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France crowned first-ever FIFA eNations Cup champions
Draw sets the stage for first-ever FIFA eNations Cup
FIFA announces participating countries and Host City for inaugural FIFA eNations Cup
Today, FIFA confirmed the full line-up of participating countries who will compete at the first-ever FIFA eNations Cup, as well as the Host City for the inaugural event taking place next month. As one of the major events in the EA SPORTS FIFA 19 Global Series, the FIFA eNations Cup is a new addition by FIFA to this season’s professional eFootball calendar and will feature 20 national teams from all six confederations (Concacaf, CONMEBOL, CAF, OFC, AFC and UEFA). In addition to international glory and a prize pool of USD 100,000 at stake for the teams, players selected by their member association for the FIFA eNations Cup 2019 will also have the chance to win up to 1,500 EA SPORTS FIFA 19 Global Series points, providing them with an opportunity to move up the FIFA 19 Global Series Rankings and take a significant step forward on the Road to the FIFA eWorld Cup 2019. Following a thorough and extensive evaluation and invitation process conducted by FIFA for the inaugural event, the 20 countries confirmed to participate in the FIFA eNations Cup 2019 are: • Argentina • Australia • Brazil • China PR • Denmark • England (host country) • Finland • France • Germany • Mexico • Netherlands • New Zealand • Norway • Portugal • Saudi Arabia • South Africa • Spain • Sweden • Russia • USA In addition, London has also been confirmed by FIFA as host and the tournament will be broadcast by the Media Rights Licensees for the event. It will also be streamed live across FIFA’s digital channels on 13 and 14 April 2019. Christian Volk, Director of eFootball and & Gaming at FIFA, said: “With 20 of the world’s best eFootball nations going head-to-head, this year’s inaugural FIFA eNations Cup will provide another great example of the passion and excitement that eFootball has to offer, as well as providing the chance for players and member associations to compete for national pride and international glory. “Following unprecedented interest received in the event, the decision to expand the FIFA eNations Cup from 16 to 20 teams will allow more member associations with a chance to compete at on an international stage in eFootball, as well as providing an important stepping stone for FIFA to continue growing and developing eFootball and the FIFA eNations Cup for member associations and the wider eFootball community in the future.” As part of the format of the first-ever FIFA eNations Cup, participating countries and players will compete in individual (1v1) and team (2v2) matches on both Xbox and PlayStation during the group stage, with the top two nations in each of the four groups progressing through to the knockout stages. Volk concluded: “Following the successful implementation at the recent FIFA eClub World Cup last month, we are hugely excited that the 2v2 team format will return and be part of the first-ever FIFA eNations Cup. The new 2v2 match format is another important innovation for the sport of eFootball this season and will add further drama – as well as another dynamic – to the event during what will be an exciting two-day exhibition of some of the best eFootball in the world.”
The next level of eFootball - FIFA introduces the FIFA eNations Cup
FIFA will host the inaugural version of the FIFA eNations Cup on 13-14 April 2019, featuring a national team competition on the Road to the FIFA eWorld Cup 2019 for the very first time. The first ever FIFA eNations Cup will be an invite-only exhibition event in 2019 and will introduce a new format of national teams and member associations competing against each other in a team competition on the Road to the FIFA eWorld Cup™ 2019. The event will provide players with a unique opportunity to represent their national team at a tournament during this season’s EA SPORTS FIFA 19 Global Series. Sixteen national teams representing all of FIFA’s confederations, CONCACAF, CONMEBOL, CAF, OFC, AFC and UEFA will be invited to take part in this event. The nations themselves will be able to host national eFootball championships to find their national team. The two selected players will then be invited to the FIFA eNations Cup to represent their country. As one of eight Majors in the EA SPORTS FIFA 19 Global Series, the event will offer up to 1,500 Global Series points in addition to the prize money also on offer. The current standings on the Road to the FIFA eWorld Cup 2019 can be viewed at the FIFA 19 Global Series Rankings. "The involvement of our member associations with a dedicated nations tournament is another significant and exciting step forward for FIFA and the development of eFootball globally. After the successful introduction of the FIFA eClub World Cup™ in recent years and the new team mode, we are looking forward to integrating this nation vs nation competition into our eFootball portfolio." said Luis Vicente, Chief Digital Transformation & Innovation Officer at FIFA. "Furthermore, the FIFA eNations Cup represents for us another great step in the growth and development of eFootball, further enhancing engagement with fans and players worldwide as well as allowing our member associations to develop and activate eFootball programs and competitions in their country" Vicente added. Taking place from 13 - 14 April 2019, the FIFA eNations Cup is one of eight Majors in the EA SPORTS FIFA 19 Global Series and one of three tournaments hosted by FIFA, which also includes the FIFA eClub World Cup™ and - the pinnacle event of eFootball - the FIFA eWorld Cup, which will take place at start of August 2019. More detailed information as well as the host city, competing nations and format for the FIFA eNations Cup will be announced shortly.
KiNG eSports crowned new FIFA eClub World Cup champions
KiNG eSports were crowned FIFA eClub World Cup champions today after a weekend of high-drama and excitement in London. Following a journey that saw over 150 teams battle it out in online qualifying and over two days of fierce competition between 16 of the world’s top eFootball teams, KiNG eSports emerged to claim the world title after a clinical performance which saw them beat Dijon SCO in both legs to secure the USD 40,000 top prize and maximum EA SPORTS FIFA 19 Global Series Points. KiNG eSports – an endemic eFootball team – included the two current world number ones on both consoles, Nicolas 'KiNG nicolas99fc' Villalba and Donovan 'KiNG Tekkz' Hunt. After becoming FIFA eClub World Cup champion, Donovan 'KiNG Tekkz' Hunt from KiNG eSports said: “Winning the FIFA eClub World Cup alongside my team-mate is incredible. The competition in eFootball to qualify and compete at these live events is now so intense. To come away with the FIFA eClub World Cup title, as well as the prize money and EA SPORTS FIFA 19 Global Series Points, is really special.” The crowning of the new FIFA eClub World Cup champion capped an exciting two days in London, which saw 32 of the world’s best eFootball players take a significant step forward on the Road to the FIFA eWorld Cup™ as well as the introduction of a new 2v2 team format to the competition for the very first time this year. The new 2v2 format - which saw two players play together as one team in the final round of each tie in the group stage, as well as the tiebreaking tie in the knockout phases – was a new innovation to this year’s competition. It provided a new tactical element for players and teams to contend with during eFootball’s pinnacle club competition. Christian Volk, Director of eFootball and Gaming at FIFA, said: “As the pinnacle club event in the eFootball calendar, the FIFA eClub World Cup 2019 has provided two days of high drama with the 2v2 team format adding an exciting new dynamic for players and spectators at this year’s event. “With the eFootball community and gaming scene continuing to professionalise and go from strength-to-strength, FIFA is continuing to identify new and exciting ways to further develop the eFootball ecosystem.”
2019 LoL Champions Korea Spring Media Day
On January 11th, Riot Games held '2019 LoL(League of Legends) Champions Korea Spring Media Day' at LoL Park in Jongno-gu, Seoul. Ahead of '2019 LoL Champions Korea Spring (2019 LCK Spring)' that will be held from January 16th, the event was organized to introduce the features of league management, with the officials including Jun-kyu Park, Korean representative of Riot Games, Sang-heon Oh, director of esports business, Cheol-hak Kim, secretary general of Korean eSports Association in attendance. ▲ '2019 LoL Champions Korea Spring Media Day' was held. As the first order, the operation policy of '2019 LCK Spring' was introduced. According to the announcement, '2019 LCK Spring' consists of a total of two rounds, with the first round being five days a week from Wednesday to Sunday and the second round being four days a week from Thursday to Sunday. Likewise, the league will be held from January 16th to March 31st, and the playoffs will start on April 3rd. The winners will be determined by the finals on April 13th. Broadcasting of '2019 LCK Spring' can be seen on TV cable channel SBS Afreeca and new medias such as Naver, Afreeca TV, and Facebook. In the case of foreign language broadcasts, Chinese version will be broadcasted on Huya TV, English on Facebook and Twitch, French on OhGaming, Japanese on OPENREC.tv, and German on Summoners' Inn. Moreover, the organization of the stadium and the contents of '2019 LCK Spring' are being prepared with the aim of showing like sports as much as possible. It was highlighted that a coach box where coaches, coaching staffs and waiting players are located, and an analysis desk that analyzes the progress of the game will provide more excitement to users through this season. Besides, since the round stadium is structured with open-type booths, white noise and sound curtain system will be actively utilized to thoroughly separate the sound of the audience and that of the stage. ▲ The league will start from January 16th, and the winner will be decided by the finals on April 13th. ▲ TV and new media broadcasting channels were introduced. ▲ International broadcasts will be also available in five languages. ▲ The goal is to show like sports as much as possible. On the other hand, regarding the game judgement, Riot Games and Korean eSports Association will organize a joint judgment committee for unifying the process. This is because referee's decision and confirmation by management had to be done separately in the past. The joint judgement committee of each competition will be composed of six referees including technical referees dispatched by Riot Games and game referees by Korean eSports Association. They will perform tasks such as field management before the match, game operation during the match, and game analyzation after the match. Meanwhile, for enhancing coping abilities and reinforcing capabilities of the referee, '2019 LCK Professional Referee Training Plan' is being pushed forward. As a method of training the referee in accordance with this plan, six referees are selected, and the training course consisting of basic courtesy training, theoretical education and field education has to be completed. After the training, the selectees will be working as an official LCK referees. ▲ Riot Games and Korean eSports Association will organize a joint judgment committee. ▲ '2019 LCK Professional Referee Training Plan' is being pushed forward. Following the operation policy of '2019 LCK Spring', the second order was prepared to listen to the coaches and players' commitments and determinations to this season. (Afreeca Freecs 'Spirit' Da-yoon Lee) Beginning this spring season, we will prepare hard to make good results in domestic and international competitions. (Afreeca Freecs Coach Yeon-sung Choi) We aim to achieve better results than last year, and we are preparing for the best. (kt Rolster 'Smeb' Kyeong-ho Song) LCK is likely to be fierce this year. As many new players have come in, we are working hard with a new mind. (kt Rolster Coach Chang-jong Oh) We want to show a better performance by achieving parts that we could not make last year. Since new players have come, we want to show the experienced kt and new kt as well. (Gen.G Esports 'CuVee' Sung-jin Lee) As I did not show a good picture at LCK last year, I will try to show a better picture this year. (Gen.G Esports Coach Woo-beom Choi) I believe the results will be better if we enjoy, so we will enjoy the match this year. (Hanwha Life Esports 'Sangyoon' Sang-yoon Kwon) I am practicing hard to show a good performance. I ask a lot of encouragement. (Hanwha Life Esports Coach Hyun-jong Kang) We want to go higher than the last season. We'll do the best. (Damwon Gaming 'Nuclear' Jong-hyun Shin) We have been receiving much attention with the promotion to LCK. I will take both cheering and criticism as stepping stone and try hard to show a better performance this season. (Damwon Gaming Coach Mok-kyung Kim) As a new LCK player, I will always try to learn. I will try my best and prepare the season. (Sandbox Gaming 'Joker' Jae-eup Jo) We want to get positive results with a perfect match, and become a team receiving positive comments. (Sandbox Gaming Coach Ui-joon Yoo) I want to know how far we can go up with our own style. (SK Telecom T1 'Faker' Sang-hyeok Lee) The results at KeSPA Cup left much to be desired since we just had gotten togerther as a team at that time. But, in the spring season, we will come back with a better performance. (SK Telecom T1 Coach Jung-kyun Kim) This season we want to show performance that fans will be satisfied with. (Griffin 'Sword' Sung-won Choi) We will make much effort to show good performance in LCK as KeSPA Cup. (Griffin Coach Dae-ho Kim) We will fight hard with other teams and win-win each other to increase global influence. (Jin Air GreenWings 'Stitch' Seung-ju Lee) As various players have gathered, we want to work hard with our first intention. We will do the best in the direction of further development. (Jin Air GreenWings Coach Sang-yong Han) The aim is to make an aggressive team and receive positive evaluation. (Kingzone DragonX 'TusiN' Jong-ik Park) Kingzone DrangonX is a new team, so we will try harder to go higher. (Kingzone DragonX Coach Dong-hoon Kang) Since all players are working hard lately, I am going to prove that Kingzone DragonX is a remarkable team. ▲ There was time to listen to each team's coach and players' commitment to this season.
Qualified Teams confirmed for the FIFA eClub World Cup 2019
The best 16 eFootball teams in the world are set to meet in London next month for the FIFA eClub World Cup 2019. Over 150 teams participated in the Online Qualification which took place in January and the 15 qualified teams will join the reigning Champion Brøndby IF, the only team to win the FIFA eClub World Cup so far by claiming the first place in the inaugural event in 2016 and in last year’s edition. The FIFA eClub World Cup will take place from 09 - 10 February 2019 in London. The qualified teams for the FIFA eClub World Cup 2019 are: AFC Ajax (Netherlands) AlNassr FC (Saudi Arabia) Brøndby IF (Denmark) NoFuchsGiven eSports (England) Dijon Football Côte-d'Or (France) ECV eSports (Netherlands) FaZe Clan (USA) Futbolist (Turkey) Imperial (England) KiNG eSports (Germany) Manchester City eSports (England) Prime NINJA (Japan) Team Vitality (France) Tricked eSport (Denmark) VFL Bochum 1848 (Germany) Wolverhampton Wanderers FC (England)
2018 LoL KeSPA Cup Finals Event
On December 31, 2018, ‘2018 LoL KeSPA Cup Finals’ was held at Gwanggaetogwan Convention Hall of Sejong University in Gwangjin-gu, Seoul. The event was held to decide the winner of ‘2018 LoL KeSPA Cup’, which has been held from December 18th. Gen.G and Griffin, who won against KT Rolster and DAMWON Gaming in the semi-final, respectively, had a match of best of five. ▲ Gen.G and Griffin, who entered the finals, stood with the trophy in the middle. In the first set, Griffin won by succeeding in overturning the game through an engagement in a crisis situation. Griffin has been active all over the map early in the set and has made a prevailing atmosphere by destroying the bottom turret shield as well as scoring kill points. Thereupon, Gen.G fought back with kill points made by ‘CuVee’ Seong-jin Lee, and ‘Peanut’ Wang-ho Han. Also in the joint battle of the 11th minute, the situation became favorable with the performance of ‘Peanut’. Both teams exchanged attacks and tried to interfere with each other's aiming. Griffin got the first Baron, but the second Baron was stolen by Gen.G‘s ‘Peanut’, and Griffin was in crisis all over the map. However, while Griffin had been hurried and watched for a chance with 3 earth dragon buffs, at the huge engagement after the third fire dragon, ‘Lehends’ Si-woo Son won a victory with ‘Death Sentence’ skill and succeeded in turning the tables. Keeping the momentum, Griffin entered the opponent base, removed the tower and suppressor, destroyed the nexus and got the first set point. At the second set, Griffin succeeded in continuing the momentum of the previous set and once again won. At the beginning of the set, Griffin's 'Tarzan' Seung-yong Lee started pleasantly by stealing the red buff that Gen.G was hunting. At the engagement in the middle area of the 9th minute, ‘Chovy’ Ji-hoon Jeong’s Irelia jumped inside the opponent’s tower and pushed hard from the beginning with double kills. Gen.G succeeded in defending Griffin’s offensive with defensive tactics, but failed to overturn the situation while chasing the opponent for counterattack since the team rather counterattacked. At the situation, Griffin stole the Rift Herald that Gen.G was hunting and raised the pace of the offensive. Griffin continuously succeeded in destroying the second middle tower at the 23rd minute and raised the attack power by hunting the dragon. At the engagement occurred after hunting Baron, Griffin eliminated the champions of Gen.G without difficulty and arranged the middle line. In the end, Griffin successfully entered the opponent’s main base, eliminated Gen.G’s champions one by one, destroyed nexus, and finally scored the second set point. ▲ Griffin reversed the situation with the engagements won the first set. ▲ In the third set, Griffin also dominated the game by pushing the opponents hard from all areas. The third set, which was the last chance for Gen.G, was finished with a victory for Griffin who did not miss the chance. Until the first dragon appears in the game, both teams focused on the defense and did not show much movement. However, Griffin got the dragon and the clash had begun in earnest. After Griffin scored a point in the bottom area, Griffin went a little ahead with ‘Chovy’ Ji-hoon Jeong’s solo kill from Gen.G’s ‘Fly’ Yong-jun Song, but Gen.G soon narrowed the gap by recording three kills successively after Rift Herald. Nevertheless, the situation gradually became favorable to Griffin. In the top area, ‘Sword’ Sung-won Choi got Gen.G’s ‘CuVee’ Sung-jin Lee, summoned Rift Herald and succeeded in eliminating the first middle tower. Gen.G’s ‘Ruler’ Jae-hyuk Park tried counterattack with scoring several kills, but Gen.G soon lost power by blocking the attempt of stealing from Griffin’s ‘Peanut’ Wang-ho Han. Eventually, Griffin got into the main base of Gen.G, and the engagements took place on the access way at each line. Griffin managed to destroy the nexus while maintaining the dominant position, and set score 3 : 0 to win the championship. Meanwhile, as the MVP of the finals, Griffin’s ‘Chovy’ Ji-hoon Jeong, who showed powerful attack at every set, was selected. ▲ President of KeSPA, Young-man Kim, presented trophy and prize money to the winner Griffin. ▲ Griffin's 'Chovy' Ji-hoon Jeong was selected as the MVP of the finals.
FIFA and EA SPORTS unveil new FIFA 19 Global Series Rankings
• New weekly world rankings launched for FIFA Competitive Gaming • Players and fans now able to track progress on Road to the FIFA eWorld Cup™ • Rankings now available on FIFA.gg FIFA and EA SPORTS have unveiled today the FIFA 19 Global Series Rankings – a new, dedicated world rankings platform for eFootball. With more than 20 million players across 60 nations having participated in last season’s EA SPORTS FIFA Global Series, players and fans will now be able to monitor the progress of the world’s top competitive FIFA players throughout the season on the Road to the FIFA eWorld Cup. The new FIFA 19 Global Series Rankings will be updated on FIFA.gg every Tuesday after Weekend League* and competitive events within the Global Series, providing fans with an interactive platform to monitor the progress of the top FUT Champions verified( https://www.fifa.com/fifaeworldcup/how-to-play ) FIFA 19 players around the world. "The FIFA 19 Global Series Rankings will provide fans with a dedicated platform to follow the top players on the Road to the FIFA eWorld Cup, as well as establishing a regular worldwide competition ranking to further underline the exciting growth and professionalization of eFootball. Fans are now able to keep track on the results of their favourite players, and competitors themselves are able to monitor their standings during the season. We are looking forward to finding out who the best 32 competitors will be at the end of the season and welcoming them at the FIFA eWorld Cup 2019,“ said Luis Vicente, Chief Digital Transformation & Innovation Officer at FIFA. The FIFA 19 Global Series features a range of qualifying events both online and at live events. These include tournaments hosted by leading companies including PlayStation, Professional Gamers League (PGL) and Gfinity, as well as an anticipated 15 Official League Partners, FUT Champions Cups, the FIFA eClub World Cup and the brand new FIFA eNations Cup leading to the pinnacle event for eFootball: The FIFA eWorld Cup. “The introduction of a new and dedicated world ranking for FIFA gaming is a fantastic step forward by FIFA and EA SPORTS,“ said Mosaad 'Msdossary' Aldossary, reigning FIFA eWorld Cup Champion. "Not only will it help me track the progress of my rivals throughout the season, the FIFA 19 Global Series World Rankings will play an important role in further raising the profile of competitive FIFA gaming around the world and keep fans and the general public updated on who is in contention to compete to become FIFA eWorld Cup Champion at the end of the season.” *Points earned during the Weekend League will be reflected on each following week, not on the first Tuesday after each Weekend League.
FIFA and Electronic Arts reveals EA SPORTS FIFA 19 Global Series on the Road to the FIFA eWorld Cup 2019
FIFA and Electronic Arts Inc. have announced today the tournament schedule for this season’s EA SPORTS™ FIFA 19 Global Series*, mapping out the Road to the FIFA eWorld Cup 2019. Building on the success of the 2018-19 season and the significant and growing global interest in competitive FIFA gaming, this season’s tournament ecosystem expands as the number of Majors increases from two to six, an all-new Licensed Qualifier System being added – which is led by leading brands PlayStation, Professional Gamers League (PGL) and Gfinity, and involving an anticipated 20 official football league partners such as Bundesliga, Eredivisie, La Liga, Ligue 1, MLS, and the Premier League. This season also includes the unique FIFA eClub World Cup and two EA Champions Cups featuring the best FIFA Online 4 players in the world, as well as a brand new competition: the FIFA eNations Cup. Further details about the format and qualification for the FIFA eNations Cup will be announced over the coming weeks. “The growth of competitive FIFA is both exponential and undeniable,” said Todd Sitrin, SVP and GM of the EA Competitive Gaming Division. “On the heels of the global phenomenon that is the EA SPORTS FIFA 19 launch, the scope of the EA SPORTS FIFA 19 Global Series illustrates competitive FIFA’s rapid rise and solidifies its status as a tier one competitive franchise. This past season, we smashed all the previous viewership and engagement records for competitive FIFA, and we are excited to do the same again in the coming season.” The rise of EA SPORTS FIFA competitive gaming is enhanced through its accessibility, if you know the rules of football, you know the rules of FIFA. This approachability fuels not only increased player popularity, but spectator growth as well. It positions the franchise well for sustaining momentum as millions of football fans can understand the game. “Competitive FIFA captivates millions of fans around the world, and its unique connection to the world’s game presents new and innovative ways to uniquely connect football fans globally,” said Luis Vicente, Chief Digital Transformation & Innovation Officer at FIFA. “We’re thrilled to continue our longstanding partnership with EA as we aim to push e-Football to new heights and to new audiences.” With more than 20 million players across 60 nations having participated in the EA SPORTS FIFA 18 Global Series, new pathways are now available to players aiming to qualify for the EA SPORTS FIFA 19 Global Series through the introduction of a new EA SPORTS FIFA 19 Global Series Points system. This new points system awards competitors for their cumulative performances across both online and live events and gives the opportunity for all eligible players to become a future star of FIFA eSports. It also increases their chances for EA SPORTS FIFA 19 Global Series Playoffs qualification and advancing to the FIFA eWorld Cup 2019. “Building upon last season’s success, we wanted to give more players around the world the opportunity to compete in the EA SPORTS FIFA 19 Global Series, as well as elevate the profile of the superstars of FIFA,” said Brent Koning, EA SPORTS FIFA Competitive Gaming Commissioner. “Every detail of the competitive ecosystem is thoughtfully and strategically crafted to increase its engagement and entertainment for spectators, as well as accelerate our ultimate goal of making stars of all our players.” All eligible players interested in becoming a competitor in the EA SPORTS FIFA 19 Global Series must register on FUTChampions.com by October 31, 2018 and become FUT Champions Verified to earn EA SPORTS FIFA 19 Global Series points. The top 60 competitors on the final EA SPORTS FIFA 19 Global Series points leaderboard will qualify for the EA SPORTS FIFA 19 Global Series Playoffs, and then only the best-of-the-best will advance to the FIFA eWorld Cup 2019. There, only one will be crowned the FIFA 19 World Champion. *Eligibility restrictions apply. See Official Rules and FUTChampions.com for details. Final terms and structure subject to change.
FIFA eWorld Cup 2018 Grand Final Reaches Record Global Audience
Electronic Arts Inc. (NASDAQ:EA) and Fédération Internationale de Football Association (FIFA) announced today that the FIFA eWorld Cup™ 2018 Grand Final achieved a record global audience – generating more than 29 million views across online platforms during the three-day event. Underlining the exciting potential growth for the tournament and competitive FIFA gaming, the global online audience for this year’s FIFA eWorld Cup Grand Final represents a 400 percent increase in digital viewership over the 2017 FIFA Interactive World Cup Final and double the digital viewership of the EA SPORTS FIFA 18 Global Series Playoffs held in Amsterdam May 28 - June 3. Peak concurrent viewership during the August 4 Grand Final broadcast was an estimated 322,000 across 12 digital platforms, in addition to being delivered to 19 broadcasters covering over 60 territories around the world.* The three-day Grand Final at The O2 in London brought together the 32 best FIFA players in the world with Mosaad “MSDossary” Aldossary from Saudi Arabia being crowned FIFA eWorld Cup Champion and winning the grand prize of $250,000 USD, as well as an exclusive invitation to The Best FIFA Football Awards™. As the final event of the season for competitive FIFA gaming, the FIFA eWorld Cup Grand Final was the culmination of the EA SPORTS FIFA 18 Global Series – a new format introduced this year that included international online and live events around the world. More than 20 million players from 60 different countries participated in competitive FIFA this season throughout the Global Series – representing one of the most inclusive and global competitive ecosystems in the eSports industry. Speaking about the event, Jean-Francois Pathy, FIFA Director of Marketing Services, said: “This year’s FIFA eWorld Cup Grand Final was an important milestone in the progress and continued professionalization of competitive FIFA gaming. Following the move to a new venue and a new format, the success of this year has underlined the unique opportunity that competitive FIFA gaming has to engage with new fans and audiences, as well as how it can support FIFA’s ongoing efforts to drive interest and develop football around the world. “With a 400 percent increase in viewership from 2017 to 2018, we are thrilled with this year’s results and look forward to our continued partnership with EA SPORTS and accelerating our programs in the coming year.” Todd Sitrin, General Manager and Senior Vice President Competitive Gaming Division at EA SPORTS stated: “The power of real-world sports and esports is a massive multiplier, and this year’s increase in online viewership is indicative of this power coming to life. We've dramatically accelerated the growth of competitive gaming through the EA SPORTS FIFA 18 Global Series and this year's Grand Final, rallying the global football community together within this singular ecosystem that we know will only grow in the seasons to come.”
Alibaba’s WESG Oceania Esports Event Comes to PAX Aus 2018
World Electronic Sports Games will come to the PAX Arena stage at PAX Aus 2018, taking place 26-28 Oct. in Melbourne, VIC. WESG is the international esports championship tournament organized by Alibaba Group’s AliSports. Partnering with Australian Esports League, this year marks its first foray into Australia, bringing together the best in the region to compete in Dota 2, CS:GO, Hearthstone, and StarCraft 2. The online events will commence on 1 Sept., with competitors playing Dota 2, CS:GO, StarCraft 2, and Hearthstone. Select matches will be broadcast in the lead up to PAX Aus, where the top two teams in Dota 2 and CS:GO will compete on stage at PAX Arena in a grand final match. WESG at PAX Arena will also hold open qualifiers for the Hearthstone finals in November. Anyone is welcome to compete, with winners progressing on to the finals in Sydney where they can play for a $30,000 prize pool and a chance to represent the region in China where they play for a share of $US5.5 million as part of the global series. PAX Aus first hosted the PAX Arena esports stages in 2015, and since then, has partnered with the likes of Red Bull, Ubisoft, Bethesda, Hi-Rez, and McDonald’s to deliver high-quality competitive play to thousands of attendees. “The growth of esports in the APAC region has been nothing short of meteoric,” said Luke Lancaster, Content Manager, PAX Aus. “This partnership with AliSport sets up PAX Arena as a truly international event, and we couldn’t be more excited.” “We chose PAX Aus as the home for WESG because of the community,” said Darren Kwan, executive producer at the Australian Esports League. “There’s no better way to bring Australian audiences into the fold than by offering up world-class matches at PAX Aus.” PAX Aus is produced by ReedPOP in conjunction with Penny Arcade. The show was the first international PAX event and has brought passionate gaming communities together in Melbourne since 2013. PAX Aus attendees get to experience the best in gaming culture with more than 180 exhibitors, thousands of playable games, and more than 150 hours of on-stage content.
Msdossary Crowned FIFA eWorld Cup Champion
After three days of intense drama and excitement, the FIFA eWorld Cup™ Champion has been crowned, with Mosaad ‘Msdossary’ Aldossary taking home the title following a 4-0 aggregate victory over Stefano ‘StefanoPinna’ Pinna at The O2 in London. Following a journey involving more than 20 million participants taking part in the Road to the FIFA eWorld Cup 2018, ‘Msdossary’ from Saudi Arabia overcame ‘StefanoPinna’ from Belgium in a clinical performance that saw two of the world’s top competitive FIFA gamers go head-to-head in The Final Showdown. Having already secured a 2-0 victory in the first leg, ‘Msdossary’ showed his class and finished off the tie with a masterful tactical display in the second leg, which resulted in a repeat 2-0 victory. In front of a live audience at The O2 in London, the Final Showdown provided a dramatic end to an exciting three days of competition. The 32 Grand Finalists, from 19 countries, battled it out for the US$250,000 top prize and an exclusive invitation to The Best FIFA Football Awards™ in London on 24th September 2018. Speaking about becoming FIFA eWorld Cup™ Champion, Mosaad ‘Msdossary’ Aldossary said: “This win makes up for all the hard work and dedication me and my team have put into this. It is fantastic to see competitive FIFA gaming grow, but this is nothing I could have ever imagined. Winning the FIFA eWorld Cup Grand Final and becoming World Champion is a dream come true for me, my friends, family and supporters. To get the opportunity to win in front of a live audience this big is absolutely unbelievable. I am truly lost for words in this moment.” As the pinnacle event of the year for competitive FIFA gaming, the FIFA eWorld Cup™ Grand Final was the culmination of the EA SPORTS FIFA 18 Global Series – a new format introduced this year that included international online and live events around the world. The 32 Grand Finalists qualified through the FIFA 18 Global Series Playoffs held between the 28 May - 3 June, all with the hopes of being named the FIFA eWorld Cup 2018 Champion and taking home the top prize. Speaking about the tournament, Jean-Francois Pathy, FIFA Director of Marketing Services, said: “The FIFA eWorld Cup Grand Final 2018 provided an outstanding opportunity to drive forward the professionalization of competitive FIFA gaming. “This year’s landmark event has experienced advanced levels of growth and has played a key role in engaging new players, fans and audiences on both digital and traditional platforms. As the wider ecosystem continues to develop, FIFA gaming is playing a key role in encouraging more young people and the wider public around the world to play football- either virtually or in person. “I would like to thank all our partners for their support, particularly EA SPORTS, who play a significant role in the success and further development of football through competitive FIFA gaming.” Todd Sitrin, General Manager and Senior Vice President Competitive Gaming Division at EA SPORTS adds: “The truly global nature of the Global Series, in combination with our inclusive approach to making competitive gaming accessible to all players, has moved from strength to strength this season. We are seeing the enormous potential of competitive FIFA coming to life, and we are extremely excited about continuing this momentum next season.”
FIFA and Electronic Arts announce London as location for FIFA eWorld Cup Grand Final 2018
FIFA and Electronic Arts Inc. (EA) announced that London will host the FIFA eWorld Cup Grand Final 2018, virtual football's equivalent of the FIFA World Cup from August 2-4. The FIFA eWorld Cup is where the dreams of millions of FIFA players become the reality of one champion. At the FIFA eWorld Cup, 32 finalists – all of who will have qualified for the event through the EA SPORTS™ FIFA 18 Global Series Playoffs – will compete for the ultimate Grand Prize: the FIFA eWorld Cup title. As well as claiming a life-changing cash prize, the winner will also receive a trip to the Best FIFA Football Awards™. The road to the Grand Final in London will see 128 players compete in the EA SPORTS FIFA 18 Global Series Playoffs in Amsterdam from May 28-30 and June 1-3 and will determine who will participate in the FIFA eWorld Cup Grand Final in London. More than 20 million have competed in the EA SPORTS FIFA 18 Global Series and only one will eventually become world champion of the world’s game at the FIFA eWorld Cup Grand Final 2018. The Global Series brings an increased international community of both players and spectators to the competition through partnerships with top-tier football leagues, football clubs, football brands and premier esport organisations. The Hyundai A-League, eDivise, MLS, J-League, La Liga, eLigue 1, Russia Premier League and Bundesliga have all hosted EA SPORTS FIFA 18 tournaments and competitions. In addition, the long-standing EA Champions Cup played on FIFA Online 3 is now one of the Asian qualification arms for the EA SPORTS FIFA 18 Global Series, meaning that players from various territories in Asia will travel to the upcoming playoffs in Amsterdam for the first time. Only 32 players will advance from the playoffs – 16 per console – to the FIFA eWorld Cup Grand Final. Speaking about FIFA’s partnership with EA FIFA’s Chief Commercial Officer Philippe Le Floc'h said: “Our partnership with EA has elevated competitive FIFA gaming into a worldwide phenomenon that combines the power of football with the spectacle of entertainment in astounding ways. Of course, 2018 is a landmark year for global football with the FIFA World Cup taking place in Russia and a landmark year for competitive gaming ending fittingly at the FIFA eWorld Cup 2018 London, one of the most historic football cities in the world.” SVP and GM of EA Competitive Gaming Todd Sitrin said: “The FIFA eWorld Cup Grand Final 2018 will be a signature moment for competitive FIFA after a season-long journey that has engaged millions of players and spectators. In partnership with FIFA, we accelerated the growth of competitive gaming through the EA SPORTS FIFA 18 Global Series, rallying the global football community together within this singular ecosystem.” For more details on the entire EA SPORTS FIFA 18 Global Series see www.FUTChampions.com or www.fifa.com/fifaeworldcup.
FIFA to hold eClub World Cup at AMP Studios Paris
Twitch Partners with SLIVER.tv to Launch Interactive “Tilted Trivia”
SLIVER.tv, the next-generation esports entertainment platform, is teaming up with social video service Twitch to feature a new Twitch Bits in Extension. The Tilted Trivia extension enables streamers to deepen engagement with viewers and enhance interactivity, while ultimately driving new revenue streams and rewards opportunities for streamers and viewers alike. SLIVER.tv’s Tilted Trivia game is now available to all Twitch streamers and will run 24/7 throughout Twitch as an overlay to streams. Users will be able to play live by contributing Twitch Bits, and compete by answering a variety of trivia questions tailored to the streamer and the game they’re watching. Upon launch, it will feature over 3,000 curated trivia including questions for general gaming, esports, and top games like Fortnite, League of Legends, CSGO, PUBG, Overwatch, GTA V and Hearthstone. The top 3 ranked participants will be announced live and featured on the streamer’s leaderboard for bragging rights on Twitch. “SLIVER.tv's platform is incredible. It allows my viewers to be much more engaged and invested into my stream. SLIVER.tv provides the ability to watch and win prizes by just doing what they would normally do,” said top Twitch streamer Erik ‘Fl0m’ Flom with over 18 million views and 340,000 followers. “What has me most excited for Tilted Trivia is that this same increased engagement will be directly brought into Twitch through the extension. A second added benefit is my viewers and the Bits they use directly support me while participating in the trivia and competing for the top of the leaderboards. All you have to do is enable the extension and let the fun begin." “As we built SLIVER.tv to over five million monthly visits, we learned that interactive trivia games are highly engaging and capture the attention of viewers,” said Mitch Liu, Co-founder and CEO, SLIVER.tv/Theta Labs. “Our users earn free virtual coins for prizes by watching streamers and actively participating in trivia, raffle contests and live polls, leading to session times that clock in at up to 40 percent longer. Tilted Trivia represents the next evolution of this engaging platform, and we’re excited to enable thousands of streamers to deepen their relationships with Twitch’s 100 million monthly active users.” Coming soon, all participants and winners of the Tilted Trivia game on Twitch will be able to claim Theta Tokens as rewards on the SLIVER.tv site. Up to 1.1 million Theta Tokens will be awarded each month to Tilted Trivia winners, which is worth more than $100,000 currently. Users will be able to use Theta Tokens to reward streamers, purchase virtual goods and much more. In the future, users will be able to earn additional Theta Tokens by sharing their bandwidth to re-broadcast video streams using a native blockchain protocol purpose-built for video.
PUBG Pro Competition Stream.Me Invitational - Powered by Auzom Announced
Professional PlayerUnknown’s Battlegrounds teams will compete from March 9 to April 6 in the “Stream.Me PUBG Invitational - Powered by Auzom,” where they’ll vie for glory and the opportunity to win a share of $25,000 in cash prizes. The Stream.Me PUBG Invitational will host entrants from a total of 32 professional esports organizations. Competitors from the European Division will include Team Liquid, Alliance, Rogue, and Team Vitality, while the North American Division will feature talent from eUnited, Noble eSports, FlyQuest, and Spacestation Gaming. Additional team announcements will be made throughout the week prior to the action kicking off on March 9 live on Stream.Me. Tournament Schedule: Day 1 Matches March 9, 2018 EU 20:00 CET + NA 8:00pm EST Day 2 Matches March 16, 2018 EU 20:00 CET + NA 8:00pm EST Day 3 Matches March 30, 2018 EU 20:00 CET + NA 8:00pm EST Day 4 Finals April 6, 2018 EU 20:00 CET + NA 8:00pm EST The tournament will be hosted and broadcast exclusively via Stream.Me, a video platform that gives viewers the ability to simultaneously view multiple casters in up to 4K HD video running at 60 frames-per-second. Stream.Me also allows users to blend audio from several streams and combine chat rooms from various sources, granting audiences unmatched control over their experience with Stream.Me's built-in multi-channel and multi-chat options.
SLIVER.tv Closes $20 Million Token Sale, Launches Esports Platform on Blockchain Powered by Theta
SLIVER.tv, the next-generation esports entertainment platform, announced the close of a $20 million (USD) Theta token private sale to marquee blockchain and esports experts including DHVC, I Blockchain Capital, Nirvana Capital, aelf, Synapse Capital and leading Silicon Valley VCs DCM, Sierra Ventures and the Venture Reality Fund. Led by Danhua Capital and advised by Steve Chen, Co-founder of YouTube and Justin Kan, Co-founder of Twitch, the private token presale had overwhelming interest and was 3x oversubscribed selling out in 48 hours. The company is also announcing that the Theta ERC20-compliant tokens launched in December 2017 on SLIVER.tv platform, attracting over four million visits in January from esports viewers around the world. Theta tokens are earned by fans for daily login on the platform, used as gifts for their favorite influencers, and soon, to buy virtual goods for their favorite games. Since launch, over one million Theta tokens have been earned and gifted to two dozen top esports streamers by over 980,000 SLIVER.tv users. In the future, tokens can also be utilized by advertisers and brand sponsors to fund ad campaigns and support key content creators. Theta tokens by Theta Labs, Inc., a subsidiary of SLIVER.tv, aims to solve today’s pain points of video content streaming and delivery through a decentralized, user-powered mesh network. Theta’s native blockchain and protocol is estimated to launch in late 2018 to provide higher quality streaming by increasing global reach in developing countries, lowering costs for content delivery for publishers and broadcasters, and helping content creators capture more of their advertising revenue. Users who share their bandwidth and resources to relay and re-broadcast video streams will be rewarded by mining Theta tokens. Embed Video - https://www.youtube.com/watch?v=kW5Jz3xAXHc “We’ve been impressed working with Mitch and the entire SLIVER.tv team since we led the company’s Series A round of financing. It’s clear they’re on an exponential growth trajectory and getting huge traction in the esports streaming community, their underlying video delivery technology under development makes all this possible,” said Dovey Wan, Managing Director of Danhua Capital. “We’ve been in the crypto space since 2013 and are among the earliest supporters of DFINITY, Brave and Orchid Labs. Content delivery networks by nature can leverage decentralization and blockchain technology very well. Today’s blockchain technology is like the internet in 1996, I think Theta has the opportunity to become the dominant decentralized network that powers all video streaming for the next 20 years.” “Our vision is to create the next generation esports and video streaming ecosystem by democratizing today’s centralized content delivery networks,” said Mitch Liu, Co-Founder and CEO of SLIVER.tv and Theta Labs. “We’re thrilled to have the support of so many blockchain and esports experts, we truly believe blockchain technology will disrupt esports and the broader video and media industries. Video content accounts for nearly 80% of all internet data, it’s a huge problem and a multi-billion dollar opportunity that Theta is looking to democratize.” Theta Labs advisors include Steve Chen, Co-Founder of YouTube, Justin Kan, Co-Founder of Twitch, Fan Zhang, founding member of Sequoia Capital China, Rajeev Surati, MIT Phd in video compression and streaming, Cliff Morgan, CEO of GFUEL, Sam Wick, Head of UTA Ventures, and Dennis Fong, CEO of Plays.tv aka “Thresh” the world champion of Quake/Doom. Learn more by reading the Theta Labs whitepaper and reviewing Theta code at Github. Join the conversation on the Theta Labs blog and Theta Labs Telegram channel.
Partnership for the Integration and Establishment of eSports 'TOKYO'
Computer Entertainment Supplier’s Association (CESA), Japan Online Game Association (JOGA), the eSports organizations of Japan eSports Association (JeSPA), eSports Promotion Organization and Japan eSports Federation (JeSF), have previously announced on September 19, 2017 that we have joined forces in order to create a unified eSports association for the purpose of promoting industrial development, as well as the overall growth of eSports. The five organizations listed above are currently collaborating in an effort to consolidate all three eSports organizations, with the intent of establishing one unified eSports body. It is essential for this newly formed organization to develop firm standards and display them to society. Striving to be a driving force for the promotion and healthy development of eSports, we are presently working on creating regulations for issuance of professional licenses. At this time, we are pleased to announce that these 3 eSports bodies will be completely integrated by early next spring. Additionally, our newly formed organization will co-host with Dwango Co., Ltd. and Gz Brain Inc, game event “Tokaigi 2018”, which will be held jointly with “Japan Amusement Expo (JAEPO) 2018” in February 2018. At the upcoming “Tokaigi”, plans are being made to hold an eSports event in which professional licenses will be issued, for the very first time. Regarding the issuance of pro licenses, in addition to providing them to high-level players meeting the skill requirements, we are also considering adding a provision making it possible for athletes who have participated in past eSports competitions, to obtain pro license with the recommendation and approval from the publisher. It is our belief that such measures will ensure that fairness and diversity in the process to obtain pro licensing. We will keep you updated on any new developments.