Connect with us
European Gaming Congress 2024

iGaming Industry

As eSports Continues to Grow Apace, its Athletes and Startups are Winning Big

Published

on

As eSports Continues to Grow Apace, its Athletes and Startups are Winning Big

The headquarters of G2 Esports’ Berlin team, on first glance, looks every bit what you’d expect from the home of seven young gamers. Beds are unmade, towels hang on bedroom doors and kitschy posters cover several of its bare, magnolia walls.

But while average student digs might have the odd Playstation, here gaming is life. Each inhabitant is deeply involved in his training, stopping now and then to take notes from the team’s two-man coaching staff.

It might not seem like the vanguard of a billion-dollar industry. But G2’s players are rich young men (every member of the team is male: gaming still suffers a yawning gender gap and has no women in its top hundred earners). Since its 2014 foundation in Madrid the brand has won a host of top-ranking tournaments. It is currently one of the continent’s biggest brands.

As eSports’ following skyrockets alongside its revenue, and teams like G2 chip away at its massive revenue potential, the gamers themselves are professionalizing along the lines of fellow athletes in traditional sports.

Games like League of Legends and Counter Strike are already about to take their bow at traditional sporting events. That, alongside a coming revolution in online broadcasting, is opening up huge chances for eSports firms to win big before competitive gaming truly hits the mainstream.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

One of them, also in Berlin, has realized there are many ways to achieve that potential.

Jens Hilgers is something of an eSports celebrity. The 41-year-old German admits he “sucked at playing games” despite loving them. But what Hilgers lacked in playing skill, he has more than made up for in entrepreneurship. This year marks 20 since he began working in the industry. In 2000 Hilgers co-founder the Electronic Sports League (ESL) that today is an integral part of the eSports circuit.

In 2010 Hilgers took a backseat at ESL, moving from CEO to chairman of the board. It was then that he began developing DOJO Madness, a Berlin-based firm harnessing Big Data to help players improve their game.

I guess because of my lack of significant success or progress in the games, it became clear to me that there was a problem,” he told Red Herring. “Because I found that frustration with myself: when I lost a game, how could I win more?

DOJO Madness was founded in 2014. To date it has secured over $12m in funding, and offers solutions for professional players and amateurs. This April the company received $6m in Series A cash from investors led by The Raine Group.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

BITKRAFT, the world’s first eSports-dedicated investment vehicle, launched a year later. Hilgers is a founding partner. It began with $18.5m to invest in seed-stage eSports companies. Today it has 15 firms in its portfolio: three from Asia, and six each from Europe and North America.

BITKRAFT’s Investments represent a cross-section of the industries that are booming around competitive gaming. Tier One is an advertising and media platform working in Southeast Asia. The Esports Observer is a widely-read eSports-dedicated web portal. Level99, based in London and Berlin, is a creative agency catering to the growing demand for teams to grow their brand and fanbase.

The stats behind eSports are enough to understand each venture. Competitive gaming has an audience of around 320m. The industry is set to grow by a compound rate of 30% until 2020 when, by some estimates, it could be worth $1.5bn.

Betting on eSports has flourished too. According to Nauroscope, an analyst, the lowest estimate for the total amount bet on eSports in 2016 is marked at $5.5bn. That figure will rise to $12.9bn by 2020. Esports betting volume already outpaces that of golf, tennis and rugby.

Twitch, the Amazon-owned streaming service for gamers, has over 1m daily streamers. Ticket merchandising revenues are expected to rise from $53m to $74m this year alone. That is enticing a new generation of web broadcasters keen to use eSports to increase their footprint.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

It’s a development where big, online-first, video streaming portals are fighting for audience,” says Hilgers. “That’s the YouTubes, the Facebooks, the Netflixes. And for them eSports content is appealing as it commands a very attractive audience, as it’s still relatively unexplored.

Part of the attraction, he adds, is that eSports is a global phenomenon: it is played the same way in Berlin, or New York, as it is in South Korea – which could be considered the “spiritual home” of eSports. Soccer might be considered a truly worldwide sport. But there are few others.

Alongside the surge in revenues, eSports’ best practitioners are starting to live more like traditional athletes. At the G2 house there is a dedicated chef, and two non-playing staff ready to kick their charges into shape. “Definitely there’s a lot more focus on players’ health and wellbeing,” says the team’s 27-year-old manager and head analyst Chris Duff. “Years ago it was generally up to the players.”

Duff holds Scrum sessions each day from 1pm to 4pm. The players start their day at 11am, and finish at 10pm. Most weeks comprise six active days. It’s a grueling schedule. But the rewards are rich. Three years ago a top Counter Strike player may have earned $2-3,000 per month. Today it’s $20-30,000 (the highest salary in soccer is Cristiano Ronaldo’s $4.8m monthly salary from Real Madrid).

“It must be much better now, much easier because you have people to take care of your stuff,” says Joey “Youngbuck” Steltenpool, 26, G2’s coach. Even a couple of years ago when Steltenpool was playing for the Copenhagen Wolves, salaries were late and it took a Herculean effort to persuade staff to buy a new sofa. “Everyone was really on their own,” he says. “It’s way more professional…disciplined.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

The Korean system, he adds, is “about a decade ahead in eSports. Professional gaming has been very normal there for around 10-15 years now because of (the 1998-developed, hugely popular game title) Starcraft: there’s a way bigger pool of people to choose from.”

But G2 is getting there. Players go to the gym and eat healthy diets. Intensive training means some pro gamers have careers as short as five years (that’s still not as short as the average NFL career, which is a staggering 2.66 years). But that is changing.

I do think it’s interesting that careers are way longer now, because everything is structured and you have coaches, managers, cooks and everything,” says Steltenpool. “So usually years ago it was really easy to drop motivation if you were on your own, and not much was taken care of. And now, since there are so many support staff inside the house, and outside the house in the organizations which are much better structured, players have way longer careers.

BITKRAFT has been trying to move early in finding companies to cater for eSports’ growing professionalism. Among its stable is H4X (pronounced “Hax”), a line of clothing stressing comfort and the ability to avoid muscle strain. Runtime is a special-made performance drink developed by Dr Lutz Graumann, a sports medicine expert who has worked with fighter pilots, among others.

In the past two or three years it became very obvious to professional teams and players that their game is really their mental game,” says Hilgers. “And a mental game, in order to perform top mentally, you need to be fit physically. So your physical training regime, your diet, is now something people understand as making a real difference.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

Compared with 20 years ago people are putting far more effort into being a top player in the game,” he adds. “There’s more competition, which elevates the skill ceiling overall in these games. And naturally you see people using every possible avenue to improve their skill.

The eSports merchandising arena is set to explode alongside the industry at-large. Steve Volpone, CEO of Big Block, recently wrote that “We need to begin collaborating on the lifestyle, fashion and other spinoffs that eSports’ huge audiences will want.

Big traditional sports brands have begun wanting a slice of the action. Soccer teams like FC Schalke and Paris Saint Germaine have developed their own eSports teams. Others have tried to buy existing success.

Los Angeles-based Cloud9 recently secured a $25m Series A funding round from investors led by the Founders Fund, and including the World Wrestling Entertainment organization (WWE) and Major League Baseball player Hunter Pence.

Last year Team Liquid, another of the industry’s big brands, was bought by a consortium including Steve Case, Tony Robbins and Magic Johnson.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

They are trying to jump on a bandwagon that is beginning to get recognized by the biggest organizations in traditional sports. Last weekend it was announced that the International Olympic Committee (IOC) is exploring the possibility of including eSports in future Olympic Games. It will be included at the 2022 Asian Games in Hangzhou, China. The IOC are looking to include eSports two years later, at the Paris games.

Hilgers thinks the industry is at a point where those who can win success now, will consolidate power well into the future. “The costs of building top-level eSports teams have increased significantly in the last three years,” he says.

Teams don’t just need a good brand and content strategy to attract big players. They need huge sums of cash. The barrier to entry is soaring. “A few years ago (teams) would make $1-3m revenue perhaps,” he adds. “Now it is substantially more.

I think that helps a lot in creating a way more stable ecosystem of teams that really matter,” says Hilgers. “The really interesting part is now how many of the teams will be teams who are around now?

It certainly appears that G2 Esports will be there. This August the team won an undisclosed funding round from a consortium including Everblue Management and Andre Gomes, a midfield player for soccer giant FC Barcelona. This week it beat Danish side Astralis to take third place, and $60,000, at the EPICENTER Counter Strike: Global Offensive (CS:GO) tournament in Saint Petersburg, Russia.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

G2 is now the tenth-ranked League of Legends team worldwide (South Korean giant SK Telecom 1, which won in Saint Petersburg, heads the list: the top ten includes four Korean, and four Chinese, brands). It places second at CS:GO.

Whatever the rankings say, however, the biggest winner is eSports itself. And, as it grows like few other industries on earth, a burgeoning collection of startups are placed to pounce on its imminent tech and merchandising riches.…

The post As eSports Continues to Grow Apace, its Athletes and Startups are Winning Big appeared first on Eastern European Gaming – News – Interviews – Legal Market Updates – Premium Reports – Events – Directory.


Source: EEGaming.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

Amusnet

Amusnet Sets the Stage for Global Gaming Excellence at G2E Las Vegas

Published

on

amusnet-sets-the-stage-for-global-gaming-excellence-at-g2e-las-vegas

 

Amusnet has announced its participation in the 23rd edition of G2E Las Vegas (Global Gaming Expo) at The Venetian Expo from October 7-10. As one of the largest expos globally, G2E provides a platform for the company to showcase products across its Online Casino, Live Casino, and Land-based verticals, positioning Amusnet as a prominent all-casino provider in the competitive iGaming industry.

“We are excited to attend G2E Las Vegas 2024 to present our latest online casino portfolio and Type S slot cabinets: our first-ever product series for Land-based casinos, designed to offer a competitive edge by combining Amusnet’s top-notch game portfolio with an immersive player experience. Our focus is on delivering solutions that maximize performance and cater to the evolving needs for both online and land-based casinos,” said Borislav Marinov, Head of Business Development, Land-based, at Amusnet.

Alongside its technical excellence, the premium Type S series showcases the company’s award-winning titles, including 20 Golden Coins, Extra Crown, Fruits & Gold, and Cocktail Rush. It also features Amusnet’s popular four-level bonus game, Jackpot Cards, along with other exciting features like Free Spins, Buy Bonus, Pick Me Bonus, and Symbol Upgrade.

Amusnet will host an activation featuring its premium slot cabinets at the upcoming expo, offering attendees the opportunity to experience the thrill of Type S in real time and win exciting gifts.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)
Continue Reading

Canada

SoftGamings Doubles Down on Global Expansion by Introducing Tobique Gaming Licence

Published

on

softgamings-doubles-down-on-global-expansion-by-introducing-tobique-gaming-licence

 

SoftGamings, the market leader in iGaming solutions and services, announced the arrival of the Tobique Gaming License on the market. The move reflects the company’s commitment to enhancing regulatory compliance and expanding its footprint in the competitive iGaming industry.

Tobique Gaming, managed by the Tobique First Nation in western New Brunswick, Canada, oversees the issuance of online gambling licenses through the Tobique Gaming Commission (TGC) — a regulatory body established under the Tobique Gaming Act of 2023. This initiative is known for its stringent standards and emphasis on responsible gaming. Furthermore, it promotes economic development within the Tobique First Nation community.

The Tobique Gaming license provides operators an entry point into the online gaming and gambling industries. With it, businesses and iGaming operators can conduct operations in various global regions and offer multiple services, from betting to casino games and lottery promotions. The best of all is the streamlined application process, which lasts only 4 to 6 weeks.

SoftGamings is fully prepared to support clients and those interested in obtaining this license. Leveraging its innovative technology and diverse game portfolio, SoftGamings is ready to support clients in navigating the application process and leveraging the benefits of the Tobique Gaming License. The company’s comprehensive services include game development, casino management systems, and payment integrations, making SoftGamings a preferred partner for numerous operators and developers worldwide.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

Consequently, helping the clients obtain the Tobique Gaming license and being an entry point represents a significant milestone in SoftGamings’ ongoing efforts to refine its service offerings, maintain the highest standards of gaming integrity, and bolster its regulatory standing. As the company moves forward with this licensing process, it anticipates a positive impact on its operations and continued success in delivering exceptional gaming solutions to its global clientele.

Continue Reading

4Play

Fast Track Enters into Partnership with 4Play

Published

on

fast-track-enters-into-partnership-with-4play

 

Fast Track, the leading player engagement platform built specifically for the iGaming industry, has partnered with 4Play, a dynamic and innovative gaming operator renowned for its exceptional player experiences in both casino and sports betting.

Launched in 2023, 4Play has rapidly gained recognition in the industry, primarily targeting the burgeoning Brazilian market. With a commitment to delivering unparalleled entertainment, 4Play offers its players a seamless experience in Portuguese, featuring popular gaming verticals such as casino and sports betting.

4Play’s decision to integrate Fast Track CRM comes as part of its strategic initiative to bolster player retention and streamline operations through advanced automation. Fast Track’s robust platform will enable 4Play to automate complex player journeys, ensuring each interaction is personalised and timely.

“We are excited to partner with Fast Track to elevate our player engagement strategies. Their innovative approach to CRM and their commitment to creating individualised player experiences align perfectly with our vision for 4Play. We look forward to leveraging their platform to enhance our player retention and operational efficiency,” Mateus Ihering, Chief Operating Officer of 4Play, said.

Advertisement
European Gaming Congress 2024 (Warsaw, Poland)

Fast Track’s CRM platform, recognised for its real-time data capabilities and comprehensive automation suite, will support 4Play in achieving its business goals. By automating player communications and optimising the registration journey, 4Play aims to significantly increase its number of depositors while maintaining a high level of engagement among its 148,000 monthly active users.

Simon Lidzén, Co-Founder and CEO of Fast Track, said: “We are delighted to welcome 4Play into the Fast Track family. Their innovative spirit and dedication to providing top-tier player experiences make them an ideal partner. Together, we will set new standards in player engagement and retention, ensuring that 4Play continues to thrive in the competitive iGaming landscape.”

Continue Reading

Trending