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Esports and Media: How Should the Two Interact?

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Esports and Media: How Should the Two Interact?

The media wants more access, and eSports organizations want the freedom to opt out of that access. No matter which way you slice it, there’s no easy answer.

 

Should media access to players and post-match press conferences be mandatory at major esports events? The ongoing question was brought up by former Yahoo! Esports Director Travis Gafford, who while covering the League of Legends World Championships in China tweeted the following: “It only took about 75 seconds for me to hear “Immortals has declined all interview requests” after that game finished.

Esports (without the “E”)

As esports continues to move more in line with its traditional sports bretheren, looking at the policies of traditional sports leagues can provide context to this issue. The most popular professional sport in the United States, the NFL, mandates Super Bowl attendees to be available to journalists during their annual media day. In 2015, at Super Bowl XLIX in Phoenix, Seattle Seahawks running back Marshawn Lynch came to the stage. “I’m here so I won’t get fined,” Lynch replied to every single question.

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While his remarks are now a trademarked joke, there’s an underlying point. While not entirely productive, Lynch at least appeared at the event. Also, the NFL has a pre- and post-game policy regarding media access:

“After a reasonable waiting period, defined as 10-12 minutes maximum after the completion of the game and the players have entered the locker room, the home and visiting team locker room areas will be opened to all accredited media with immediate access to all players and the head coach.” 2017 NFL Media Access Policy

Traditional sports leagues see working with media as a symbiotic relationship; media creates the content which fans consume which then turns into revenue for both parties. However with esports, universal access hasn’t been as consistent. Media is not always guaranteed access to players, coaches and organizational staff — and the issue goes much deeper than simply not being able to do interviews with players that have just lost a match.

Friend or foe?

It’s no secret that esports doesn’t always get along with the media. Players, coaches and owners have made it known that the media isn’t a priority and that — at times — it is a privilege to talk to them.

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As one former Counter-Strike: Global Offensive manager said, “We don’t owe the media anything.” They weren’t wrong, either — without statutes in place, there’s no requirement for teams to do anything with the media if they so choose.

Take for instance Dota 2’s yearly world championship, The International. The event, just like most, has a media day where teams come down and meet with journalists and do various interviews. But unlike other developers or tournament organizers, Valve does not facilitate these interactions. It creates a risky scenario for press outlets hoping to cover the event: those who show up without industry contacts may be unable to garner a single interview, and especially for non-endemic outlets this can become a wasted coverage investment.

 

Be careful what you ask for

In situations like the latest League of Legends World Championships and The International, it’s easy to see where the frustration comes from. When there’s no guarantee the largest events of the year won’t yield the results outlets are looking for, who wouldn’t be? However, some events are starting to get on board with mandatory press conferences — and it’s not as simple a solution as some would imagine.

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ELEAGUE attempted to increase media access during their Counter-Strike: Global Offensive Major held back in January. The organizer asked the winning teams to do press conference immediately after their matches and while some teams obliged, bringing their entire roster, other teams sent only one or two players — and some didn’t show up at all.

As the discussion continues, one major theme in regards to players, coaches, and team staff have separated themselves from the rest: esports players aren’t always prepared for life in the spotlight.

The above reason isn’t just a lazy excuse, either. Good players in the esports space can rise to prominence quickly; according to a study by ESPN, esports players are as much as five years younger than their traditional sports peers. This sometimes comes at the cost of post-secondary education and life experience. Going from playing a video game in a bedroom to competing on a stage in front of millions with the hounds of Reddit scrutinizing a player’s every move is hardly a smooth transition, either.

Given all that, is it really that hard to believe that not everybody is prepared for the spotlight? Nobody wants to see a sobbing teenager pelted with questions right after a loss, or an angry player lose control and say something in the moment that could damage their career forever — and when media demands access no matter what, teams often do (and in many cases, should!) push to protect their teams from those types of situations.

So what now?

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It’s fair to say that there’s not a lot of trust between esports organizations and the media right now. Plenty of people on the organizational side have heard a horror story or two about overreaching media figures who push too hard when working with talent. Likewise, the frustration of inconsistent access continues to be a thorn in the side of outlets looking to enrich the space with deeper narratives. But at the end of the day, it’s not one side or the other that has to give. Both can be better.

On the organizational side, it will continue to be important that players be educated on how to live life in the public eye, and help guide young players as they learn how to navigate that lifestyle — which certainly includes media relations. It will also be important to come to grips with the fact that all press won’t be good press. Leagues, teams, players, talent and everybody in between are capable of making mistakes, and the media should feel comfortable to talk responsibly about the positive and the negative sides of esports without fear of retaliation.

Media can continue to improve, as well. As young a space as esports is, esports coverage is even younger. The word ‘responsibly’ is bolded above for a reason; it’s not uncommon to see coverage that blurs the line between opinion and fact, nor are stories of players feeling unfairly pressured or miscontextualized during interviews. As players and teams mature, so must the industry that covers them.

 

Will the two sides be able to come together? For the sake of everybody involved, let’s hope so.

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Source

The post Esports and Media: How Should the Two Interact? appeared first on Eastern European Gaming – News – Interviews – Legal Market Updates – Premium Reports – Events – Directory.


Source: EEGaming.

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Alejandro Navarro

Betski Secures $345,000 in Pre-Seed Funding for First-ever Tokenized Casino Ownership Platform

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Betski is set to launch its online casino ownership platform in Q1 of 2025, enabling users to earn casino profits through digital tokens. The system will allow anyone to receive a share of casino earnings without managing casino operations, marking a new chapter in the multi-billion-dollar iGaming industry. Supported by a $345,000 pre-seed funding round, the platform aims to democratize access to casino earnings and reshape the multi-billion-dollar gaming industry.

Opening Casino Ownership to Everyone

The platform’s tokenization system reshapes traditional casino business rules through an automatic profit-sharing program. Token holders receive a percentage of every bet placed on the platform.

This system eliminates steep entry costs, such as operational expenses, licensing fees, and administrative management. Users can start earning returns without previous casino experience or large capital investments.

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“A small group have exclusively enjoyed casino industry profits until now. Our platform opens these earnings to everyone through our tokenized profit-sharing system, turning users into online casino owners,” said Alejandro Navarro, founder and CEO of Betski.

Direct Profit-Sharing Through Tokens

Through a verified digital system, the ownership program distributes Gross Gaming Revenue (GGR) among token holders. Investors have recognized this potential, contributing $345,000 in pre-seed funding that combines gaming entertainment with digital asset ownership. The platform maintains strict security protocols and automated distribution systems for reliable profit sharing.

“The platform distributes real money to token holders from every bet placed by players. This creates a steady income stream for online casino owners – something the traditional casino structure has never offered,” said Navarro.

Global Growth of Online Casino Ownership

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The platform has attracted 2400 active Discord members and over 20,000 followers on X (formerly Twitter). These early adopters are expected to participate in test runs of the profit-sharing system once it goes live. Over the next 24 months, the platform will roll out first in Latin America, followed by expansion into European and select Asian markets.

Betski offers casino games, live casino experiences, eSports betting, global lotteries, fantasy sports, and traditional sportsbooks. This variety creates multiple revenue streams for online casino owners. Players can access all gaming options through a single interface, which streamlines the betting experience and maximizes potential returns for token holders.

The team has partnered with major payment processors and marketing agencies to support the platform’s global expansion. These collaborations will facilitate smooth transactions and user acquisition across different regions. The platform meets all regulatory requirements in its target markets, certifying long-term stability for token holders.

New Opportunities for Investment

Following the successful pre-seed round, Betski is now opening its seed funding round to welcome additional participants into its casino ownership platform. This investment opportunity enables individuals and entities to join the platform’s growth journey ahead of its official launch in Q1 2025.

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Bradley Khoury

eCOGRA Approved to Operate in Arizona, Indiana and Panama

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eCOGRA, a leading international authority in Testing, Inspection and Certification services for the iGaming industry, has secured new regulatory approvals across three key jurisdictions: Arizona, Indiana and Panama. With these developments, eCOGRA strengthens its position in the U.S. and Latin American markets, offering excellence in compliance through their Quality, Speed, and Service promise.

This strategic expansion allows eCOGRA to conduct independent compliance audits and certification services in each region, addressing the growing demand for rigorous regulatory oversight in the fast-evolving global iGaming industry.

Securing approval in Arizona, where eCOGRA has now been licensed as an Event Wagering Ancillary Supplier, enables the International Testing Laboratory (ITL) to audit event wagering licensees in line with Arizona’s expanding regulatory landscape. Indiana, which introduced online sports betting in September 2019, has authorised eCOGRA to perform regulatory compliance audits, providing licensed operators with crucial assurance in meeting the state’s high standards.

In Panama, the Board of Gaming Control officially recognised eCOGRA as an Authorised Entity for Compliance Certification, specifically for slot machines and gaming software. This endorsement reinforces eCOGRA’s role as a trusted partner for operators seeking to meet stringent regulatory requirements in Latin America’s emerging iGaming sector.

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“Our recent approvals in Indiana, Arizona, and Panama underline our dedication to continually expand our offering, to support our growing portfolio of clients with their global growth plans. We are committed to ensuring that we bring the same quality, speed and service that marks us out to both our clients and regulators in these dynamic markets,” said Will Shuckburgh, Group CEO of eCOGRA.

Bradley Khoury, Chief Technology Officer at eCOGRA, said: “Securing licensure as an Event Wagering Ancillary Supplier in Arizona and an Authorised Entity in Panama underscores our dedication to supporting responsible and sustainable iGaming operations. We are committed to driving trust and accountability within the industry by providing compliance solutions that uphold the highest standards.”

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BetConstruct

BetConstruct to Showcase Latest Innovations at G2E Las Vegas 2024

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BetConstruct, a global leader in the iGaming industry, is going to showcase its cutting-edge solutions at the highly anticipated Global Gaming Expo (G2E), taking place from October 7-10.

As the premier event for the global gaming industry, G2E serves as a hub for innovation, driving growth by bringing together industry professionals from around the world to foster business opportunities.

Taking place at The Venetian Expo in Las Vegas, this all-in-one event features both an education program from October 7-10 and an expansive expo hall running from October 8-10.

BetConstruct’s stand is 5230, where the team will showcase an exciting range of products, including the newly launched the Last Battle, a novel loyalty system that is the byproduct of BetConstruct’s commitment to innovation. The company will also demonstrate its comprehensive Sportsbook and Casino Suite, along with DECA, its next-level decentralised casino platform, and Umbrella, an AI-powered risk management solution. These offerings are designed to meet the needs of a diverse range of operators, ensuring seamless and engaging experiences for players across the regulated market.

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