TikTok Counters Critics, Regulators With More Transparency

TikTok chief executive Kevin Mayer published an open letter aimed at regulators intent on curbing its reach. After listing some of the app’s accomplishments in its thus-far short term in social media, he focused on charges critics are levying. He admitted that, “with our success comes responsibility and accountability,” but insisted that the company is made up of “responsible and committed members of the American community that follows U.S. laws.” The company has launched an effort to win over critics with increased transparency. Continue reading TikTok Counters Critics, Regulators With More Transparency

Even eSports Leagues Adapt to Online During the Pandemic

Video-game competitions are filling the void for many viewers who would ordinarily watch major professional sports. But even as traditional sports have had to go on hiatus, eSports leagues have also had to adapt and emphasize their “digital-first” nature. Every major eSports league, including the League of Legends Championship Series (LCS), Call of Duty League (CDL), Overwatch League and ESL Pro League among others, have moved their competitions entirely online. Meanwhile, FOX Sports recently teamed with NASCAR for virtual racing and aired the celebrity Madden NFL Invitational tournament on Sunday. Continue reading Even eSports Leagues Adapt to Online During the Pandemic

SuperData: Game Industry Generated $120.1 Billion in 2019

Market research company SuperData reported that, in 2019, the game industry grew 3 percent to $120.1 billion, of which Epic’s “Fortnite” accounted for $1.8 billion, making it the biggest game for the year. The 2019 revenue for “Fortnite” was a 25 percent drop from the previous year’s record-breaking $2.4 billion. Noting that game industry growth is cooling off, SuperData estimated that it will rise 4 percent to $124.8 billion in 2020. The data includes augmented reality, console games, eSports, mobile, PC and virtual reality platforms. Continue reading SuperData: Game Industry Generated $120.1 Billion in 2019

Riot Games to Produce Show Based on ‘League of Legends’

Riot Games co-founder Marc Merrill built “League of Legends,” a monster video game that draws up to 8 million concurrent players daily and has reaped billions of dollars. But, tired of being disrespected by the broader culture as a game maker, Merrill has come up with a way he hopes will minimize the negative judgment: expand beyond the video gaming world to produce a TV show, “Arcane.” The two “Angry Birds” films earned a combined $500 million at the box office and “Assassin’s Creed” made $240.6 million. Continue reading Riot Games to Produce Show Based on ‘League of Legends’

Twitch, YouTube Gaming Continue Growth in Viewing Hours

According to a new “State of the Stream” report from live-streaming platform StreamElements, gaming fans watched nearly 9.4 billion hours of content on Twitch last year, a 25 percent growth rate over 2017. While YouTube Gaming’s live content viewing totaled 2.3 billion hours (or about a quarter of Twitch’s hours), YouTube’s year-to-year growth rate was an impressive 104 percent. Microsoft’s live-streaming Mixer, which launched in 2016, had almost 168 million hours watched last year, which was an increase of 179 percent over 2017. Continue reading Twitch, YouTube Gaming Continue Growth in Viewing Hours

Major eSports Tournaments Rack Up 190+ Million Live Views

According to market research Newzoo, the West’s four largest eSports tournaments on Twitch and YouTube garnered 190.1 million hours of live viewership, up 6.9 percent from a year earlier. That reflected professional eSports’ ELEAGUE Major: Boston for “Counter-Strike: Global Offensive,” The International (“Dota 2”) and the Overwatch League Finals. But not all tournaments fared equally, with the largest event, the League of Legends World Championship dipping from 86 million hours in 2017 to 81.1 million hours this year. Continue reading Major eSports Tournaments Rack Up 190+ Million Live Views

‘League of Legends’ Tournament Highlights eSports Growth

In South Korea, where eSports was born, a world championship match-up between the Chinese team Invictus Gaming and European team Fnatic was watched by tens of millions of fans around the world. The two battled out the championship finals of “League of Legends” in a 50,000-seat stadium in Incheon, where the Chinese team won the championship for the first time. Riot Games’ “League of Legends” (dubbed LoL by fans), released ten years ago, is still highly esteemed in the $13 billion global gaming industry. Continue reading ‘League of Legends’ Tournament Highlights eSports Growth

Blizzard Entertainment Reveals eSports Expansion Franchises

Blizzard Entertainment, which pioneered competitive eSports 20 years ago in South Korea, is busily turning eSports from a game into a genuine sport. This year, the company, which employs former NBA, NFL, ESPN and Fox Sports executives, launched the Overwatch League’s inaugural season with 12 teams. More than 20,000 spectators attended finals, held at Barclays Center in Brooklyn, with the matches broadcast on ESPN. Blizzard also plans expansion franchises in cities in the U.S., Canada and China. Continue reading Blizzard Entertainment Reveals eSports Expansion Franchises

Tencent Plans to Dominate eSports by Owning the Ecosystem

Chinese tech giant Tencent Holdings is focused on eSports, hosting arena competitions that could boost revenue from its games such as “League of Legends,” importing game titles from abroad, and purchasing the services that stream the games. The company, well known for its WeChat messaging app, is already the world’s largest videogame company by revenue. According to analysts, Tencent dominates China’s $38 billion game market, and recorded an estimated $18 billion in global sales in 2017, about half its total revenue. Continue reading Tencent Plans to Dominate eSports by Owning the Ecosystem

ESports Popularity Leads to Skyrocketing Revenue, Fanbase

ESports is booming, having earned $756 million in 2017 and anticipated to reach $1 billion in 2018. Traditional sports leagues are launching eSports leagues and buying eSports franchises, and more than 60 colleges and universities offer eSports programs recognized by the National Association of Collegiate eSports (NACE), while many more have unofficial programs. Colleges are doing everything from supporting student eSport athletes with scholarships and building eSports arenas. UC Irvine actively recruits talented players. Continue reading ESports Popularity Leads to Skyrocketing Revenue, Fanbase

Overwatch League, ESL, Facebook Take eSports Mainstream

When the Overwatch League debuted its first season this month, eSports fans came in droves, bought lots of merchandise and otherwise behaved like those who attend professional football, basketball and baseball games. Numerous traditional sports team owners have already invested in eSports, so when the Overwatch League was being formed, many investors were eager to pay $20 million for a franchise. Even Facebook has joined in, saying it will be the exclusive destination for multiple leagues from eSports federation ESL. Continue reading Overwatch League, ESL, Facebook Take eSports Mainstream

Two Groups Vie to Form NCAA-Like Organization for eSports

ESports is booming on college campuses; 40 colleges created “varsity” eSports programs, with full-time coaches and staff members, official arenas, player recruitment and eSports scholarships. The NCAA, the main organizing body for collegiate sports, is still mulling over whether eSports is a fit for its qualifications as a sport, even as the Big Ten, the Pacific-12 and colleges begin to look more favorably on accepting it as an athletic endeavor. Meanwhile, grassroots groups are working to create an NCAA-like organization. Continue reading Two Groups Vie to Form NCAA-Like Organization for eSports

Sony PlayStation Vue and ESL Ink Deal for E-Sports Channel

Sony’s PlayStation Vue TV service is adding a channel devoted to e-sports, becoming the first such 24-hour linear TV network in the U.S. The channel, esportsTV, comes from competitive-gaming event producer ESL. PlayStation Vue’s Elite ($55 per month) and Ultra ($75 per month) levels will have access to esportsTV. It’s got plenty of competition, with free gaming on Twitch, YouTube and other platforms. Last month, ESL also signed a non-exclusive deal with Twitter to livestream about 1,500 hours of e-sports programming in 2017. Continue reading Sony PlayStation Vue and ESL Ink Deal for E-Sports Channel

Casinos Face Decline in Gambling Revenue, Turn to E-Sports

MGM Resorts International is getting into the e-sports business, converting a shuttered nightclub into a permanent venue for e-sports competitions beginning next year. It’s not alone, as several U.S. casinos are turning to e-sports as a way to attract younger tourists and pump up growth. Downtown Grand in Las Vegas and Caesars in Atlantic City are two others that are opening up e-sports attractions. Other casinos on the Las Vegas strip are looking to restaurants and entertainment to jumpstart revenue growth. Continue reading Casinos Face Decline in Gambling Revenue, Turn to E-Sports

Twitter Live-Streaming eSports Competitions, Related Content

Twitter has added eSports to its growing list of live-streaming pursuits. The social-networking company plans to broadcast more than 1,500 hours of gaming competitions this year. Twitter is working with eSports organizer ESL (originally Electronic Sports League) and game festival organizer DreamHack, both owned by Sweden-based Modern Times Group. The live streams include coverage of globally popular games such as “StarCraft” and “League of Legends,” in addition to sponsored highlight packages and traditional advertising. Twitter is also broadcasting an exclusive weekly highlight program. Continue reading Twitter Live-Streaming eSports Competitions, Related Content

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