Showing posts with label eSport. Show all posts
Showing posts with label eSport. Show all posts

eSport Racing

Exciting new eSport development: eSport Pro Racing


Introducing eSports+Cars: Darren Cox Launches Dedicated Virtual Racing Team


The pioneer behind Gran Turismo’s own ‘gamer-to-racer’ programme, ‘GT Academy’, has now turned his focus to creating a professional virtual motorsport team set to take on competitive gaming. This past weekend, Darren Cox launched ‘eSports+Cars’, a foray into bridging the virtual and real-world divide in motorsport together – an ambitious, regulated team that competes and operates at the same standard expected in real-life motorsport.
Cox, being a former executive at Nissan and having guided the GT Academy process, believes that using knowledge learned in the real-life motorsport industry and the virtual world of Gran Turismo he can seize an opportunity not quite approached:
“We want to use the team to shine a light on the huge opportunity that is virtual Motorsport and we will do it by mirroring the approach of the best teams and brands in the real motorsport world.”
eSports+Cars aims to offer a mutually beneficial project to both the thriving eSports community and the dwindling Motorsport industry which actively seeks to find new ways to bring people into the grandstands. Specifically the younger generation, which may not be the immediate focus of executives like F1’s Bernie Ecclestone and vice chairman of NASCAR, Mike Helton. Cox uses football games like FIFA and PES as an example of how an untapped audience can become engaged:
“Research in the US shows us that the millennial generation first become engaged in football through gaming. The growth of MLS has been driven not initially by fans by going to matches and inheriting a passion for the sport, they are instead playing online and then becoming engaged with what happens in the ‘real’ professional leagues.”
However, it isn’t just the audience that eSports+Cars is aiming to capture, as the chances of success for the team will of course rely on the core component and the front-end of the whole venture – the drivers. “Eventually we want to have the very best virtual drivers from around the globe, playing together across every platform, in every type of motor racing game; attending eSports events, working and competing as a team” Cox explains in the press release.


The mantra of eSports+Cars seems to encapsulate that it’s important the talent is there to bring in the fans – the success of Motorsport is in it’s individuals and this isn’t an ideal that will be lost in the transition to the virtual world, whether that be through fan interaction or the actual driving by the team.
Gaming platform parity is also at the fore-front of the virtual racing team’s plans, popular titles like Forza Motorsport 6, GT Sport, rFactor and Project Cars have featured and will continue to feature throughout the team’s development.

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The most famous League of Legends pro players on twitter


PlayerCountryClub/Teamlinkedin
Followers
1.Søren Bjerg (Bjergsen)DenmarkTeam SoloMid604,000
2.Enrique Martínez (xPeke)SpainOrigen596,000
3.Yiliang (Peter) Peng (Doublelift)United StatesTeam SoloMid393,000
4.Jason Tran (WildTurtle)CanadaImmortals376,000
5.Hai Du Lam (Hai)United StatesCloud9297,000
6.Henrik Hansen (Froggen)DenmarkEcho Fox270,000
7.Martin Larsson (Rekkles)Swedenfnatic258,000
8.Bora Kim (Yell0wStaR)FranceTeam SoloMid256,000
9.Zachary Scuderi (Sneaky)United StatesCloud9244,000
10.Felipe Gooncalves (brTT)BrazilpaiN Gaming196,000
11.Zaqueri Black (Aphromoo)United StatesCLG184,000
12.Paul Boyer (sOAZ)FranceOrigen181,000
13.Alexey Ichetovkin (Alex Ich)RussiaRenegades166,000
14.An Le (Balls)United StatesCloud9160,000
15.Gabriel Santos (Kami)BrazilpaiN Gaming157,000
16.Darshan Upadhyaha (Darshan)United StatesCLG144,000
17.Maurice Stückenschneider (Amazing)GermanyOrigen132,000
18.Eugene Justice Park (Pobelter)United StatesImmortals121,000
19.Fabian Diepstraten (Febiven)Netherlandsfnatic104,000
20.Alberto Rengifo (Crumbzz)VenezuelaRenegades103,000

What is eSporty Bet

This blog eSporty Bet is about eSport competitive video games and in particular about betting on the results of professionally organized gaming competitions. 

eSports is to be confused with simulated sports in video games, see sports game, or with games involving exercise, see exergaming. 

eSports is also known as electronic sports, esports, e-sports, competitive gaming, competitive video gaming, professional video gaming, professional gaming, or pro gaming. eSports is a form of competition facilitated by electronic systems, particularly video games, the input of players or teams, and the visible output of the eSports system.

Most commonly, eSports take the form of organized multiplayer video game competitions between professional players. The most popular video game genres in the eSports arena currently are real-time strategy, fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). 


Tournaments such as The International, the League of Legends World Championship, the Battle.net World Championship Series, the Evolution Championship Series, the Intel Extreme Masters, and the Smite World Championship provide live broadcasts of the during game-play, and big prize money and even salaries to top players.


eSports tournaments are almost always physical events in which occur in front of a live audience. For well established games, total prize money can amount to millions of U.S. dollars a year. 


As of 10 September 2016, Dota 2 has awarded approximately US$86 million in prize money within 632 registered tournaments, with 23 players winning over $1 million. 


League of Legends awarded approximately $30 million within 1749 registered tournaments, but in addition to the prize money, Riot Games provides salaries for players within their League of Legends Championship Series.

League of Legends Championship Series and League of Legends Champions Korea offer guaranteed salaries for top players.


In 2015 it was estimated by SuperData Research that the global eSports industry generated revenue of around US$748.8 million that year. Asia is the leading eSports market with over $321 million in revenue, North America is around $224 million, and Europe has $172 million and the rest of the world for about $29 million.



Global eSports revenue is estimated to reach $1.9 billion by 2018.

eSports is becoming more and more popular. It to be expected due the gaming industries incredible growth. Popular websites like eSports-Generation.com allow spectators to bet on eSport events from around the world.