Racing video game Gear.Club and World’s Fastest Gamer, the world’s most intense and demanding competition for virtual racers, have joined forces to drive massive interest in both brands. The players of Gear.Club, a racing video game developed by Eden Games, have got the chance to qualify for World’s Fastest Gamer by taking part in a qualifying tournament on the mobile platform. The winner will join nine other gamers to compete for the chance to take part in a real-world race programme competing at circuits such as Daytona, Spa and Silverstone.
“Eden was the first traditional racing studio to switch to mobile, and the results have proven to be a big winner for Millennial Esports. The market reaction has been huge, particularly in North America and Europe. Millennial Esports will continue to leverage World’s Fastest Gamer and other assets to drive downloads at low cost while using a portion of recently raised funds to enable Eden to develop its own new IP that will provide significant sources of revenue in 2020 and beyond. I believe we are still only scratching the surface for mobile racing games,” Darren Cox, Millennial Esports President and CEO said.
Millennial Esports and Eden Games will reveal further updates later this month at GamesCon 2019 in Cologne. New Eden Games-developed titles over the next two years will include esports-specific modules, more social interaction, and – where regulation allows – wagering. Eden Games will also continue to develop its cutting-edge AI product, increasingly weaving it into future game releases.
Competitive gaming is one of the fastest growing sports and entertainment trends of the 21st century. Although the esports industry is expected to hit $1 billion in revenues in 2019, the dynamic nature of competitive gaming has made it difficult for potential investors to know who to invest in.
However, the New York-based financial firm Roundhill Investments has launched a new exchange-traded fund (ETF) called NERD. As a result, anybody who uses the NERD ETF will be promised one of the best ways to invest in the buoyant esports industry.
The NERD ETF is one of the few exchanged-traded funds that is specially focused on esports alone. The ETF works by identifying those companies who are directly exposed to competitive gaming, and it bases its portfolio on stocks in these firms.
Investors in NERD ETF will also find that the companies featured will include those who are exposed to many of the industries related to esports. From professional streamers on Twitch, to gaming influencers on YouTube, the NERD ETF promises to make it simple to capitalise on the most lucrative players in the competitive gaming scene.
LONDON: It isn’t often that a new sport becomes part of the cultural mainstream. For example, at next year’s Tokyo Olympics skateboarding will be included in the competition for the first time, marking a culmination of over 70 years as a hobby that turned into a competitive sport.
Much like skateboarding, another sport has bubbled up from its subculture beginnings into the monoculture: Electronic sports — or simply eSports. What started as an amateur pursuit is now too popular to ignore, but is still a mystery to the casual observer. Dismissing eSports as a fad today is akin to somene in 2000 proudly proclaiming that they don’t think the internet will amount to much. It is estimated that by the end of 2019, the total audience of eSports will have grown to an around 454 million viewers and associated revenues — mainly from advertising — will increase to over $1 billion.
The sport is distinct from casual gaming on a console in your living room. ESports consists of competitive multiplayer videogame competitions between professional players, either as individuals or as teams. Although organized online and offline competitions have long been a part of gaming culture, they were a largely amateur pursuit until the early 2000s. The meteoric rise of eSports over the past decade has been led primarily by South Korea, China, Europe and North America. Other regions are catching up quickly, and the Arab world is no exception. Gamers have known this for a while but now investors, governments and the general public are getting on board.
Investors are putting more cash behind esports tournament operator Matcherinoas questions swirl about how large the professional gaming industry will become.
Seattle-based Matcherino today announced an additional $1.5 million in funding as part of a “Series A-1” round. Galaxy Digital, a new firm that describes itself as a “bridge between the crypto and institutional worlds,” invested in the company for the first time, along with Wells Fargo Strategic Capital. Existing backers including Seven Peaks Ventures, Madrona Venture Group, aXiomatic, and Vulcan Capital also participated in the round.
Matcherino has raised nearly $8 million since launching in 2015; its previous cash infusion was a $2.7 million round this past December. The company’s software enables esports tournament organizers to run competitions between top gamers. The platform also manages player payouts; facilitates e-commerce and virtual item sales; and more.
Clutch Gamers, a Southeast Asian Dota 2 organization, has been called out by one of its former players for failing to pay him for over a year.
Vladimir “yol” Basov is a Russian Dota 2 player, who played for Clutch Gamers from Feb. 1 to Sept. 6, 2018. And today, yol aired his complaints about the organization on Reddit, saying that Clutch Gamers owes him around $5,000, including winnings from tournaments and his last month of salary.
As eSports continues to grow in popularity, the participants are also gaining in popularity. Some of the top players are being asked to endorse all kinds of products. These endorsements are worth a lucrative amount of money. Anyone can become an eSport player as long as they can meet the requirements. One of these requirements is excellent gaming skills. Once you become an eSport player, you will be sought out by companies that want you to endorse their brands.
Depending on the brand, a single endorsement could be worth thousands of dollars. And, if you become a really popular player, you could rake in several endorsements.
Newzoo conducted research that revealed the revenue from eSports will surpass $1 billion by 2019. Everyone, including the players, video game developers, and brands, can profit from eSports. One of the most popular video games, Madden 19, has been featured as an eSport tournament. EA Madden Franchise has reported profits that total over $4 billion.
Esports tournaments can offer prizes up to a $1 million. The winning team will take home the prize money, which is split between all of the players. Some players are reporting hundreds of thousands in profits. If you are lucky enough to become a top player, you could earn up to seven figures a year.
Become An Event Organizer
If you have the time and money to spare, you should consider becoming an eSport event organizer. Organizing one of these events could earn you thousands, if not millions in profit from ticket sales. Ticket sales from the 2017 League of Legends tournament brought in $5.5 million. While the proceeds from the ticket sales are split between the players of the winning team, the event organizer will also receive a portion of that money.
Fortnite Season 10, officially called Season X, has been officially released just days after its formal teaser was showcased at the Fortnite World Cup finals in New York City. The new update brings back the Dusty Depot that was a part of the Fortnite world until the Season 4 release back in May last year. Developer Epic Games has also included the new mech suit, called B.R.U.T.E. Additionally, the new Fortnite Season release comes along with the Season 10 Battle Pass that gives gamers a chance to unlock over 100 exclusive rewards. There are also tons of updates to the Arena Game Mode and an overall improved level streaming performance for all platforms.
“I’ve been really paying attention in the back row for four to five years,” he told The Esports Observer. “I literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.”
As the chairman of media holding company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one of the most visible investors to enter esports to date. The 43-year-old transformed his family’s wine shop into an online success story beginning in the late ’90s, and has gradually parlayed that momentum into a large social media presence (with several million followers across platforms), five New York Times bestselling books, angel investments in tech giants such as Twitter, Facebook, and Uber, and many other opportunities.
John Yao, CEO of Team Secret, a global esports brand that represented two players in the Fortnite World Cup, and John Costas, former chairman and CEO of UBS Investment Bank and now vice chairman of Team Secret, join “Squawk Box” to discuss the rise of esports.
Nearly all established sports are going through some degree of hand-wringing over attracting younger fans as their older core ages out. The death of monoculture and explosion of entertainment options, many accessible without leaving one’s bedroom, have seen attendance drops across the board. MLB and NFL teams have fallen over themselves installing on-site daily fantasy lounges to lure second-screeners. Even the hidebound International Olympic Committee has made transparent plays for youth, most recently with the addition of skateboarding, surfing and three-on-three basketball to next year’s Summer Olympics in Tokyo.
The demographic they’re so thirsty for could be found in droves over the weekend at New York’s Billie Jean King National Tennis Center, where three days of sold-out crowds turned out for the biggest video game competition of all time – the Fortnite World Cup – where a 16-year-old from Pennsylvania named Kyle Giersdorf (aka Bugha) brought home the winner’s share of $3m with a dominant performance in Sunday’s solos competition. It was the climax of a three-day marathon that saw a staggering $30m in prize money doled out.
A walk around the sprawling grounds where the US Open will take place next month raised a pressing question: not whether esports is the future of sports entertainment, but whether there’s any possible scenario where it’s not.