iGB Live! esports betting and engagement feature to be hosted by Ryan Hart, the most successful professional fighting game player of all time.
The esports odds feed from Oddin will be made available to Altenar sportsbook clients as part of a new partnership between the two companies.
The Eurispes Italy Report highlights the growth of esports in our country, on 33 percent of people who follow events based on video game competitions every day.
Rome – There is also talk of videogames and esports in the 2021 Italy Report drawn up by the Eurispes, presented at the Galleria Nazionale d’Arte Moderna in Rome today, May, the 13th.
Highlighting both the spread of the phenomenon and the increase in the number of people who daily follow events based on video game competitions in our country: 466 thousand (+33 percent compared to the previous year). And this user base spreads to about 1,410,000 (+20 percent), if we also take into account those who follow an E-Sports event several times a week.
The “Virtual sports in the year zero” sheet then reports other important figures.
It is estimated that the global esports industry will reach a value of $1.5 billion during 2021. In Italy, 8 out of 10 people declare that they have played a video game at least once in the last 6 months (Euromedia Research – Multiplayer.it). People mainly play from the smartphone (35.2 percent), from the fixed console (27.5 percent), from the Pc (20.6 percent).
Furthermore, there is a widespread idea that e-sports support the development of an open and inclusive environment (66 percent) (Nielsen 2020).
BUSINESS MODELS IN ITALY AND THE FUTURE OF THE MARKET – E-Sports in Asia (South Korea above all), the United States and the United Kingdom are now a consolidated reality; in Europe, the structurally “most advanced” country is currently France.
Three different kinds of gaming venues have been developed: Arenas, E-Sports bars and Lan Halls.
In Italy, clubs are emerging combining the characteristics of the classic bar or pub with those of a modern arcade, as a consequence of the growing diffusion of the ESports phenomenon in our country too. These are entertainment venues rather than training, where you can watch live competitions of the main “e-sports” meetings at national and international level. The challenge will be to understand which business model is the most suitable to our market.
THE ESPORTS RECOGNITION PATH – The International Olympic Committee stressed that the Olympic movement cannot ignore the growth of virtual sports, noting that competitive video games involve physical activity comparable to that required in more traditional sports. In the 2020 Italy Report, Eurispes emphasized the need to obtain legal recognition, in the field of sports law, of video games that reflect the values laid down in the Olympic Charter.
This would also make it possible to control risk situations, such as illegal betting and illegal behavior. With a note dated 22 May 2020, the president of Coni acknowledged that he had shared with the national council the report on electronic sports presented by the president of the E-Sports Italia promoting committee, which highlighted, among other things, the priority need of a representative subject of all national realities and in line with the principles of the sports system.
One year later, it should be noted that the recognition path has been traced, but the question of which electronic sports will be recognized under sports law remains open.
On this point, it should be noted that during a summit on 12 December 2020, the representatives of the Ioc provided some important information, making a distinction between four categories of video games: virtual sports in which there is the player’s physical activity; virtual sports where there is no physical element; games of fantasy and strategy; pure entertainment games. For the moment, the Ioc has urged international federations to recognize the first category, with particular attention to the regulation of fair competition, respect for the values of sport and reaching new audience. There is also an abnormal situation that is occurring in Italy: on the one hand, our country is very late, compared to France, Germany and Spain, as regards the development of infrastructures where you can play and compete with video games; on the other hand, on the institutional level, it is leading the way on a legal and regulatory level, thanks to the work of the ESport Italia – Coni Promoting Committee, the cooperation of Eurispes and some of the main Italian universities.
THE ITALY REPORT “FOR A NEW RECONSTRUCTION” – The Italy Report, now in its 33rd edition this year, is composed by six chapters, each of them offers a dichotomous reading of the reality examined. Each chapter is illustrated through essays and 60 phenomenological cards. Therefore, issues that the Institute considers representative of the current political, economic and social issues of our country are addressed through a dual reading of reality. The thematic dichotomies identified for the 2021Italy Report are: Continuity/Division, Oikos/Kosmos, Sustainability/Unsustainability, Science/Consciousness, Health/Illness, South/North.
The Report also deals with various other topical issues, through the phenomenological cards such as, for example, migration phenomena, the innovation capacity of Made in Italy, sustainable fashion, communication conveyed through social networks, E- Sport, the southern question, the professions of the future, the enhancement of human capital, the tax authorities and possible reforms, robotics and industry 4.0, ethical fashion, digital school, pupils with special educational needs, smart cities and new housing needs, infrastructures.
According to the surveys carried out, then, the tendencies of the Italians on many issues emerge. As regards the trust in institutions, for example, the President of the Republic, the army and the police, achieve an excellent result in terms of consents. The magistrature, the church and the trade unions fall. The work of regional presidents divides public opinion in half, with a predominance of discouraged people, yet many are asking for greater independence for the regions (54.7 percent), while the direct election of the president of the Republic is still not convincing.
People are pessimistic over the future of the country’s economy, yet for most citizens their economic condition in the last year remained stable, with positive signs about savings, even if mortgage and rent are heavier and the use of installments is widespread.
Europe seems essencial to get out of the crisis, but the widespread opinion is that Italy must count more as a member state. The confident prevail over the arrival of European funds, albeit slightly.
Even today, in the relationships between women and men there are too many differences in work and in society, the most discriminated are transgenders, homeless and gypsies.
As regards ethical issues, many Italians say they are for the protection of unmarried couples, heterologous fecundation, euthanasia and living wills, and against assisted suicide, same-sex adoptions, soft drugs and prostitution.
Speaking of health, if the mind market is today worth a billion euros globally and the Nhs invests little in psychological assistance, the data collected in the Eurispes survey indicate that in Italy one out of 5 interviewed (19 percent) have taken psychotropic drugs, in the last year 27.2 percent went to a psychologist, 5.6 percent to a psychiatrist.
As regards the Eurispes survey relating to eating habits, the stability of the number of vegetarians is highlighted, “without” diets and the use of vitamin supplements are very widespread.
As for animals, we find them in 4 out of 10 houses and the trend is to have more than one. The monthly expenditure that is dedicated to them, in 63.4 percent of cases, is between €31 and €100.
FARA (EURISPES PRESIDENT): “A PEACEFUL CULTURAL REVOLUTION IS NEEDED” – In the general considerations that open the Report, the Eurispes president, Gian Maria Fara, stresses: “The pandemic has questioned values, interests, choices, ethics, priorities, perspectives. It has redefined alliances, political borders, relations between states. It has imposed new economic and social paths. It has highlighted the fragility and delays of the system, inefficiencies and inability to manage complexity. It has shown the failure of magical claims of regional autonomies. But, above all, it has highlighted the need to rebuild a state identity, compressed over the years by a devolution downwards, to the Regions, and upwards, to Europe. At the same time, it has dismissed the idea that citizens can effectively replace – and at a supposedly higher ethical level – political institutions.
Covid is also the healthy ‘educational slap’ given by a grouchy father to scold the reckless son to a sense of responsibility. A microscopic virus has qualified the huge subject of the future as a ‘necessity’ and imposed on all generations the urgency to engage in the cultivation of long-term thinking.
The disorganized country, as it is today, is unable to meet the challenges that the pandemic has launched. Without a peaceful ‘Cultural Revolution’ we will be doomed to oblivion, to the loss of that little bit of identity left.
Meanwhile, intolerance, insecurity and the search for a possible future are growing, but above all the demand for a confident leader, to free the country from the uncertainty and approximation, with which it has been leaded since the beginning of the pandemic. The Draghi government – the result of the constant work of the President of the Republic – is the sign of the awareness, among the various political forces, of the gravity of the situation.
Contentious institutions, contradicting or distant from each other spread a sense of division where, instead, the perception of a ‘close ranks’ should pass at every level; hence, the general distress, the uncertainty of the present, the fear of the future. The arrival of the pandemic is part of a very difficult situation in a country marked by a deep economic and social crisis and a demographic crisis that reduces the number of births year after year. In short, an increasingly poor and old country which, at the same time, is experiencing the progressive weakening of the middle classes, the true backbone of democracy.
If, as Shakespeare said in Julius Caesar, ‘men at some time are masters of their fates’, this is the time to demonstrate it, by deploying all the wisdom, commitment, civic sense, spirit of cooperation needed, putting aside any personal interest.
The changes that are occurring in the notions of time, in the relationship between past, present and future are particularly important; as in the notions of space, in the relationship between local, national, international, between virtual and real. What future do we want to build?
The construction of future scenarios goes beyond a simple projection of the present situation: it requires a vision, an idea of a possible future, a system of reference values, essentially a strong thought, able to guide our actions today towards a very specific direction. In this sense, the warnings of one of the fathers of strategic planning, Hazan Özbekhan, co-founder and first director of the Club di Roma, 1968, still apply today: ‘Planning is not projecting the present into the future, but the opposite, having an idea of future to be grafted into the present'”.
Intema Solutions announces that it has entered into a binding letter of intent under market conditions with Livestream Gaming, under which Intema will acquire all of its issued and outstanding capital stock. Giving birth to a large new entity that promises to have a significant bearing on the future of esports betting. Livestream, in fact, is a privately held company based in Cyprus that owns Loot.bet: a server-based real money gaming platform licensed in Curaçao and a leading brand in the esports betting world. Although the operation does not closely affect the Italian market, since this operator is not authorized in our country, it is still a step to be observed with interest in view of the development of the sector, to understand and interpret the movements that are taking place in these months around the world of esports, through connections with the world of gaming.
Loot.bet is one of the global leaders in esports betting, with a focus on live betting and online gaming and building an exceptional product for its 450.000 registered users. Supported by a professional operational and software development team of over 50 employees, LOOT.BET is world-renowned not only as an established and reliable esports betting platform but also as a supporter of the esports industry. It is a regular sponsor of notable professional tournaments and teams and a partner of leading esports operators, studios and bright esports talents and influencers. It is also a proud supporter of the anti-corruption Esports Integrity Commission, helping the organization combat match-fixing and betting fraud, thereby contributing to the development and maturing of both the esports and the esports betting industries. For the year ended December 31, 2020, Livestream’s unaudited financial statements showed gross gaming revenue of 3.22 million euros (CA$4.8 million) and a net profit of 79,806 euros (CA$114,792), mainly from gamers in Europe and Asia.
“This is a pivotal transaction for Intema that will make us a leader in esports betting,” said Laurent Benezra, President and CEO of Intema. “LOOT.BET will be a significant part of our ecosystem, which now consists of not only esports betting, but also peer-to-peer gaming, esports tournaments and advertising through HypeX.gg, Advertiise and TheSMACK.gg. All are complementary drivers of our future revenue growth. We are excited to have these companies and their experienced teams within our family. We are now focusing on closing these transactions so that we can offer the best experience possible through fully licensed, safe and secure online platforms.”
“Intema was a logical next step for LOOT.BET to pursue its growth, as it will allow us to expand into new markets in North America and benefit from synergies with complementary businesses to drive more traffic and thus more revenue,” said Peter Zhalov, CEO of Livestream. “We are impressed with what Intema has achieved over a very short period of time. We see the potential once all the elements are in place, and we are thrilled to be part it.”
The events of 2020 sent the world into a frenzy affecting all types of industries. The past year has been especially weird for the gambling industry, with the impact COVID-19 had on sports betting.
3A Producciones, the organizing company of Gaming & Technology Expo, has prepared a varied menu of live and virtual events for the end of the year and the first semester of 2021, including in some cases, both modalities simultaneously.
Despite the crisis suffered by the gaming industry in all latitudes, there are encouraging signs of recovery. In Colombia, for example, the support of Coljuegos with the regulation of new games adapted to the situation and the reopening of casinos that show to date in some cities, up to 50% occupation, announce that, little by little, the economy of this sector could overcome the situation next year.
On the other hand, the social distancing has increased online gaming and has allowed to discover new spaces for young players or millenials as eSports. It is also expected that virtual worlds on 3D platforms will soon become part of everyday life in the global gaming industry.
After the successful execution of GAT Virtual Expo 2020 in one of Penta Marketing’s platforms, the effectiveness of this format for B2B and B2C events became evident. The hybrid marketing seeks to offer all the technological tools in the virtual and biosecurity protocols in the face-to face, allowing permanent contact and increase the dynamics of business between operators, manufacturers, suppliers and players, lowering costs and production budgets and logistics.
The Ministry of Health of Colombia issued the norm that adopts the protocol of biosecurity for business trade shows in the month of September. As a consequence of this directive and in agreement with the Cartagena de Indias Convention Center, 3A Producciones has set May 26th and 27th, 2021 to carry out Gaming & Technology Expo in that city.
José Aníbal Aguirre CEO of 3A Producciones says: “Colombia is moving very fast in the regulation of new games so that the player of the physical casino has alternatives of online games, like the live casino, remote bingo, instant lottery and soon virtual bingos. That is to say, at this moment, Colombia’s leadership and the amount of regulated games has no competition in the region. It is for this reason that we are betting on innovation with virtual platforms and to continue carrying out on-site events that comply with all the biosecurity protocols established by the National Government, now that the business fairs have been authorized. We reiterate to the exhibitors who had already secured their participation in GAT Expo 2020, a show that was postponed due to the pandemic, that they keep their stands for GAT Expo 2021 in Cartagena de Indias. On the other hand, we announce that we will make decentralized showrooms in several cities of the country so that manufacturers and land-based suppliers can exhibit their latest products to customers in their own territorial jurisdictions, directly and safely. To close this particular year, we are preparing a festival for the entire gaming industry, linked to or with interests in Latin America. A friendly meeting in 3D for an unforgettable networking, on December 10th and 11th, we are waiting for you all. Once again, I would like to thank Asojuegos, Cornazar and Fecoljuegos for their permanent support. ”
The calendar that 3A Producciones presents to the gaming industry in the form of hybrid marketing, is as follows:
Virtual Events: GAT Fest 2020 and BiVi Virtual Bingo, December 10th and 11th.
Face-to face events: Itinerant Showroom to be held in Colombia’s capital cities, in the months of March and April, 2021.
Hybrid event (presential and virtual): GAT Expo 2021 Cartagena de Indias, GAT Virtual Expo 2021, May 26 and 27, Penta Virtway platform.
The image of crowded arenas or stadiums where thousands of electronic sports fans were gathering became a memory at the time of the lockdown: but shortly the show will continue. Undoubtedly, something will change, so let’s see what can we expect in the near future, based on the information we have collected.
Of course, looking today those images of super-crowded arenas during the main international eSports events, we risk being attacked by a sense of unease: due to the clear difference with the current rules of social distancing imposed in most countries, due to the Covid-19 pandemic. In addition to undoubtedly feeling some nostalgia for those times of authentic glory of esports competitions, able to move the crowds, going to create what we now call “gatherings”, but which however continue to represent incomparable moments of socialization: always at the base of electronic sports. Although the phenomenon has certainly not stopped during these months of general quarantine, being able to continue through the competitions in online mode, therefore remotely, it is clear that a (strong) piece of this activity is missing, represented by live events.
But nothing is lost, let’s face it. And even if live events, as will happen for concerts, fairs and all other “mass” events, will inevitably have to change in their management and logistical organization, they will soon return to shine. Albeit through new ways.
GREEN LIGHT FROM THE MIDDLE OF JUNE – But before seeing how we can go back to play live, let’s first understand when. As reported from eSportsMag.it, the Law Decree n.33 of 16 May 2020 gives the first information, which continues to forbid gatherings of people until 31 July 2020, while the Prime Ministerial decree with the new measures to contain the epidemiological emergency from Covid-19, in force since May, the 18th, gives a date for the restart of cinemas, theaters and shows: June, the 15th. But nothing will be as before. In the new provisions coming from the government, after the various calls of the music representatives to have a legislation, regarding concerts and events scheduled for this summer, indications arrive that can also be considered valid for the other events that bring many people together, including esports tournaments.
According to the new law text “Shows open to the public in theaters, concert halls, cinemas and other spaces, even outdoor, also remain suspended until 2020, June, the 14th – the text affirms – From 2020, June, the 15th, this shows are held with pre-assigned and spaced seats and provided that the respect of the interpersonal distance of at least one meter is ensured both for the staff and for the spectators, with the maximum number of 1000 spectators for outdoor performances and 200 people for shows in closed places, for each single room”.
Of course, according to the agreement signed by the government with the regions, depending on the progress of the epidemiological situation, the governors can stop, postpone or block the activities of the shows. On the other hand, the activities of dance halls and discos, outdoors or indoors, fairs and conferences remain suspended.
THE RULES FOR THE NEXT EVENTS – But that’s not all. To ensure that you can access shows, even outdoors, the organizers will have to follow 13 strict rules. It is mandatory to maintain the interpersonal distance of one meter, even among the players. Body temperature measurements must be made for spectators, gamers, workers and any other worker in the place where the competition is held, preventing access in the case of temperatures above 37.5° C.
The use of masks for spectators will be mandatory, as well as the use of suitable individual protection devices by workers operating in shared spaces and in contact with the public: therefore, mandatory precautions for all staff involved in management of a competitions. From technicians to helpers, trainets, etc. The organizers will always have to ensure appropriate periodic cleaning and sanitation of the closed rooms and toilets of all the places affected by the event, even among the different shows held on the same day. Therefore, specific cleaning of all the game stations and hardware used by the players must be provided, with particular attention to the sanitation between one game session and the next, and the change of players. Appropriate natural ventilation and air exchange and compliance with the recommendations concerning ventilation and air conditioning systems are also mandatory.
And again: regulations also require a wide availability and accessibility to systems for hand disinfection. In particular, the systems must be available alongside keyboards, touch screens and payment systems, encouraging if possible all forms of cashless payment. Absolute prohibition of eating and drinking and the retail sale of drinks and food during events and performances. Use of signs to enforce the physical distance of at least 1 meter also at the ticket offices and information desks, as well as outside the places where the races are held. Regulation also (and above all) of the use of toilets in such a way that social distancing is always provided during access. Electronic sale of tickets and access control, if possible, also in order to avoid aggregations at the ticket offices and access spaces to the structures. Communication to users, including through the use of videos, of the safety and risk prevention measures to be followed in the places where the show takes place.
INCREASE OF COSTS – All of this, as is clear, will lead to a significant increase in costs for the organizers of tournaments and esports competitions, who will have to spend more money to ensure that all 13 of the previous points are respected, so that a “live” race open to the public can be run. Those traditionally offered in arenas or stadiums. Therefore, we need to understand whether, after all, between costs and revenues, it will be worth opening or not.
Although some provisions can still be delivered in a sustainable way and so as some cost and also some responsibility can be relieved by the organizers, there is still the need to purchase a series of devices and accessories needed for the fulfillment of the rules as well as having to involve a significant number of additional staff to manage a race and ensure compliance with every prescription. In any case, it is advisable to contact companies skilled in occupational safety or trade associations, to be sure of fulfilling the various requirements in the best way and avoiding problems, taking into account the controls that will be carried out to comply with the rules and penalties provided for by the aforementioned decrees.
The phenomenon of esports as business is analyzed In the Digital Panel of GiocoNews.it and Esportsmag.it, also looking at developments in betting.
“We have been experienced a remarkable development of esports in the last year and a half. To understand the sector, we can “give some numbers” and set two main indicators. Audience is the first important indicator. It is made up of those who see the sector and there are 495 million fans worldwide and 1.2 million in Italy. However, there are 17 million people who make gaming and there are development possibilities. Year over year, it grows by 12% and is an excellent index for the hopes for the future. The other indicator is turnover and here estimation techniques need to be refined. We are talking of about 1 billion in global revenue but if in Italy video games invoice 1.7 billion, you will understand there is still much to do”. Laura D’Angeli, founder of esportsforbusiness, business advisory, revealed these numbers during the Digital Panel of Gioconews.it, organized together with Esportsmag.it, entitled: “eSports: not just gaming – The emerging business models in the eSports sector and development prospects“.
How is the sector growing? “From 2015 until today, there is a great growth. In 2018, 4.5 billion were invested in projects and M&A of companies operating in esports. We talk about developers, publishers and tournament organizers and teams and also media companies. In the latter period, Espn and Fox have acted as amplifiers to this phenomenon by bringing the streamers on TV from Twitch and YouTube. The investments went in North America, Europe and Asia and were distributed among the various actors. The teams exponentially grew from 2016 to 2018, from an investment to 18 for a total value of $18 million. This money helps these organizations in structuring and equipping with important tools”.
And legally? “The path of legal recognition will play a key role in market development. Gaming is a closed world that caters to the customer base of gamblers, but in eSports 70% of the revenue comes from advertising and sponsorships. And companies come from other sectors. Wealth is not only given by the product but by the content that is generated. It is a highly articulated sector and wealth is generated in its organization”.
Angelo Cito, president of the Italian Taekwondo Federation of CONI, speaks about the prospects in terms of regulation and the possible arrival at the Olympics. “I am sure that many aspects of eSports can be similar to sport. At the center, there is always the athlete. In recent months, very important steps have been taken, in Lausanne in the congress organized by the IOC, we talked about competitive video games and Gaisf was instructed to arrive to a proposal for the sports recognition of the sector and it seems to me a great step forward”.
From the words of Cito, the lack of a single international interlocutor that centralizes everything is clear: “I can assure you that there is distrust and at some point the IOC put Gaisf in charge to formulate a proposal about this world. There are no definite times but things are going fast. I repeat, for me it is a very important step”.
The lockdown saw the need to continue playing sports through eSports: “They were very important – Cito explains – as a federation we organized a Tekken tournament. Traditional sport was in a position to have to survive the lockdown and practically via electronic mode, because we could not practice it in the gym and on the playgrounds”.
When will admission and entry to the Olympics take place? “I don’t think Paris, but something could happen at the event. Also because the more the years go by, the more the new generations grow and the eSports will also become heritage of those who will occupy the political and managerial offices”.
The lawyer Luca Pardo, Founder of Ontier Italia, analyzes the legal aspects: “We are facing a global market which should be mainly observed outside national borders. The phenomenon of esports is equal to the technological revolution and artificial intelligence and we are thinking at a European level if not global one, and we hope to do that. For now, it is a sport left to negotiating autonomy and subject to public regulation, but something must be done in this regard.”
His overview of the European market is interesting: “France has regulated the authorization model for organizing an esports and gaming event and even adresses to the Ministry of the Interior. Status of players and prizes has also been regulated. This regulation is missing in Italy and the observatory is trying to frame the issue. IOC has so far excluded esports from sports, while the US has regulated what they wanted by trying only to attract professional players to their top events”.
We speak of business linked to the framing of the various aspects of the sector: “There is no single model but one for each stakeholder. We are moving towards the treatment of TV image and contractual rights. We have seen, however, that there is absolute lack of homogeneity between regulations, such as the Porsche esports Carrera cup which was framed as a competition or the eSerieA, which doesn’t provide for the application of advertising regulations but only the regulation of the sport end in itself. Other events are regulated in not exactly appropriate ways, such as sponsorship agreements with the organizer who recognizes sponsorship of the participating team. However, there are also tax problems. The association could be used for the only organization of a tournament or event. For teams, the employment relationship is totally free, so today forms of self-employed and non-dependent work are used, but it must be regulated here too.
For the CEO of Qlash, Luca Pagano, a true pioneer of the eSports sector in Italy and internationally there are many problems to be addressed in this phase: “The main characteristic is that the sector is very fragmented and it is difficult to tell it and to identify which are the fundamental points of the sector. Esports are not a phenomenon, they are not a trend but they are and will be part of the culture of young people. Yes, it is a business opportunity, but also a social interpretation and I hope for a regulation because esports are here to stay. I would prefer sports regulation and I think it is necessary to have a central body that forces the actors to sit at the table. The path of the Coni has got this aim. Foresight is needed to seat those who understand esports at the table. It is a product that resembles traditional sport but speaks a different language. It goes at the speed of light, communication and new games change every six months, the rules of engagement change very quickly.”
An example? “The mobile product is already esports, but many organizations don’t take it into account and this changes everything and will change the storytelling and engagement methods. A few precise but central rules are needed when important capitals will arrive (and are coming) from companies not directly connected to esports, then we will have arrived at year one”.
Great attention also to the link with betting and matchfixing risk: “As Sportradar, we are putting in place the same tools that we use in sports and football to fight Match Fixing” Ferdinando Ferrero, Sales Director Sportradar, among the speakers of the panel, explains. There is a bit of chaos right now, because many don’t want to miss the train to understand how best to take advantage of the business opportunity. “Esports today are called to boost integrity and is produced through prevention and education. As Sportradar, we control the data of sports events to ensure integrity and we give greater importance to this by explaining to athletes the correct use of bets by preventing distortion. Growing in this, esports have a great opportunity if they can provide integrity.”
As regards betting, the data grew during the lockdown: “There was no sport but the volumes are modest, a few million turnover out of 1.1 billion of the total volume in Italy and there is a long way to go. At this stage, operators want to stay on the market and enhance the offer. Leagues will be crucial for this. But we have to start talking to an increasingly large audience because the audience is still very low in terms of age”.
The issue of integrity is fundamental: “And that’s what we try to do by adopting the same parameters that we use for sports. We only validate esports events that respond to our protocols and with our systems we check the betting flows so as to see if there are anomalies. Being esports electronic games, it is true, it is easier to control and possibly identify any match fixing problems”, Ferrero ends.