Category: eSports

17 Feb 2020

eSports and soccer: in Italy Serie B arrives too, from February, the 29th

Even Serie B has decided to take the field and invest in esports, officially announcing the first championship, as Serie A and Lega Pro previously did.

It will be called BeSports, it will be a competition dedicated to eFootball Pes2020 and will see the participation of all the 20 teams competing in the Serie B championship, from Benevento to Livorno. The organization and management of the project was entrusted to Acme and Mkers, leading companies in the organization of events and activities in the esports sector, respectively.

The tournament will be divided into four phases
1st phase – From February, the 24th to April, the 5th, anyone can enroll to the selections to be part of the 40 players (two per team) who will then be called to play the first official eSports championship of the Bkt Series.

2nd phase – Qualifications will take place through 9 tournaments (on February the 29th, on March, the 1st, 7th, 8th, 14th, 15th, 21st, 22th and 28th) from which 36 winners will emerge. The other four will be chosen at Romics, an international festival on comics, animation, video games, cinema and entertainment organized in Rome, April 2 – 5, where B league will have its own space in which to organize tournaments. The drawing of the player-team match will also take place at Romics.

3rd phase – On April, the 9th, and until May, the 21st, the real championship will be played, with 19 home and away days, 13 of which are online and 6 live, with live events in the cities of the Bkt Series.

4th phase – The fourth and final phase, with the finals of the tournament: first and second classified and the two winners of the online playoffs will compete in the semifinals and final, to decide the winner of the first BeSports championship, the day before and in the same city of the playoff final of the 2019/20 Bkt Series.

“Needs change, tools are updated but the B is still in the side of its fans with the values ​​of all time, those related to territoriality and young people – the president of B league, Mauro Balata, says – The video game is a phenomenon much followed by children and the organization of events related to eSports in our cities, before and after the championship games, can be an opportunity to fill even more the stadiums. In fact, they represent an important global movement, with millions of views and with a truly remarkable revenue and visibility potential for our championship and sponsors. A real revolution inspired by the ‘Thinking modern’ of the B League, which focuses on clubs, fans and the new generations”.

“A new asset is added to our path – the words of the CEO of the Mkers, Paolo Cisaria – After being able to manage the Romics’ Pala Games, we are facing another important challenge and the opportunity to consolidate the positioning achieved in the esports sector.”

01 Feb 2020

2020: the year of eSports

There is no doubt, by now: 2020 will be the year of electronic sports, in Italy too, for the newspaper eSportsMag. Indeed, especially in Italy, because it is here that there could be the greatest developments in terms of entertainment and, above all, of regulation.

Of course, we know it well, the ultimately “explosion” of the phenomenon has been awaited for some time, as well as its effective regulation, which seems to have to pass through its affirmation as a real sport, perhaps through the formal recognition by the Coni. But this is precisely the point: after several months of work, negotiations and meetings, also at international level, now the moment of squaring the circle seems finally to come. With the new year that looks just like the season of actual turning point for esports.
Not only from the point of view of “show business” and, therefore, of competitions, where in any case important developments are expected: starting from the highly anticipated series of events promoted (and promised) by the Football League with the A eSeries, together with the “traditional” football  Serie A, which will culminate in a flagship event at the end of the season, probably during the Coppa Italia final. While there should also be developments on the second division series, with the B Series league that has promised developments, continuing to study the matter.
This time, the major developments are expected at the regulatory level. With 2020 that promises to be just like that of the definitive consecration of electronic sports as a formally recognized sport. With the green light that will have to directly come from Lausanne, with an announcement by the International Olympic Committee that will start the individual national federations and the task of establishing the federations dedicated to electronic sports in each country, paving the way for the entry of the new sport in the Olympic games, which will arrive in the American edition of Los Angeles 2028. While in Paris, in 2024, we will only see some anticipation, in terms of pure entertainment, with collateral events that will accompany the French Olympics, just to explain to the masses what esports really represent.
However, the official announcement or, in any case, the first step or input from the Ioc will only arrive in the summer: that is, at the end of the 2020 Tokyo games, considering impropring to introduce developments of this kind on the eve of a decisive competition for Asian sport and in that same Continent where esports represent a more than consolidated and widespread reality. Once the Asian games will be ended, however, the Ioc will be able to pave the way for electronic sports, thus inviting the various national federations to organize themselves in view of the Great Change which will probably culminate in Los Angeles: that is, in that California which has always been the cradle of technological innovation and (guess what) home of many videogame multinational corporations.
If this will be the scenario that opens up to the future of esports, as reliable institutional sources reveal to us, then we will have to wait a little longer before seeing in writing the final recognition of esports in the professional and Olympic field: but the preliminary work will begin already in the coming months. And besides, they have already started, as we have been writing for a few months now, revealing the movements that are hidden in the Roman Palaces of Sport. What is sure is that there will be nothing final before the green light of the Ioc arrives and its final indication: but the logic is to be ready for an imminent change and on this basis the representatives of the Coni and ont only them are moving.
Looking within the individual federations, in fact, there is a lot of ongoing work of approaching videogames: not only in football, but also in other sports. Just look at the Tekwondo Federation – which has always been particularly active and sensitive to the subject of esports – which has already adopted “its” official videogame at international level. And then, the players will have to get ready for the future. Together with all the stackeholders who already are the ecosystem of esports, who will be called to intervene, in one way or another, in the new sector.

17 Jan 2020

Eag Expo: esports in the arcades, but with training and connettivity

At the debate on videogames, organized within EAG, focus on training and connettivity.

London – The future of entertainment passes through the combination of electronic sports and arcades. This is what clearly emerges from the Eag Expo in London, the entertainment fair in progress at the ExCel exhibition center in the British capital, from the debate organized by, fully dedicated to esports and amusement.
The meeting, entitled: “Competitive videogames in a competitive market”, was attended by the managers of some leading companies in the segment, with direct experience in arcade activities, who illustrated the current developments and the trends that are emerging, showing however that, beyond the future, the union between these two worlds is already a reality and is giving great satisfaction to those who are investing in new technologies. For a decidedly cross-border phenomenon that is expanding, albeit at different rates, all over the world. Not by chance, three companies from very different countries such as Italy, Germany and the United States took part in the debate, through the proofs of Giovanni Antonioli Fantini, CEO of  Vae Victis and partner of Tecnoplay, Robert Fankhaenel, co-founder by Hologate and Jan Goetgeluk, CEO and founder of the American Virtuix.

In outlining their personal and business experiences on the various markets, some agreement emerged as regards some specific issues, such as the future of entertainment in the arcades (and not only) and the basic conditions that this type of activity needs in order to quickly and properly define itself. For everyone, what is needed is a change of approach by the operators of the arcades and the general entertainment industry, which in addition to having to invest in these new technologies must facilitate this new path by focusing on training and infrastructure.
“The esports phenomenon, which is having a big success among young and very young people, has yet to be fully understood for several generations – Goetgeluk explains – for this reason it is necessary to spread a competitive gaming culture through an educational activity that doesn’t concern only the players, to educate them to a reasonable consumption of the gaming and technology, but also the parents, who must not look at these activities with suspicion, but must enhance their educational and aggregation aspects, in addition to the entertainment operators, who must understand that the future now comes through here”.
The Vituix manager, in reporting the US experience and telling what they are doing in territory such as Las Vegas, highlights how important it is to spread the knowledge of electronic sports among the general public and how it is useful in this sense the introduction of the Esports “subject” in university programs, in schools more generally but also in places of aggregation and worship.

The Vituix manager, in reporting the US experience and telling what they are doing in areas such as Las Vegas, highlights how important it is to spread the knowledge of electronic sports among the general public and how it is useful in this sense the introduction of the esport “subject” in university programs, in schools more generally but also in meeting and worship places.
While the other essential aspect for the affirmation of this new market is the investment in facilities: “Certainly, if virtual reality and the augmented one represent the main development drivers for gaming and entertainment, which will have a strong and directed impact also on esports, it is also clear that these technologies require investments not only in terms of product but also in terms of facilities”, Fankhaenel explains. “It is therefore essential to have appropriate and above all stable connettivity. With 5G which certainly represents an opportunity but already today, current technologies allow us to offer advanced experiences, but they must be present in arcades”.

Fantini is also particularly sensitive about this subject: “It is important to highlight what the operators of gaming rooms must do at this stage to be able to assure a future: to propose new gaming forms it is necessary to have connected rooms and dedicated staff, who is able to create, develop and manage players communities, which are the basis of competitive gaming”, the developer explains. “These requirements have never been necessary until today with the current forms of gaming for children, but from now on, taking into account the relationship of the very young with technology, they become essential because what young people of today and tomorrow expect are these evolved forms of gaming and no longer the traditional gaming. And the operators will have to be prepared.”

According to Ian Donegan, chief reporter for InterGame magazine and moderator of the debate: “There is no doubt that the future of amusement passes through this type of technology and competition. These phenomena are now part of the lives of young people and the entertainment industry can’t ignore them. We already see it today with the success that products such as Escape Rooms and the various virtual reality experiences are having and with the boom in esports in general. It is therefore an opportunity that the sector can’t miss out and we are already beginning to understand how they can be exploited”.