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eSports
LAMBORGHINI PRESENTS ITS FIRST EVER ESPORTS TEAM FOR VIRTUAL RACING AND ANNOUNCES THE THREE OFFICIAL SIM DRIVERS
Strengthening its commitment to the Esports scene with a factory team, Lamborghini has unveiled the three sim drivers who will represent the brand during the 2022 season in international sim racing competitions.
Lamborghini decided to create its own official team to build on the valuable experience gained with The Real Race, the virtual one-make championship that debuted in 2020. The Esports Team represents a further opportunity to expand the brand’s presence in a sector that is constantly developing, highly competitive, and offers the chance to experience emotions comparable to those of a real race.
The three sim drivers chosen to represent the brand in the major international Esports competitions are Jordan Sherrat, Gianfranco Giglioli and Giorgio Simonini.
Sherrat, who was born in South Africa in 1999, earned his place on the Lamborghini Esports team thanks to his success in the latest edition of The Real Race, winning fifteen out of seventeen races and taking nine out of ten pole positions. The dominator of the second edition of the Lamborghini Esports championship for the EMEA region, who gained attention after his third place finish in 2020, is the perfect standard bearer for the team, both for the skills he has demonstrated in competition over the past two seasons and for being a huge fan of the Lamborghini brand.
“Being chosen by Lamborghini to be the Official Sim driver still feels like a dream,” commented Sherrat. “All the hard work and sacrifice I have put in behind the scenes have been recognised and I finally get to live my dream! I want to thank Lamborghini for putting their trust in me to represent their prestigious Brand.”
The second talent selected is Gianfranco Giglioli, a 24-year-old Italian-Venezuelan driver already well-established in the sim racing world. He was one of the first virtual drivers to take part in the Formula 1 Esports Series, finishing eighth in the inaugural season. In 2020 Giglioli placed fifth in the first edition of The Real Race, and that same year he won the Porsche Esports Carrera Cup Italia.
Completing the line-up is 22-year-old Italian sim driver Giorgio Simonini. His list of achievements includes first place in the Sim Grid World Cup 2020 and fourth place in the SRO Esports 2020 championship, results that make him one of the most promising drivers in virtual racing.
Sherrat and Giglioli will compete together in the GT World Challenge Esports Sprint Series Europe, and Simonini will join the pair to form the crew for the 2022 Intercontinental GT Challenge Esports Endurance Championship.
The Sprint calendar consists of five races and starts on April 6th with the Misano race. The last appointment is set for August 3rd, with the grand finale scheduled in the virtual version of the Autodromo Nazionale di Monza.
The Intercontinental GT Challenge Esports series kicks off on April 16th with the 12 Hours of Bathurst, the famous Australian endurance race. Here too there are five rounds on the calendar, with the competition concluding on August 27th with the 9 Hours of Kyalami.
Sherrat, Giglioli and Simonini have already started training to prepare for the first events on the calendar, sharing important information on driving and setup. The three sim drivers will be supported during the season by the Squadra Corse staff, who are dedicating a team principal, driver coach and engineers to the project to offer their expertise in the development and analysis of telemetry data, from the track to the virtual simulation.
Automobili Lamborghini’s Head of Motorsport Giorgio Sanna expressed his satisfaction with the launch of this exciting new project: “Sim racing is an important platform in today’s motorsport scene. Video games were born to allow those who didn’t have opportunities for real-life racing to impersonate the professional drivers. Now, after several decades of development in the industry, simulated racing is getting closer and closer to its real-life counterpart and now has nothing to envy from professional motorsport. Moreover, sim racing is an additional tool for us to develop some of the fundamental aspects of real racing, such as car setups and software applications that will play an important role in the future of our brand.”
Lamborghini has also confirmed the return of The Real Race for 2022. The dates of the third edition of the one-make Lamborghini Esports series will be announced in the coming weeks.
Colorado
Esports suppliers must lead from the front – PandaScore’s Colorado licence
![esports-suppliers-must-lead-from-the-front-–-pandascore’s-colorado-licence](https://igamingradio.com/wp-content/uploads/2024/09/134548-esports-suppliers-must-lead-from-the-front-pandascores-colorado-licence.png)
Esports betting in the United States is a yet to be fully tapped, and with more regulatory progress the total market and opportunity in esports continues to grow.
It’s why at PandaScore, we recently acquired our first license in the lucrative American market, in the esports-friendly state of Colorado. The move is a strong signal of our ambition in the US, but it also sets out our methodology for solving the uncertainty problem that US esports betting currently suffers from.
Supplier licensing should lead the way
The unknowns about what markets and lines can be offered are a key piece of the puzzle in many jurisdictions. Uncertainty around the legislation means operators are tentative to jump in with both feet. At PandaScore, we’re helping operators navigate US esports betting regulation on a state-by-state basis, so they can make business led decisions in markets with right balance of stability and opportunity.
Except for a few states, esports betting regulation is relatively new: there’s not a great deal of precedent to work from, and its quickly evolving nature means there’s likely more work to be done in the future. We plan to be at the forefront of making sure that esports betting works for the whole ecosystem: operators, suppliers, regulators and the betting public.
The regulatory framework across the country may be shifting at different paces, but almost all states are going in one direction: expansion.
Esports suppliers have a duty to show operators the way and give them the tools, knowledge and expertise to make the right decision. We don’t believe in going all guns blazing, but entering markets with some certainty around esports in a considered fashion.
We can be more confident that those specific markets are built for esports, with Colorado being PandaScore’s first step for several reasons.
Why Colorado
When deciding which market to enter, we consulted heavily with our customers and whittled it down to states that had the right mix of commercial opportunity, solid regulatory environment and straightforwardness in licensing.
Since regulating esports, Colorado has had a friendly framework for esports. The catalogue for regular betting includes a wide range of esports titles based on approved games and tournaments by the publisher or regulator – which follows some similarities to how traditional sports betting is structured.
The process itself was simple and clear, with clear terms and commercials that promote investment, entrepreneurship and innovation – all key ingredients for growing new markets and ambitious organisations to build new audiences.
Colorado is the natural next step in PandaScore’s service-minded, client-first approach. There’s already a generation of bettors who are seeking out esports betting products, esports suppliers need to be the source of knowledge and expertise that helps guide and amplify the esports ambitions of their clients.
Service-minded approach, client-led growth
We bring operators into the licensing conversation from the outset, exploring the licenses most valuable to them and then leveraging our lean, efficient operating model to get it done.
We’ve proven we’re serious about the US market, and that we can get a license efficiently, so if an operator desires a specific jurisdiction, we base our decisions on the revenue potential, give them a clear, no-spin picture of the market, and put in the hard work of licensing to provide our services in the US.
Player age verification as a mandatory service
A huge part of that no-spin picture is addressing the concern and risk around player age verification in esports. Compliance is paramount for suppliers and operators alike, so knowing the requirements from state to state is essential.
PandaScore has been offering player age verification for years and is well established on this front thanks to years of servicing jurisdictions like Australia and Sweden. We already have an API that clients use for peace of mind, and are beefing it up as a standalone service intended to support regulators and governing bodies to ensure compliance, confidence and growth.
Suppliers need to lead from the front for US esports betting to succeed. It’s not just about having the best product – they need to be an expert on relevant regulation, genuinely serve the expansion interests of clients and be a truly safe pair of hands that actively supports and serves operators, bettors and regulators alike.
Author: Oliver Niner, Head of Sales at PandaScore.
eSports
HUAWEI AppGallery Sponsors PUBG MOBILE Rising Stars Season 4 to Support Emerging Esports Players in Turkey
HUAWEI AppGallery this year sponsored PUBG MOBILE Rising Stars season 4, Turkey’s biggest amateur esports tournament. Held annually, PUBG MOBILE Rising Stars’s purpose is to identify and nurture new talent, as participants engage in battle on the PUBG Mobile esports platform. The Grand Finals concluded on 1 September.
AppGallery Sponsorship: Attracting Youth Talent to Esports
AppGallery hopes to promote esports among young players, enabling them to pursue a meaningful esports career through exposure to professional teams and an offer of a monetary prize.
“Esports are a growing phenomenon across younger generations of gamers, to the point that some of them prefer to watch others playing games, than playing those games themselves! As such, the esports essence of ‘sharing fun, healthy competition with friends’ deeply aligns with AppGallery’s identity and commitment towards the gaming community,” Jaime Gonzalo, VP Huawei Mobile Services Europe, said.
He added, “PUBG MOBILE Rising Stars has become a key event in the Turkish esports scene, where players can flaunt their skills in the exciting PUBG Mobile arena and gives them the opportunity to be noticed by professional teams. An attractive prize pool of 600,000 TRY is awarded across the tournament, offering support and a potential future career path to emerging talent.”
The prize pool was distributed across the top 16 teams, and the ‘MVP’ and ‘WWCD’, the top team from each match.
Grand Finals Highlights
The Grand Finals was a crucible of competition. From 31 August to 1 September, 16 teams competed to determine the Rising Stars champion. This phase was held at the ESA Espor Arena in Maslak over two offline days, to an onsite audience of 1,300 and over 20,000 live viewers.
The team HADDINI BILBAO won this PUBG MOBILE Rising Stars Grand Finals by just 1 point after 12 closely contested matches.
Tournament Recap
PUBG MOBILE Rising Stars Season 4 played a crucial role in discovering and supporting aspiring esports athletes. Reflecting the popularity and importance of this tournament, a whopping 5,000 teams participated in the First Round of the tournament. Held from 12 August to 19 August, this Qualification Period comprised three matches daily and a point-based system.
The Group Stage consisted of the top 32 teams from the first round and featured two groups with a six-day broadcast. Only 16 teams qualified for the Grand Finals – the final phase had a two-day broadcast.
The post HUAWEI AppGallery Sponsors PUBG MOBILE Rising Stars Season 4 to Support Emerging Esports Players in Turkey appeared first on European Gaming Industry News.
Asia
Esports World Cup Foundation Signs MoU with China Media Group and VSPO
![esports-world-cup-foundation-signs-mou-with-china-media-group-and-vspo](https://igamingradio.com/wp-content/uploads/2024/09/134508-esports-world-cup-foundation-signs-mou-with-china-media-group-and-vspo.jpg)
The Esports World Cup Foundation (EWCF), on August 25, signed a Memorandum of Understanding (MoU) with China Media Group’s National Institute for Esports Development (NIED) and VSPO, the largest esports company in Asia, at the New Global Sport Conference (NGSC24).
The three-way agreement, signed during the New Global Sport Conference at the Four Seasons Hotel in Riyadh, is a significant step forward for the industry and aims to leverage the resource advantages of each organisation. It fosters collaboration within the sports culture industry, with a particular focus on esports and gaming.
The signing ceremony was attended by Mr. Faisal Bin Homran, Chief Product Officer of Esports World Cup Foundation; Mr. Xu Qiang, Director of the Youth Sports Programme Centre of China Media Group and Executive Vice President of NIED; and Dino Ying, Founder, Chairman and CEO of VSPO.
Under the terms of the MoU, all three organisations will collaborate on a wide range of initiatives within China. Key areas of cooperation include esports event broadcasting on CCTV, the application of cutting-edge technologies, market expansion and the promotion of event content.
Faisal Bin Homran said: “I welcome this collaboration between the Esports World Cup Foundation, China Media Group’s National Institute for Esports Development and VSPO. Together, with our combined platforms, expertise and resources, we are confident we can elevate the industry to new heights and continue to engage and inspire fans and audiences throughout China.”
Ying said: “It’s a huge honor to be a strategic partner with the Chinese Media Group and the Esports World Cup Foundation with the establishment of the CMG National Institute for Esports Development, which marks another key sign of Beijing’s support for esports development.”
The post Esports World Cup Foundation Signs MoU with China Media Group and VSPO appeared first on European Gaming Industry News.
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