational in July 2018, at the Mercedes-Benz Arena in Berlin, PUBG Corp. detailed a five-year esports plan for PUBG in front of the press. The road map for the next few years of PUBG esports begun with PGI, with huge changes to the entire ecosystem to follow. What came in 2019 were six regional leagues and three additional competitive regions, though – at least for the western teams – their leagues were plagued with issues. From delays to poor viewership, to organizations dropping like flies, it left a lot to be desired for all involved.

While we’ve seen in some areas that the league system was a failure, one aspect of the plan that stood to truly support organizations competing in PUBG was revenue sharing. To see just how effective this initiative was in PUBG Corp.’s inaugural esports season, Esports Insider spoke to team owners and other important figures behind the competing teams in Europe and North America.

FACEIT Global Summit

For the first international event of 2019, the PUBG Classic, FACEIT was tapped as host and organizer. To coincide with the FACEIT Global Summit, a collection of branded in-game items were available for purchase. 25 percent of the revenue generated by the sale of these items was to go to the teams in attendance. While Esports Insider can’t disclose the specific figures it has seen to protect sources, as per their requests, we can confirm that the revenue shares received were in the low thousands of dollars for the FACEIT Global Summit: PUBG Classic.

What followed throughout the season was a massive financial decline in revenue sharing for almost every western side. It’s worth noting that this was the first international event to take place in the season.

National PUBG League 

National PUBG League was a competition for North American sides, all of which had no revenue share for the first of three phases. Moving into Phase 2 of the NPL, a total of $21,498.01 was raised through a branded in-game jacket that cost $9.99. The organizer split 25 percent of the figure, $5,374.50, between the 16 teams in the league. This meant each team received $335.91 in revenue sharing for the entire second phase.

Phase 3 saw PUBG Corp. introduce an NPL-branded baseball bat into the game with the same 25 percent split for the teams. $2775.84 was to be distributed across the 16 sides, resulting in $173.49 each. Both figures that Esports Insider had received were later corroborated by Matt Dillon, CEO of Ghost Gaming on Twitter.

PUBG Europe League 

Around the time of the announcement that the National PUBG League would have its own in-game jacket for Phase 2, the same was said for PUBG Europe League. Multiple sources close to the league have informed Esports Insider that neither payments or financial breakdowns have been delivered to the organizations at the time of writing. In the third and final phase of the 2019 season, PUBG Europe League has its own branded bat that, again, would provide revenue sharing for the qualified teams. Unsurprisingly when you consider the delay from Phase 2, financial details for Phase 3 also haven’t been received at the time of writing.

PUBG Global Championship

The PUBG Global Championship was hailed as the biggest and best tournament of the PUBG calendar – the flagship event, some would say – and it looked like an improvement on the revenue sharing front. At the beginning of 2019, organizations were promised that in-game skins with their own branding would be implemented in time for this particular event. As later reported by Esports Insider, this initiative was canceled in an email to team owners and never announced explicitly to the public. PGC-branded items were utilized instead.

25 percent of the revenue from the items was to go to the prize pool and another 25 percent was to be distributed among teams, based on votes in the PGC Pick’Em Challenge event. The total prize pool is said to have reached $4 million – double the initial amount put forward by PUBG Corp. – which, in theory, means that a total of $8 million was raised by in-game sales and that $2 million would be distributed among the 32 teams in attendance.

The problem with the approach used is that not all teams would receive the same sum of money from the revenue generated, meaning it was obvious from the get-go that Asian teams would receive the lion’s share due to the sheer popularity of PUBG in the continent. Asia had four of the six regional leagues, with the likes of Latin America and Oceania not only receiving less support throughout the year but less support from the PGC revenue share initiative due to an inherent lack of popularity.

Operating under the assumption that PUBG Corp. accurately detailed the revenue that was generated and the number of fan votes that were submitted, the tweet below details how much money each team will receive from the revenue sharing alone

What’s next? 

Revenue sharing doesn’t seem to be receiving an upgrade of any sorts in 2020. In fact, it’d be incredibly difficult to do that considering there are no longer leagues – only international tournaments and qualifying events. PUBG Corp.’s 2020 esports plans detail the PUBG Global Series, a series of major events that are open to effectively any team. The plan is to have similar revenue-sharing initiatives to what was seen at the PUBG Global Championship; an expensive, not-particularly-attractive set of items with event-specific branding. While it’s unknown how PUBG esports will fare throughout the year, it’s clear that major changes were needed as organizations continue to drop out of the title.




China Leading Esports Boom

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China Leading Esports Boom

More than a quarter of Internet users in China watch esports at least once per month, a new report finds, more than double the rate of audiences in the U.S. and Western Europe.

China is leading the fast-growing market for Esports, where professional video game players compete in front of a live online audience. A report published Monday by research group Ampere Analysis finds that 26 percent of Chinese Internet users watch esports at least once per month, more than double the rate of audiences in the U.S. and Western Europe. One single esports tournament, The League of Legends 2018 World Championship, drew a concurrent audience of 203 million in China, Ampere found, compared with just 2 million for the rest of the world.

Among western countries, the Scandinavian nations lead the pack, with 9 percent of Danish Internet users and 8 percent of those in Sweden reporting watching esports on a monthly basis. Ampere points to investment by Sweden’s Modern Times Group, which owns several esports competitions and leagues, including ESL and DreamHack, as a prime reason for their popularity in the Nordic region.

Chinese Internet giants have also doubled down on esports. Tencent subsidiary Riot Games, for example, specifically built its Pro View streaming service to carry League of Legends tournaments. In China, esports events also benefit from their apolitical nature. Unlike imported films or TV series, esports streams are unlikely to be censored by Beijing.

Twitch remains the principal esports platform in the West, with some 65 percent of esports viewers in North America and western Europe using the platform every month, according to Ampere. YouTube is a distant second, with around 35 percent of Esport fans reporting using the Google-owned video platform over the past month.

The rise of esports viewing on a global scale presents a potentially lucrative opportunity for new and existing players,” says Ampere analyst Hazel Ford. “Platforms such as Twitch and YouTube are currently market leaders but face growing competition from a number of newcomers, including the developers themselves. As with the traditional sports world, exclusive rights deals will become crucial for platforms looking to control high growth esports audiences.



Mall of Georgia Esports Retail Experiences

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Is a New Mega Esports Venue Proof Experience Destinations Can Save Malls?

Major athletic players have made significant investments in the burgeoning esports industry over the past two years, and now, a prominent U.S. mall is banking on the buzz of gaming. Simon and Allied Esports said The Village section of the Mall of Georgia will soon house a two-level, 13,000-square-foot dedicated esports facility. (The mall is in Buford, a roughly 40-minute drive from Atlanta.) The venue will feature amateur and professional gaming tournaments, PCs and consoles for daily use, food and drinks, a retail component and more.

Construction is scheduled for Q2 with an expected open date in the second half of 2020. There are more than 200 stores in the mall, including several footwear retailers including Champs Sports, JD Sports, Journeys and more.

“We’ve long felt that the gaming and esports communities in the Southeast, especially the greater Atlanta metropolitan area, are vibrant and growing and believe we have a location at Mall of Georgia that will serve as a dynamic hub for esports experiences in the region,” Allied Esports CEO Jud Hannigan explained in a statement.

Although the addition of an esports facility is a first for Allied Esports, adding destinations that aren’t necessarily shopping focused isn’t new for malls. With the number of malls diminishing in the U.S. over the past decade — and an estimated 25% more closing by 2022, according to a 2017 Credit Suisse report — some are adding entertainment options to complement shopping.

The NPD Group senior sports industry adviser Matt Powell said bringing entertainment destinations to malls could be a major traffic driver as the idea of shopping in them becomes less desirable. “The ultimate goal of any of these entertainment venues that we’re seeing pop up in malls now is to bring more traffic, to bring younger traffic than they might have been getting,” Powell said. “It’s not unlike putting in a Dave & Busters or a chain like we have in the Northeast called Round 1 that has an arcade and pool tables. The idea is to make the mall more of an entertainment destination than just a commerce one.”

More malls are starting to adopt this principal, most recently the $5 billion megamall American Dream in East Rutherford , N.J., which features a rollercoaster and a water park, among several other activity-based destinations. (The complex, which features 3.3 million square feet of retail, will celebrate its grand opening in March.) Although the impact Allied Esports will have on traffic in the Mall of Georgia won’t be realized until the latter part of the year, a local real estate expert is looking forward to what the facility could do for the area.

Sarah Williams, SVP and national director of retail brokerage for JLL, said the Mall of Georgia traffic is strong, and historically has been, with millions of Northeast Atlanta customers visiting throughout the year. Williams did say, however, that the addition of Allied Esports will ensure customers keep coming. “The addition of Allied Esports will be a powerful addition to the mall, sure to bring even more new customers onto the property who might otherwise not be shopping at the mall,” Williams said. “It should absolutely boost expenditures, especially with food and beverage offerings on property.”

Although Allied Esports will be the hot new addition in 2020, Williams noted other recent non-shopping destinations that have made visiting the Mall of Georgia more desirable such as Billy Beez and Paranoia Quest: Escape the Room.



BT Announces Partnership With Major eSports

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BT announces partnership with major esports team Excel to become their exclusive lead partner

  • BT signs a multi-year sponsorship agreement with UK-based Excel Esports to become their exclusive lead partner.

  • The new BT logo will appear on all kit worn by Excel, including the League of Legends European Championship (LEC) team, and the Excel UK League Championship (UKLC) team has been officially renamed BT Excel

  • BT will provide connectivity and infrastructure for Excel’s HQ to help the team train and become a successful global team

BT has signed a new multi-year contract with Excel Esports to become their exclusive lead partner and will see BT branding prominent on all kit worn by Excel’s League of Legends European Championship (LEC) and UK League Championship (UKLC) teams. BT will also provide world class connectivity to Excel to help them train and perform at the highest levels.

The LEC is the biggest European league within League of Legends where only the top ten teams in Europe get to compete and the UKLC is the official regional league. League of Legends is the world’s most popular esport with last year’s World Championship breaking records with more than 44 million viewers. The full Excel team will wear the BT kit for the very first time this weekend at the Neosurf Cup at Twickenham Stadium, which is also home to Excel’s HQ and training facility. As part of the agreement Excel’s UKLC team will now be officially renamed BT Excel.

Pete Jeavons, Marketing Communications Director at BT, said:

The UK is increasingly a nation of gamers, and esports is hugely popular and growing across the world. Excel Esports shows incredible promise as a leading UK-based team and working closely with them is a natural extension of our commitment to provide the connectivity and skills to help people across the UK realise their potential.” 

Robin McCammon, Chief Commercial Officer, Excel Esports, said:

BT is an absolutely iconic British brand that resonates globally and we can’t think of a better fit as a lead Partner to help elevate Excel to the next level. This is a sponsorship that will reach beyond the conventional sponsorship formula. BT is about connectivity and community and that is exactly what Excel and esports in general is all about. Having such a recognisable brand commit to a long term partnership really shows the strength of the UK esports industry and the growth of Excel.”

Kieran Holmes-Darby, Co-founder & Chief Gaming Officer, Excel Esports, said:

We couldn’t be more proud to be playing a part in BT’s first steps into the world of esports. It’s great to work with a partner that understands the importance of developing the grassroots ecosystem in professional gaming. Excel is known for nurturing UK talent, which is why we invested in training facilities at Twickenham Stadium and is also why BT is fantastic partner because they can help provide us with the infrastructure we need to improve our players’ performance. This is an incredible start to what will be a defining year for us and our teams, and we can’t wait to work together to continue establishing Excel as a global esports leader over the coming years.”

This deal follows announcements last year that BT will be the exclusive long-term lead partner for all of the Home Nations football teams across the UK, and at all levels. Excel’s 2020 jersey will feature in an upcoming BT campaign and be made available for the public to purchase from the Excel Esports merchandise shop at from today.




Top Mobile eSports Titles

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Top mobile esports titles to watch out for in 2020

The last year has undoubtedly been a big one for mobile esports. With filled stadium events, viewership crossing the million mark in tournaments like the Free Fire World Series, and rising prize pools, mobile games have solidified themselves in the esports ecosystem. Mobile esports still have a long way to go, however. For many games like PUBG Mobile and Free Fire, 2019 was just the beginning. These games stepped into the year with the challenge of encouraging their already huge player base to be passionate about esports. The developers of both games managed to do just that while also attracting new players. 

With 2020 kicking off, several mobile games have big plans for the year when it comes to esports. Here are the top seven mobile esports that fans should watch out for over the next 12 months.

PUBG Mobile

Unlike some of the other games on this list, PlayerUnknown’s Battlegrounds Mobile has unveiled most of its esports plans for 2020. The PUBG Mobile Club Open (PMCO) 2019 was a huge success in terms of engagement and viewership. The Spring Split Global final was the most-watched event of the year for the game, peaking at 596,824 viewers and had a concurrent viewership of 221,491. Of course, carrying this momentum forward in 2020 was a no-brainer for Tencent. The PMCO will continue in 2020 along with the PUBG Mobile World League. The total prize pool for the year is estimated to be over $5 million. This makes the game the biggest mobile esport in terms of prize money (excluding in China). PUBG Mobile esports in 2020 will have ample opportunities for all with campus championships for amateur players, along with the PMCO and World League for semi-pro and professional players. The PUBG Mobile Pro League will also be launching next year in the Americas, South Asia, and Southeast Asia, ensuring year-long events for fans to look forward to. 

Brawl Stars

Brawl Stars is among the new games to step into esports. The MOBA has been developed by Supercell, which boasts other mobile esports titles like Clash Royale and Clash of Clans. While the game received a large number of community tournaments since its global release last year, the first Supercell supported event—the Brawl Stars World Finals 2019—was held in November. The event attracted 93,989 viewers at its peak and had an average viewership of 28,694 people, according to Esports Charts.

For 2020, Supercell announced the Brawl Stars Championship. It’ll feature monthly online and offline events that will grant qualification points toward the World Finals, which will be held in the fall of 2020. The overall prize pool for the championship is $1 million. Fans can contribute an additional $500,000 to the growing prize pool by purchasing special in-game items, which will be revealed before the 2020 World Finals.

Free Fire

The biggest mobile esport of 2019 in terms of viewership (excluding China) was Free Fire. Garena unveiled the first international esports event for the game in early 2019 with the Free Fire World Cup. The tournament was held in April 2019 in Bangkok, Thailand and shattered viewership records. It averaged over 600,000 viewers and peaked at over one million people watching. Building up from the success of the World Cup, the Free Fire World Series 2019 featured regional qualification leagues around the world. Held in Brazil last November, the tournament broke the viewership records set by the World Cup. It peaked at over two million viewers and had an average viewership of 1.2 million people. While Garena still hasn’t announced esports plans for 2020, the Free Fire community’s passion toward esports has been made clear.

Call of Duty: Mobile

Call of Duty: Mobile may have only been released a few months ago, but it’s already become one of the biggest mobile games on the market. The game has 170 million downloads since its release. It may be too soon to talk much about an esports scene for the game, but the number of ongoing community tournaments makes it clear that esports is something that fans want to see from the game. Garena, which released the game in Southeast Asia, has already realized this and has been hosting tournaments. The Clan Invasion Tournament was held in Singapore and Malaysia, featuring live finals in the respective countries as well. Call of Duty: Mobile Mission One was also recently held for Thailand by Garena and featured a $6,600 prize pool. 

The Call of Duty: Mobile Creator Challenge by WSOE has been the biggest tournament for the shooter in the Americas. The tournament featured notable influencers, streamers, and players from the region. It had a $30,000 prize pool and peaked at over 12,000 viewers. Activision hasn’t announced any tournaments for the rest of the regions yet. Considering the hype and competitive nature of the first-person shooter, though, it should only be a matter of time before it does. 

Clash Royale 

Clash Royale is looking to have another fabulous year in 2020 with the Clash Royale League. While fans are still awaiting the exact format for 2020, we can expect it to be similar to the system in 2019. The Clash Royale League runs in Asia, China, and the West with notable organizations like Fnatic and Team Liquid competing. The Clash Royale World Finals 2019 was held in December with a $400,000 prize pool. The 2019 World Finals saw a decline of over 63 percent in peak viewers compared to the 2018 Finals. The concurrent viewership dropped by 64 percent as well. While these may be troubling numbers, a huge part of the drop in viewers could be because Supercell didn’t give out any free goodies for watching the livestream of the CRL World Finals 2019. In 2018, players earned gold, chests, and even gems just from watching the livestream, which significantly increased viewer numbers.

The game has a dedicated player base and a properly structured esports format along with the backing of numerous tier-one organizations. ELEAGUE recently televised highlights from the CRL World Finals 2019 on TBS, a first for mobile esports. It also promised to continue creating more content around the game. With announcements like these, 2020 is looking bright for Clash Royale. 

Mobile Legends: Bang Bang

Mobile Legends: Bang Bang (MLBB) is another mobile esport to watch out for. The game has been running esports competitions for over two years now in Southeast Asia, where it’s extremely popular. In 2019, however, the developer Moonton expressed desires to expand the game to newer territories. The M1 World Championship, the first of its kind for the MOBA game, featured a $250,000 prize pool. In addition to reserved slots for Southeast Asian countries, qualifiers were also held in the U.S., Brazil, Russia, and Turkey. The M2 World Championship will be held in Jakarta, Indonesia.

This move comes after MLBB’s main competitor, Arena of Valor, dropped countries like the U.S. from the Arena of Valor International Championship 2019—its premium international esports event. Expanding to new regions is a steep task for the developers with Riot Games scheduled to release League of Legends: Wild Rift for mobile in 2020, along with competition from other games such as NetEase’s Marvel Super War in which players can battle as characters from across the Marvel universe. Moonton is ready to take on this challenge, though, since it recently released MLBB 2.0. The launch of MLBB 2.0 includes a faster loading time, a more refined UI, and a completely new map, which makes the game one of the best mobile MOBAs on the market. 

League of Legends: Wild Rift

The last game on this list is League of Legends: Wild Rift. The game hasn’t been released, but Riot has promised to roll it out in 2020. Several leaks have shown gameplay footage of the game already and it’s similar to the PC version. While it may be too early to speculate about an esports scene for the game, it’s unlikely that Riot won’t try to push it in that direction.

In a recent interview, Hideo Hikida, a producer at Riot Games, told Mais Esports that Riot would “love to see the community embrace the game and move it forward in whatever way they can.” He further added that if this means that the community wants to see esports tournaments, Riot would love to give exactly that to the players. For now, fans have to wait until the game receives a release date before tournaments start happening.



Esports Fueling Data Economy

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How Esports Are Fueling The Data Economy

The Barclays Center in Brooklyn hosts professional basketball and hockey games, WWE Friday Night Smackdowns and concerts by headliners like Cardi B. But when 65,000 fans piled into the arena a few months ago to see the world’s greatest esports stars face off, they found Barclays transformed into a palace of cutting-edge technology. Electronic sports, or esports, have become much bigger than the professionals who play video games for a living. Esports are a global phenomenon. Worldwide, some 380 million people attended eSports events in the past year, rooting for champions in games like Fortnight, Dota 2 and League of Legions.

Television networks broadcast the competitions. In the United States, CBS and NBC are even developing sitcoms based on the sport. The combined online audience for esports, according to Goldman Sachs, is larger than HBO, Netflix and ESPN combined. All of which is why the $10 billion industry is estimated to reach $24 billion by 2024. Beyond their entertainment value, these competitions are exemplars of the 21st-century data economy. While many other sports are seeded with sensors and informed by analytics, esports exist entirely in the digital realm. Esports events require massive real-time networking, cloud computing and state-of-the-art data security.

And the technology is not just for the players. The thousands of fans at an event are also active participants, consuming and creating their own streams of content, non-stop, as they track the players, post social-media comments and monitor competitions in other venues around the world.

A Boon for Local Economies

All this means that the cities investing in esports competitions are also building cutting-edge networks. Considerable engineering expertise goes into orchestrating these tech extravaganzas and all the jobs that feed into them. The work extends from the labs developing Virtual Reality and next-generation networking gear to the crews wiring the arenas. What’s more, as a competitive-sports showcase for leading-edge technology—in the same way that Formula 1 car racing is a living laboratory for advanced automotive engineering—esports can inspire young people to pursue technical education and careers.

Around the U.S., Boise State, Shenandoah University and Harrisburg University of Science and Technology are among those building college curricula around esports. Ohio State now offers esports as an undergraduate major. City and regional governments, including Atlanta, Kansas City and Arlington, Texas, are also investing in esports, including the construction of high-tech arenas. Consider the explosion of esports in Georgia. When he opened DreamHack 2019 in November—an eSports mega-event attended by 35,000—Georgia Gov. Brian P. Kemp called Atlanta the “esports capital of the nation.”

He hailed the Atlanta Reign, the local professional team in the Overwatch League, for investing $100 million in Georgia. Governor Kemp said esports now employs 12,000 Georgians, with an economic impact of $500 million. Georgia also sanctions eSport high school competitions. And so far, technical colleges in the state have graduated more than 5,000 students with cyber or gaming majors. As Georgia’s experience demonstrates—Kansas City has a similar story to tell—esports are spurring technology education and development far from the traditional tech hubs of San Francisco, Boston, and New York. Esports can benefit economies in heartland states that have lost jobs in farming, mining and manufacturing.

Driving Diversity and Careers in Tech

Esports, moreover, can provide a pathway for more women into the technology industry, helping close tech’s gender gap. According to a recent study, women globally now represent more than half the gamers playing Fortnite on mobile devices. Esports promises to continue demanding the best of each generation of technology. Engineers must be able to configure powerful, nimble and complex networks, with real-time connections to dozens, or even hundreds of players, some of them on remote feeds. Even a fraction of a second of latency—a data time lag—could ruin the experience for millions.

These massive streams of data flow in and out of cloud computers, many of them on diverse cloud platforms—so-called hybrid clouds. Mastering this technology opens vast opportunities for software developers and electrical engineers, even beyond esports. The coming wave of autonomous vehicles, for instance, will require managing thick streams of real-time data issuing from computing clouds. Network engineers who can pull off glitch-free Dota 2 events with minimal latency could be attractive job candidates for companies like Ford, Tesla and BMW.

Esports also provide a vibrant test lab for cognitive computing, including AI. In contrast to  traditional sports, fans arrive at eSports events with massive data requirements of their own. Many of them want to play games while they’re watching, or tune into feeds from different continents. This ravenous data market is shaping up to be a laboratory for next-generation edge computing technology, including 5G. 

Increasingly sophisticated esports networks will monitor this activity in real time, interpreting the fans’ needs and preferences, even their moods, and perhaps tracing their social networks. For this, AI is crucial. Ever smarter systems will enable the networks to deliver customized clips, streams, and promotions, enhancing the experience and developing new sources of revenue. And with machine learning, the customization will grow ever more sophisticated. Expertise in this field should equip scientists and engineers for countless jobs in retail, advertising, events management, even politics. The list goes on. 

A Pathway to the Future

And of course, for the very best esports players, the game itself can lead to a career. More than 80 U.S. colleges and universities field varsity teams. Some, like Park University located in Parkville, MO., offer athletic scholarships to esports stars. Critics contend that the incoming e-athletes develop muscles only in their thumbs. But those critics miss the point. The most important development is in the brain. On average, esports players score higher than other athletes on the math section of college admissions tests, and they tend to pursue degrees in science, technology, engineering and math, the so-called STEM tracks.

So, if anyone still needs esports enlightenment, you can clue them in. Video games are not an escapist distraction. They’re the world’s most participatory spectator sport. Esports are helping communities adopt the most advanced technologies, and they’re providing a pathway to STEM education and the best jobs of tomorrow.




Why Esports Are Emerging As Fashion

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Why esports are emerging as fashion’s go-to cultural reference

In 2019, Tyler Blevins, better known as the gaming superstar Ninja, became the first professional video game player to design his own signature shoe with Adidas.

It was one of the biggest moments to date in the ongoing cross-pollination between the worlds of gaming and fashion, a merging that has grown in urgency and scale over the last year as fashion companies begin to grasp the enormous amount of money and intense user devotion in the esports world. In 2018, the entire esports market size was valued at close to $1 billion, and that valuation is only expected to grow, according to Statista. While a year or two ago there were relatively few partnerships between mainstream fashion brands and esports, the last year alone has seen dozens of major new initiatives, signaling esports’ arrival as a cultural force.

There are a few tactics that big brands have taken to get in on the esports craze: sponsorships of teams, sponsorships of events and making general purpose gaming-related products. On the team sponsorship side, much of fashion’s approach has been similar to the way brands work with NBA players and teams, either by designing signature shoes for a single player or becoming an official supplier of merch. Aside from Adidas, which has created team jerseys and uniforms for esports teams like the Team Vitality from France, as well as its signature shoe with Ninja, Nike has also made moves into esports. Last year, Nike began sponsoring 16 professional teams in China that are part of the League of Legends Pro League (LOLPL), making uniforms and providing custom sneakers for the teams.

Champion and Foot Locker have been working together to bring apparel branded with popular esports teams to retail since May of last year. We spent some time over the last year engaging in this area at different levels — amateur and pro levels, the college level — trying to understand and learn about the consumer in this space,” said Tyler Lewison, general manager of Champion’s teamwear division.”The more time we spent looking, the more we became impressed with the athletes and the fans. These guys really deserve to be showcased at retail right alongside any traditional sports team.

Surprisingly, Louis Vuittion has also gotten in on the hype. The French fashion house has taken a different approach; rather than sponsoring individual teams or players, the company struck a deal in September with Riot Games, the creator of League of Legends, to develop a collection of apparel, a collection of virtual apparel to be worn in-game and a Louis-Vuitton-branded carrying case that houses the trophy for the League of Legends world champion. Louis Vuitton also makes the carrying case for the FIFA World Cup. Last month, Puma unveiled a sock designed specifically for gamers costing $100 and purporting to help gamers “adapt to different active gaming modes,” according to a statement from Puma. In July, K-Swiss debuted a shoe targeted at gamers, made to let wearers kick them off without using their hands.



Implicity eSports Gaming Company Announces

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Simplicity Esports and Gaming Company Announces Engagement of OutField Consulting for Corporate Sponsorship and Advertising Sales

Boca Raton, Florida, Jan. 06, 2020 (GLOBE NEWSWIRE) — Simplicity Esports and Gaming Company, (OTCQB:WINR) (“Simplicity Esports” or the “Company”), an established brand within the esports industry and an operator of esports gaming centers, today announced that it has selected OutField Consulting, a Brazilian-based sports marketing firm, to serve as a consultant for sponsorships and business development in the U.S. market, as well as in Brazil. OutField Consulting has a solid track record in the esports market in Latin America, having worked with top teams, brands and specialized agencies.

“Our retention of OutField Consulting is indicative of our commitment to engage with corporate sponsors in 2020. We are excited to have the opportunity to work with an industry leader, and join their roster of clients that includes StubHub, Flamengo Soccer Club, and Inter Milan Soccer Club. We believe engaging OutField Consulting puts us in a position to dramatically increase our brand awareness with fans, as well as endemic and non-endemic corporations,” Jed Kaplan, CEO of Simplicity Esports, commented.

“We are very excited to work with Simplicity Esports, as we firmly believe in their “brick-and-click” business model and in their vision for the esports industry. We look forward to leveraging Simplicity Esports’ unique positioning in the industry to merge online and offline strategies.” Pedro Oliveira, Founding Partner of OutField Consulting.

About Simplicity Esports and Gaming Company:

Simplicity Esports and Gaming Company (WINR) is an established brand within the esports industry, competing and streaming in popular games across different genres, including PUBG®, Fortnite®, League of Legends®, Overwatch®, Gears of War®, Smite®, and various other titles. Additionally, Simplicity Esports operates Esports Gaming Centers that provide the public an opportunity to experience and enjoy gaming and esports in a social setting, regardless of skill or experience.

PUBG®, Fortnite®, League of Legends®, Overwatch®, Gears of War®, and Smite® are registered trademarks of their respective owners.

Forward-Looking Statements

This press release contains statements that constitute “forward-looking statements.” Forward-looking statements are subject to numerous conditions, many of which are beyond Simplicity Esports’ control, including those set forth in the Risk Factors section of Simplicity Esports’ Annual Report on Form 10-K filed with the Securities and Exchange Commission (the “SEC”) on August 29, 2019, as amended or updated from time to time. Copies are available on the SEC’s website at Simplicity Esports undertakes no obligation to update these statements for revisions or changes after the date of this release, except as required by law.

About OutField Consulting

OutField is a consulting firm focused on the traditional sports, esports and entertainment industries, while working to build innovative strategies in the U.S. and in Latin America. Working with companies such as Unilever, Microsoft,, StubHub and New Balance, and sports organizations such as Flamengo, Club America and Inter Milan, OutField aims to translate brands’ strategies and goals in the sports/esports industry, while also supporting sports organizations in their strategies, management, fundraising and revenue generation.




Blizzard partners with ESL

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Blizzard partners with ESL, Dreamhack for esports events

Blizzard Entertainment announced on Tuesday that they will be partnering with ESL and Dreamhack for the next three years for their Hearthstone, Starcraft II, and Warcraft III: Reforged professional esports events. New formats will be announced as ESL will create Pro Tour events for both Starcraft II and Warcraft III: Reforged.

This deal is a great step forward for StarCraft II esports and creates an exciting new esports scene around Warcraft III: Reforged, said Pete Vlastelica, president and CEO of Activision Blizzard Esports. We’re deeply committed to bringing the best in competitive entertainment to fans and players around the world, and we’re thrilled to expand our collaboration with ESL and DreamHack in support of that effort.

The new ESL Starcraft II Pro Tour will include tournaments on at least four different continents, with the global finals moving from Blizzcon to the Intel Extreme Masters Championship in Katowice, Poland. ESL will also build a new competitive format for Warcraft III: Reforged.

The first season of ESL’s Starcraft II Pro Tour will be composed of seven total tournaments including Katowice 2020 and Katowice 2021. Two IEM competitions and four Dreamhack events will lead up to a Master Championship at IEM Katowice 2021.

We feel extremely honored to establish a new home for RTS esports fans and be responsible for two of the most prestigious esports titles of all time,” said Sebastian Weishaar, CPO at ESL. “ESL and DreamHack are deeply rooted within Blizzard esports games and have built ecosystems around them for years now. Tying both StarCraft II and Warcraft III into the ESL Pro Tour narrative is our contribution to these passionate communities and will provide both titles with a promising platform to continue writing esports history.

The Hearthstone Masters Tour will be doubling its number of events from three to six, with competitions in Arlington, Texas, Bali, Indonesia, Jönköping, Sweden, Montreal, Canada, and two other locations, one in Asia-Pacific and the other in Spain. The latter two event locations will be announced at a later date.

All six of the Masters Tour events will have a prize pool of at least $250,000 and additional crowdfunding options. Grandmasters Tour will also return for two more seasons in 2020 with a slight format change that will see all 16 players across three main regions (Asia-Pacific, Americas, and Europe) competing against each other for the first four weeks and earning placement points. These points will go toward division placements in the latter three weeks, when the two divisions will play internally in a round-robin. Playoffs will take place the final week.



Esports is coming to an IMAX

Esports is coming to an IMAX 300 225 esctoday


Esports is coming to an IMAX theater near you

IMAX signed a deal with esports infrastructure startup Vindex to bring esports event live streams to the extra big screen, per Variety.

The startup will be tasked with creating unique experiences for fans across the globe to witness live streams of competitive video gaming. The deal will benefit the esports world as much as IMAX, which will likely be able to draw some extra viewers to theaters through the partnership as movie theater ticket sales decline in the US. 

As esports grow in popularity, the very digital medium is seeing success crossing over into physical spaces to further engage fans. While the companies have yet to announce which esports are set to live stream in IMAX, almost every major Esport has some form of live competitions that fans can either attend in person — usually at stadiums — or live stream from home. Both options tend to attract a high number of viewers: For example, tickets for the League of Legends World Championships, held across Berlin, Madrid, and Paris for its final, sold out in 8 seconds, and online viewership peaked at 44 million concurrent viewers across many digital platforms.

For comparison, the Wimbledon final — the world’s biggest tennis competition — hit a peak TV audience of 9.6 million. And ESL’s ISM Katowice esports competition brought in 174,000 attendees over the course of two-weekend finals in 2019. Further, Philadelphia, among other cities, is currently in the process of building out an entire stadium for the purpose of hosting esports events. These numbers, combined with esports’ explosion into pop culture in recent years, making it pretty clear there’s a huge audience for live esports experiences. While the IMAX events aren’t exactly the same as attending a competition in person, they will expand access to live, physical experiences around esports for those who can’t attend marquee events in person but crave a more communal viewing experience. 

In-person esports experiences could offer brands a unique opportunity to reach the enthusiastic, young, and global esports audience. For instance, the IMAX partner theaters would be wise to make space for brand booths, or other mini experiences, as is the case at live esports events now. These aspects pull fans into the experience and also present a lot of opportunity for revenue generation beyond advertising. And some of the standard forms of theater advertising could become available too, like pre-event trailers or commercials, or brand advertisements on tickets. However, it’s important to note that game developers and leagues are quite committed to striking a balance between brand presence and maintaining the fantasy of their game’s world.

That means that, while there are plenty of brands that sponsor esports teams or are otherwise represented at competitions, space is limited — and at least for now there’s likely more enthusiasm among brands hoping to reach the esports audience than there is an appetite among gaming organizations to sell ad space. So, while the IMAX-Vindex partnership will almost certainly create more opportunities for brands to reach esports fans, marketers will need to think hard about their approach to securing ad space. Typically, this means tailoring campaigns to a game or team, as esports fans and organizations place a high value on authenticity.