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sonsofks · 5 months
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"Riyadh 2023: La Comunidad Global #worldconnected Hace Historia en los Juegos Globales de Esports"
La expectación por los Global Esports Games (#GEG23) Riyadh 2023 alcanza su punto máximo con la competición estrella lista para cautivar a audiencias del 12 al 16 de diciembre en la dinámica capital de Riyadh, Reino de Arabia Saudita. Un Evento Espectacular que Desata la Adrenalina Organizado por la Saudi Esports Federation, este evento promete una experiencia cargada de adrenalina con títulos…
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Saudi Arabia Electronic Games Market Size, Share, Growth & Forecast 2032
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Saudi Arabia Electronic Games Market Overview
The Saudi Arabia Electronic Games Market is estimated to reach USD 1.57 billion by 2032 with a CAGR of 8.54%.
Saudi Arabia’s market for electronic games has grown significantly in recent years, which is indicative of the country’s acceptance of digital entertainment and technological improvements. The demand for electronic games has increased due to the Kingdom’s youthful population and rising disposable income, making it an attractive market for players in the gaming business.
The popularity of gaming has increased across a wide range of demographics thanks to the quick development of smartphones, game consoles, and high-speed internet infrastructure. Saudi Arabia is home to a thriving professional gaming culture, as well as competitions and streaming services. Gaming businesses from around the world have been drawn to this trend, which has resulted in collaborations and strategic investments in the Saudi market.
The Saudi Esports Federation and the holding of major esports competitions are examples of government efforts and events that demonstrate the nation’s dedication to promoting a healthy gaming industry. Furthermore, cooperative efforts between domestic and international game creators have produced gaming material tailored to specific regions and cultures.
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Exploring the Growth Drivers of the Saudi Arabia Electronic Games Market
The robust expansion of the electronic games market in Saudi Arabia can be attributed to several important aspects. First off, a large portion of the country’s youth population and its demographic makeup both greatly aid in the market’s growth. Rising disposable incomes and a youthful, tech-savvy consumer base create a significant demand for gaming-related goods and services.
Furthermore, the accessibility and immersive experience of electronic games are improved by the ubiquity and adoption of cutting-edge technologies like cutting-edge gaming consoles and high-speed internet. Due to the widespread use of smartphones and the growing popularity of mobile gaming, gaming is becoming a popular source of entertainment for people of all ages.
Additionally, government initiatives and support are crucial. The dedication to fostering a thriving gaming ecosystem is demonstrated by the founding of the Saudi Esports Federation and the holding of significant gaming events. In addition to raising awareness of esports, these initiatives draw financial support and cooperation from domestic and foreign gaming companies.
What challenges does the Saudi Arabia Electronic Games Market face?
Despite its significant expansion, the Saudi Arabian electronic games market is confronted with a number of obstacles that could hinder its future progress. The regulatory environment, which frequently changes and is unpredictable for the industry, is one major obstacle. To provide a stable business environment and promote long-term investments, regulations must be uniform and unambiguous.
Cultural factors can present difficulties because it is necessary to manage certain sensitivities and content restrictions in order to guarantee broad acceptance. It can be challenging for industry stakeholders to strike a balance between cultural conventions and the creative freedom needed for game production.
Piracy still poses a threat to game makers’ and distributors’ bottom lines. For the gaming industry to be profitable and sustainable, strong intellectual property protection and enforcement are crucial anti-piracy tools.
What are the recent developments happening in the Saudi Arabia Electronic Games Market?
The Kingdom’s dynamic progress in business is reflected in the latest advancements in the electronic games market in Saudi Arabia. The government’s ongoing support and investments in the gambling industry are one noteworthy trend. The dedication to establishing Saudi Arabia as a major player in the global esports landscape is demonstrated by the creation of the Saudi Esports Federation and the holding of significant international gaming tournaments. This not only improves the nation’s reputation as a centre for digital entertainment but also draws foreign investors and gaming companies.
Regionally and culturally relevant gaming material is being produced as a result of the increasing popularity of collaborations between local and international game developers. This pattern is consistent with the industry’s understanding of how important it is to accommodate regional norms and tastes in order to increase player involvement.
The industry’s influence has increased even more with the rise of gaming influencers and content makers in Saudi Arabia. These influencers are vital to the promotion of games because of their expanding following across multiple platforms, which helps with user acquisition and community growth.
Report Overview
Between 2019 and 2032, the Saudi Arabian electronic games market is expected to increase significantly due to the advancement of technology and the growing desire for interactive digital entertainment. The market is divided into age groups to accommodate a range of educational requirements. Gaming solutions are designed to engage students at all phases of their academic journey, from kindergarten to higher education. This all-encompassing strategy guarantees that the gaming experience corresponds with the students’ cognitive and developmental stages. In addition, the market is subject-specific, with games covering science, mathematics, humanities, the arts, and vocational programs. This wide selection of topics demonstrates the industry’s dedication to offering comprehensive educational opportunities via interactive gaming. One important consideration is the mode of delivery, which includes options for blended learning, synchronous learning, and asynchronous learning. Because of its adaptability to various learning preferences and styles, gaming can be easily incorporated into pedagogical approaches by educators. In the Saudi Arabian electronic games market, subscription-based, pay-per-course, and freemium pricing structures are available. This range of options meets the budgetary needs of educational establishments and opens up gaming solutions to a wider spectrum of students. The market is divided geographically into areas like Sharjah, Dubai, Abu Dhabi, and the rest of the United Arab Emirates. By offering customised gaming experiences that appeal to particular audiences, this geographical breakdown takes into account the disparities in educational environments and preferences that exist across the nation. This in-depth study, which explores educational trends, technical subtleties, and regional dynamics, can be helpful to stakeholders in the Saudi Arabian electronic games market. These observations provide insightful advice for managing Saudi Arabia’s ever-changing educational gaming market.
Key Target Audience
Game Developers and Publishers
Government and Regulatory Authorities
Gaming Hardware Manufacturers
Esports Organizations
Technology Providers
Gaming Communities and Influencers
Saudi Arabia Electronic Games Market Segmentation:
1. By Gaming Platform
PlayStation
Xbox
PC Gaming
Mobile Gaming
Cloud Gaming
2. By Game Type
Action
Adventure
Sports
Simulation
Strategy
Others
3. By Age Group
Children
Teenagers
Adults
Seniors
4. By Revenue Model
Game Sales
In-App Purchases
Subscriptions
Advertising
5. By Region
Riyadh
Makkah
Madinah
Jeddah
Tabuk
Eastern province
Rest of Saudi Arabia
Key Topics Covered in the Report:
Saudi Arabia Electronic Games Market Size (FY’2019-FY’2032)
Overview of Saudi Arabia Electronic Games Market
Segmentation of Saudi Arabia Electronic Games Market By Gaming Platform (PlayStation, Xbox, PC Gaming, Mobile Gaming, Cloud Gaming)
Segmentation of Saudi Arabia Electronic Games Market By Game Type (Action, Adventure, Sports, Simulation, Strategy, Others)
Segmentation of Saudi Arabia Electronic Games Market By Age Group (Children, Teenagers, Adults, Seniors)
Segmentation of Saudi Arabia Electronic Games Market By Revenue Model (Game Sales, In-App Purchases, Subscriptions, Advertising)
In case you don’t find what, you are looking for, please get in touch with our custom research team at [email protected] or Download Free Sample Report
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sportsgr8 · 8 months
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thetoxicgamer · 9 months
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HONOR and Gamers8: The Land of Heroes team up to put the power of mobile gaming on display
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The largest international gaming and esports festival, Gamers8: The Land of Heroes, and smartphone brand HONOUR have benefited from the increasing global acclaim for mobile gaming. Over a third of the 8.1 billion people who live on the planet today—an astounding 2.6 billion people—are mobile gamers. As a result, the mobile gaming sector is still expanding. According to forecasts from Market Research Future, its value will have more than doubled by the end of the decade from its current $114.96 billion valuation. In 2030, the market is anticipated to reach $247.07 billion with a 13.60 percent CAGR. It’s impossible to overstate just how big a business mobile gaming is. Figures have revealed that 43 percent of all smartphone users play games and 62 percent of people install a game within their first week of ownership. Around 57.9 percent of those games are puzzle games and further studies show that at least half of mobile gamers are women. Access is a key factor, according to Turki Alfawzan, CEO of the Saudi Esports Federation. “The easier the access to the game, the more exposure and reach you have,” he said. “And the easiest access to games is mobile – which makes sense, your whole life is on your phone. There’s a lot of opportunity for game developers to reach a wider fan base. For some of the genres, I think mobile gaming is the future of gaming.” For proof of mobile gaming’s popularity, you need look no further than the recent six-day PUBG Mobile World Invitational (PMWI) at Gamers8: The Land of Heroes, the biggest esports and gaming festival worldwide. Taking place in Riyadh, it saw Vampire Esports from Thailand, who claimed back-to-back victories, collecting $500,000 from a $3 million prize pool. Organized by PUBG Mobile and the Saudi Esports Federation, this battle royale competition was played exclusively on HONOR Magic5 Pro smartphones. HONOR is Gamer8’s main and official smartphone partner for the eight-week duration of the festival. The event, taking place at Boulevard Riydah City, runs until the end of August. According to research firm Sensor Tower, PUBG Mobile (a Tencent game) hit a major milestone, having made over $10 billion in revenue. The PMWI plays a critical role in the event’s roster, which also includes 16 tournaments over 13 different gaming titles. “PUBG Mobile World Invitational is an important part of Gamers8 for a number of reasons,” Alfawzan said. “It’s one of the most popular games around the world and, importantly, it’s a game that has a fan base in Saudi, in the region, and around the world. That’s not the case with all the games. And in addition, the numbers we are doing are exceptional – we finished the All-Stars, and the PMWI, with a record of 200 million people viewing.” Another important factor was having HONOR as the face of the tournament. The company proved invaluable in ensuring that this high-profile tournament ran smoothly. “You need a reliable technical partner to be able to host more than 60 players playing at the same time and they were up for the challenge,” Alfawzan said. “We delivered an amazing and smooth event as a result which reflects the quality we’re always aiming for.” The HONOR Magic5 Pro is well-equipped to deliver an exceptional gaming experience. It has an immersive 6.81-inch LTPO quad-curved floating display, perfect for providing a comfortable gaming experience, even during extended sessions. In part, this is due to the Magic5 Pro’s advanced 2160Hz PWM dimming technology, which reduces screen flickering and fluctuations in brightness. There’s real power at the heart of the HONOR Magic5 Pro, too. It’s powered by the all-new Snapdragon® 8 Gen 2 Mobile Platform, offering exceptional performance and processing speeds, with equally impressive power efficiency. Designed to optimize gaming experiences, the HONOR Magic5 Pro’s GPU Turbo X graphics acceleration technology results in smoother visuals and lag-free gameplay. Gamers also don’t need to worry about their sessions coming to an abrupt end. The HONOR Magic5 Pro boasts a 5100mAh battery, giving players the power to keep going without the need for frequent recharges. HONOR prioritizes delivering cutting-edge technologies, in terms of both software and hardware, to ensure its smartphones offer a truly immersive on-the-go gaming experience. Daniel Wang, president of HONOR Middle East & Africa, knows just how popular mobile gaming has become and said it is “an integral part” of the company’s business model. As a brand, HONOR prides itself on being a human-centric company. It understands not just the widespread and ever-growing appeal of mobile gaming but also its role and importance in gamers’ lives. “The future of smartphones and mobile gaming is set to be dynamic and revolutionary,” Wang said. “With continuous advancements in hardware and graphics capabilities, smartphones will become more powerful, enabling even more immersive and graphically stunning gaming experiences. Rest assured that we will continue developing new technologies to cater to gamers’ needs on HONOR devices.” Having the HONOR Magic5 Pro as the PMWI’s sole gaming device was just as important to HONOR as it was to Gamers8: The Land of Heroes. It marks an important moment in the company’s growth in Saudi Arabia, a place that is passionate about gaming. “With a keen understanding of the Saudi gaming market and the importance of gaming to its people, HONOR remains deeply committed to engaging with users and elevating their experiences,” Wang said. “Recognizing the growing passion for gaming in Saudi Arabia, HONOR focuses on developing and delivering products that cater specifically to the needs and preferences of Saudi gamers. By combining cutting-edge technology with a comprehensive understanding of the local gaming landscape, HONOR aims to provide Saudi gamers with top-tier products and accessories that enhance their gaming journeys.” This will, Wang explains, enable gamers to “fully immerse themselves in the virtual worlds they love.” The viewership figures for the PUBG Mobile World Invitational, coupled with the statistics for mobile gamers in the kingdom and further beyond, prove that this is indeed the case. 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heronetworkgg · 10 months
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Gamers8 presenta su gran evento de esports con premios de 45 millones de dólares y la actuación de bandas como Imagine Dragons
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Gamers8 ha dado a conocer emocionantes detalles sobre su próximo gran evento de esports que transformará a Riad, la capital de Arabia Saudí, en el epicentro mundial de los deportes electrónicos este verano. La Saudi Esports Federation ha anunciado que el evento se llevará a cabo del 6 de julio al 30 de agosto, con […]
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datasportsgroup · 1 year
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Saudi Arabia Embraces the World of eSports and Gaming.
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There is enough evidence that states Saudi Arabia has embraced technology and everything remotely connected to it passionately. The eSports business in the Kingdom has emerged as a result of this transformation, and it has recently demonstrated significant promise. According to Populous, the eSports industry will bring in nearly $1.5 billion in worldwide income in 2023 on a viewership of roughly 646 million, with an estimated increase in investment of more than nine times that amount.
Thus eSports is said to be the growth driver for the Saudi Arabian Gaming and eSports sector by 2030, according to research by YouGov. By 2030, as opposed to 2022, the gaming industry's contribution to Saudi Arabia's gross domestic product would have increased by roughly 50 times. This would be due to its expected 250% growth over the next eight years.
A highly potential market!
Saudi Arabia has a sizable home market. Gaming especially eSports Gaming has developed significantly over the past several years due to the increased accessibility of digital infrastructure and the growing market penetration of mobile phones. About two-thirds of Saudis are under the age of 35.
There are 23.5 million passionate gamers in KSA, or around 67 percent of the population. Saudi Arabia offers a market full of already ardent gamers with great buying power because it is a young, highly developed nation. This helps explain why Saudi Arabia is the world's 19th-largest gaming market.
The Saudi Arabian Digital Content Council and its Ignite initiative have completely transformed the esports and gaming industries in the Kingdom as well. Globally, the gaming industry has grown significantly thanks to modern technology, which has made it possible to expand customer reach and create new games in response to demand.
According to a recent analysis by the Boston Consulting Group, gaming spending in Saudi Arabia, the largest economy in the Arab world, is expected to reach $6.8 billion by 2030 and rise at a compound annual rate of 22% through that year.
The governor of Saudi Arabia's Communications and Information Technology Commission, Mohammed Saud Al-Tamimi, indicated that a sizable portion of the Saudi populace is avid gamers. Video, music, digital advertising, and gaming in Saudi Arabia are the main topics of the Ignite programme. The country has even authorized a $100 million fund for several business owners and developers through Ignite.
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The National Gaming and eSports Strategy, which Saudi Crown Prince Mohammed bin Salman presented in September, outlines a comprehensive investment programme for the sector with the ultimate objective of making the country a worldwide gaming hub by 2030. Even the Saudi E-sports Federation was established by Riyadh to promote the growth of the sector.
In order to support this expanding industry, KSA has also increased its internet services. In terms of broadband and mobile internet speed, Saudi Arabia ranks seventh among all nations. As gamers need high-speed mobile networks with enhanced and improved latency, it would further spur the growth of the economy ahead.
Why the sudden traction in the Middle East?
Mohammed bin Salman instructed the General Sports Authority of the kingdom to establish a fund to support sports activities in the nation in November 2016, which is when Saudi Arabia first made a strategic investment in sports and entertainment events. The fund's goals were to diversify the kingdom's holdings as part of Vision 2030, a plan to lessen Saudi Arabia's reliance on oil.
As part of the plan, the country also signed a 10-year, $650 million contract for a Formula One race, It invested millions in a Saudi International golf tournament, a long-term partnership with WWE, and the hosting of some of the biggest boxing bouts in recent memory, Saudi Arabia has since become a major sports event center on theeSports Gaming planet.
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Conclusion
The value of Saudi Arabia's gaming industry is one of the fastest-growing gaming marketplaces in the world. The video game and eSports industries have historically been dominated by markets in North America and Europe, but Saudi Arabia's cutting-edge telecommunications infrastructure, educated workforce, and quickly diversifying economy have deemed it to be a high potential market for growth.
Create a robust and interesting gaming business in Saudi with Data Sports Group, the best partner for all your Sports Content! As the eSports industry expands its wings and enters the Middle East, do not limit your content to geographical boundaries. With a dedicated workforce that works round the clock, DSG prides itself in delivering accurate sports content from all over the world!
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Global Esports Federation creates partnership with Saudi Arabia-based VOV Gaming
Global Esports Federation creates partnership with Saudi Arabia-based VOV Gaming
You have viewed over 50 articles in the last 12 months. Keep Olympic News Free Support insidethegames.biz for as little as £10 For nearly 15 years now, insidethegames.biz has been at the forefront of reporting fearlessly on what happens in the Olympic Movement. As the first website not to be placed behind a paywall, we have made news about the International Olympic Committee, the Olympic and…
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aaareviews-blog1 · 5 years
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Recode Daily: How to watch the swearing-in of the 116th Congress, on a historic day for women in government
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The 116th Congress gets sworn in today — a historic day for women in government. A whopping 102 women will take their seats in the House — that’s nearly a quarter of its voting members. Of those women, 35 (or 34.3 percent) are entering Congress for the first time. Exactly a quarter of the Senate will now be made up of women, as 25 women, five of whom are new, will be sworn in. The majority of women serving in both chambers are Democrats. Other noteworthy events: Rep. Nancy Pelosi (D-CA) will likely be elected the next speaker of the House, and she says she intends to immediately hold a vote on the government shutdown. C-SPAN and C-SPAN2 will be streaming the ceremony, which is set to begin at 12 pm ET; here’s what to watch for. Apple cut its sales outlook for its fiscal 2019 first quarter by nearly 8 percent to $84 billion. The company had previously said it expected $89 billion to $93 billion in sales for the holiday quarter, which ended December 29. In a letter to investors, CEO Tim Cook blamed “emerging market challenges” and lackluster iPhone sales; in both instances, China was a driving force behind the lower-than-expected numbers, and Apple’s statement seems to be a not-so-thinly-veiled stab at President Donald Trump’s trade battle with the world’s most populous country. But that’s not the only reason people are buying fewer iPhones. The Federal Communications Commission will suspend most of its services by midday today if the partial government shutdown continues. The FCC plans to furlough more than 20 percent of its staff and will cease all work that is not “required for the protection of life and property” or related to spectrum auctions, which are funded by the sale of spectrum licenses. The agency’s wind-down would impact electronics makers, consumers, broadcasters, and many federal employees. A federal judge dismissed lawsuits that sought to hold Facebook, Google, and Twitter liable to victims of the December 2015 mass shooting in San Bernardino that killed 14 people and injured 22 others. US Magistrate Judge Laurel Beeler in San Francisco found that while the platforms were “generally aware” that the Islamic State used their services, the shooting was not a direct result of the companies providing resources to the terrorist group. Netflix pulled an episode of “Patriot Act With Hasan Minhaj” in Saudi Arabia after the government there leveled a legal threat over a segment in which the comedian criticizes US ties to the regime and ridicules Saudi attempts to explain the murder of dissident journalist Jamal Khashoggi. Netflix said it was simply complying with a local cybercrime law; human rights group Amnesty International said Netflix’s action is “further proof of a relentless crackdown on freedom of expression.” The 27-minute episode, titled “Saudi Arabia,” remains available on Netflix in all other territories. Popular Fortnite streamer Tyler Blevins, a.k.a. Ninja, earned nearly $10 million in 2018, with 70 percent of the revenue coming from Twitch and YouTube. Every time one of Ninja’s 20 million-plus YouTube subscribers watches a pop-up ad on his channel, he earns a percentage of the ad sale; most of his videos on YouTube have been viewed millions of times. More than 12.5 million users follow him on Twitch and almost 40,000 pay to watch, forking over either $4.99, $9.99, or $25 per month to watch him blast his way to big bucks. The rest of his income is from sponsors like Samsung, Uber Eats, and Red Bull, which leads to a question about him and his peers in the burgeoning eSports community: Are they athletes? Blevins said he sees himself instead as a small business owner. How much of the internet is fake? A lot of it, as it turns out. Studies suggest that, year after year, less than 60 percent of web traffic is human, and a healthy majority of it is bot. For a period of time in 2013, a full half of YouTube traffic was “bots masquerading as people” — a portion so high that employees feared an inflection point after which YouTube’s systems for detecting fraudulent traffic would begin to regard bot traffic as real and human traffic as fake. They called this hypothetical event “the Inversion.” Here’s a grim look at our new post-Inversion unreality, in which the metrics, businesses, content, people — even ourselves — are questionable. How many times this year were you asked online to prove that you’re a human? This is cool Lovot, KiKi and other cute robots will be the stars of next week’s CES. How could 2019 be any worse than 2018? recode_logomark Recode Daily Sign up for our Recode Daily newsletter to get the top tech and business news stories delivered to your inbox. By signing up, you agree to our Privacy Policy and European users agree to the data transfer policy. Source link Read the full article
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overwatchartifact · 4 years
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Saudi Arabian federation for Electronic & intellectual sports is hosting a 1 million SAR (€244,000) prize Overwatch tournament @safeis.ksa ———————— Source: ‏‏twitter.com/saudiolympic/status/1233806124543074308?s=19 ———————— #overwatch #overwatchgame #blizzard #blizzardgames #saudiarabien #esports #tournament #overwatchtournament #safeisksa #overwatchnews https://www.instagram.com/p/B9MQIL2IO7_/?igshid=1f7oxg4b1n15u
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businessweekme · 6 years
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Debate Rages Over Medals for Gamers at Asian Games
Forget swimming goggles and running cleats. As athletes gather for the Asian Games, Asia’s biggest sporting event in Jakarta this week, much of the attention will be on computer mice and chunky headphones as gamers will also be in line for medals.
For the first time, the Asian Games — the Olympics equivalent for the world’s most populous continent — will include computer game competitions alongside swimming and track-and-field. Contestants from Saudi Arabia to Japan will battle for national pride and bragging rights across six titles, including League of Legends and StarCraft II in a huge marketing coup for publishers like Tencent Holdings Ltd. and Activision Blizzard Inc.
Yet the move is generating furious controversy. Many athletes and fans contend computer games aren’t truly sports, and no medals should be awarded for what’s essentially skillful consumption of a corporate product. This week’s games are the largest showcase yet for esports, an early test of whether it will be included at 2024 Paris Olympics.
“It’s really a shift away from the Olympic ethos,” said Scott McGrory, 48, an Australian gold medalist in cycling and a sports broadcaster. “It’s like saying, let’s have a competition with the best accountants on the planet.”
Critics say it’s about greed. The Olympic Charter historically stated that mental or mechanical-driven activities were not permitted as sports, one reason chess and car-racing were never included. But with Olympics attracting fewer viewers, especially among younger audiences, officials may be willing to bend the rules to welcome the $140 billion video game industry, which commands the attention of teenagers and millennials.
“They’ve got Olympic ideals and they use all these slogans, but at the end of the day this is a big money-making machine,” said Mathew Jessep, a sports and esports lawyer. “If the Olympics want to continue making the sort of money they’ve been making, they need to supplement the content. From a content play, esports is a definitive opportunity.”
Olympic organizers also historically work with non-profit sports groups and are barred from dealing with for-profit companies like the game makers, Jessep says. But the games industry doesn’t yet have an international, non-profit group that could fill that role.
Game makers stand to benefit. Unlike with basketball or fencing, the intellectual property of a video game is usually owned by a for-profit company. That means choosing a game from, say, Tencent or Electronic Arts Inc. has a direct impact on their profit. Skeptics say the selection process is rife with opportunities for favoritism and influence-peddling.
Asian Games organizers have yet to explain in detail how this year’s six titles were chosen. The Asian Electronic Sports Federation, which oversaw the selection, said it was based on “stringent criteria,” according to a statement in May. “The game must adhere to our vision of promoting integrity, ethics, and fair play,” AESF president Kenneth Fok said in the statement. AESF did not respond to multiple emails and phone calls.
In a panel discussion in July, Sheikh Ahmad Al-Fahad Al-Sabah, president of the Olympic Council of Asia, said the debate over esports in the Asian Games has been tough. While the International Olympic Committee questioned its inclusion, game makers were adamant about keeping control over their business, he said.
Twenty seven countries participated in qualifying for esports, with 135 players selected to live alongside athletes from traditional sports. Winners this year won’t get medals, but gold, silver and bronze will be awarded from the 2022 games.
The selections heavily favor China’s Tencent, with half of the six slots. Analysts say that gives the company an upper hand in establishing itself as the premier game in a specific genre, which should help boost sales and increase the audience. Tencent’s battle arena title League of Legends is a direct rival to Valve Corp.’s Dota 2, which won’t be part of this week’s competition. Konami Holdings Corp.’s Pro Evolution Soccer series was picked for the Games over the much more popular FIFA from Electronic Arts.
“Being chosen as the de facto game for esports is a huge plus for publishers,” said Masaru Sugiyama, an analyst at Goldman Sachs Group Inc. “The rift between the top game and the second game in the same genre could widen.”
Karol Severin, co-founder of MIDiA Research, suggested one way of dealing with the dilemma is selecting genres — strategy, shooting, virtual soccer — instead of specific games, and then allowing multiple publishers to vie for a spot in that category. Organizers could also release Olympic-specific versions of a game, with royalties then shared among developers and organizers.
Esports-related revenue will more than triple to $3 billion by 2022 from this year, according to Goldman Sachs estimates. The sale of broadcasting rights will generate 40 percent of that as the audience watching matches grows to 276 million, according to the brokerage.
Sugiyama said big international tournaments like the Asian Games and the Olympics will be major factors in driving adoption and acceptance. That’s why reaching a balance between sport and profit will be key to entertaining viewers without making the competition feel like a giant commercial.
“When a game becomes an Olympic sport, should it have an owner? Or should it be in the public domain?” said Sugiyama. “This is a question that must be answered.”
The post Debate Rages Over Medals for Gamers at Asian Games appeared first on Bloomberg Businessweek Middle East.
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riyadhvision · 6 years
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Prince Faisal bin Bandar bin Sultan, head of KSA's Federation for Electronics and Intellectual Sports
Prince Faisal bin Bandar bin Sultan, head of KSA’s Federation for Electronics and Intellectual Sports
Prince Faisal bin Bandar bin Sultan.
:: Prince Faisal bin Bandar bin Sultan is the president of the Saudi Arabian Federation for Electronics and Intellectual Sports (SAFEIS), tasked with creating a world-class, first-of-its-kind public and private eSports federation, culture and infrastructure in the Kingdom.
As the son of the former Saudi Arabian ambassador to the US, Prince Faisal spent much…
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