tekken-star-abhinav-tejan-and-efootball-ace-ibrahim-gulrez-crowned-champions-of-nesc-2023;-qualify-for-15th-world-esports-championships

Tekken star Abhinav Tejan and eFootball ace Ibrahim Gulrez crowned champions of NESC 2023; qualify for 15th World Esports Championships

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Putting up stellar performances, notable Tekken athlete Abhinav Tejan and eFootball pro Ibrahim Gulrez triumphed in the finals of the National Esports Championships (NESC) 2023 organized by the Esports Federation of India (ESFI) and secured their berths at the global finals of the 15th World Esports Championships (WEC) which will take place in Iasi, Romania from August 24 – September 4, 2023.

The 15th World Esports Championship 2023 will have a whopping prize pool of $500,000 (INR 4.12 crore) and is set to be the largest edition of the tournament to date with at least 130 countries participating in eFootball, DOTA 2, Tekken7, Mobile Legends, PUBG: Mobile and CS:GO.

Despite starting from the loser bracket, Tejan who is a well-renowned name from the Tekken7 community proved his mettle against other top athletes of the country and will be representing India at the WEC for a record 6th time. The 29-year-old who won the South Asia regional finals of the Tekken World Tour 2022 last year defeated Loveneet in the grand finals by 3-2, 3-2.

“I have won a lot of tournaments in these past few years but winning the NESC 2023 was really important to me I had lost two times in it in the past 2 years. So, I wanted to make a comeback by winning it this year. Qualifying for the IESF finals in Romania had given me the chance to represent India for the 6th time in IESF finals which is personally a really proud moment. I am really looking forward to the finals where I will try my level best to get my country a medal this year,” said Abhinav Tejan.

Similar to Tejan, Gulrez also began his campaign from the loser bracket and displayed immense perseverance as well as high-quality gameplay to become the eFootball champion. He beat Pritesh Quinton Dsouza (bad_pritt) by winning the first round by 3-2 and the second round by 3-0 to seal his maiden qualification at the WEC.

“The feeling is really amazing. I have been trying to achieve this feat for the last couple of years and to finally get there feels amazing. My victory involved a mixture of hard work and some luck. One can only feel that happiness after trying so hard to win the competition for the last couple of seasons,” said Ibrahim Gulrez.

Alongside Tekken and eFootball, the esteemed national qualifiers were also organized for popular PC titles CS:GO and DOTA 2.

In CS:GO (Open), Team Orgless5 toppled the two-time NESC champions Team Wicked Gaming by winning the finals by 2-0. Comprising team captain Harsh Jain (f1redup), Jaspreet Singh (SpawN), Sadab Khan (SK wow^), Piyush Kalwania (clouda), Nikhil Kathe (N1kace) and substitute Omkar Thube (omkar09), the team was dominant throughout the tournament and produced scintillating performances against India’s leading CS:GO teams.

“Our motto to win the qualifiers was to trust the process, trust ourselves and trust our decisions. We worked extremely hard to defeat the country’s best CS:GO teams and become the champions. The World Esports Championships are very important for us and now we will prove ourselves in the regional qualifiers to qualify for the global finals as well,” said Harsh Jain, captain of Team Orgless5.

On the other hand, Team Top G comprising skipper Manav Kunte (mnz), Vishal Vernekar (HBK), Abhishek Yadav (Abhi-), Shahbaz Hussain (PinkMaN), Krish Gupta (Krish`) and substitute Jaikishan Malik (KaEL) prevailed in the finals of DOTA 2 by defeating Team Mob with a 2-0 score line in the finals. The squad’s notable players Vishal and Abhishek were also part of the historic DOTA 2 team that won the bronze medal at the Commonwealth Esports Championships in 2022.

“We are beyond ecstatic to win the DOTA 2 India Qualifiers and it is an honour for us to represent India on the international stage. We have put in countless hours of practice, analyzing every move, and strategizing every play to reach this point, and it’s an incredible feeling to see our hard work pay off. The team has an unbreakable bond and we know that we can achieve anything if we keep this synergy together. We would also like to extend our heartfelt gratitude to ESFI for providing us with this amazing opportunity to showcase our skills on a national platform and we promise to give our best shot to bring home the championship,” said Manav Kunte, captain of Team Top G.

Team Orgless5 and Top G will now be participating in the upcoming Asia regional qualifiers to qualify for the global finals of WEC 2023. The teams will first be competing in the South Asian qualifiers in online mode and upon qualifying will play the regional finals offline. The dates of the regional qualifiers will be announced by the International Federation soon.

One of the country’s top sports & Esports communication agencies, Artsmith-Concepts & Visions, will continue its support to the Esports Federation of India as their official communication partner. NESC23 was also supported by Upthrust (Event Partner), Inox (Multiplex Partner) & Hama (Training Partner)

The NESC’23 concluded on Monday, March 27 and witnessed a total participation of 275 athletes from all over the country.

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Team Vitality’s French Rocket League team will be back at the San Diego Major from April 6th to 9th 2023

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The Team Vitality team managed to qualify for the San Diego Major scheduled for April 6-9 after reaching the quarter finals of the RLCS 2022-23 Winter Europe Regional 3. This qualification marks the club’s return to the highest competitive level in Rocket League.

Ultra-competitive format sees top teams battle it out

In San Diego, Team Vitality will meet up with the other 16 teams that qualified for the event. Before reaching the quarterfinals, they will have to face three other strong teams from their pool in the Bo5 format:

  • Karmine Corp
  • Dignitas
  • Team Falcons

The goal of the multiple European and World Champion team is to reach the top of the European podium. Beyond the prestige of the event, this competition also allows the best teams to gain points to qualify for the RLCS 2022-23 World Championship next August.

Composition of the team:

  • Yanis “Alpha54” Champenois (Captain)
  • Andrea “Radosin” Radovanovic
  • Thiméo “Saizen” Corcuff
  • Victor “Ferra” Francal (Coach)
  • Gauthier Klauss (Team Manager)

Team Vitality fans can follow the team behind the scenes

Team Vitality will also be represented by its ambassador and content creator Shynouh. She will be responsible for connecting with the team’s fan community by following the team throughout the competition and meeting the players at the end of each match to get their feedback. This is the first time that Team Vitality has allowed an ambassador to bring her personal touch and vlog format to an official competition.

Fans will also be able to follow Team Vitality’s matches live on V.TV – the team’s official Twitch channel – streamed with Rocket Baguette. Finally, the Major will be punctuated by Rocket League quests on the V.Hive app from Team Vitality.

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Prague Gaming & TECH Summit 2023: Charting the growth of Esports in CEE

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Ahead of our sold-out Prague Gaming & TECH Summit 2023 next week, we sat down with some of the brightest minds in Europe to talk all things Esports and its potential for the CEE region.

In one of our most insightful interviews this year, we brought together Peter Rippel Szabo (PRS), Associate at Bird & Bird, Amir Mirazee (AM), Managing Director and COO at Bayes Esports, as well as Dimitris Panageas (DP), Group General Counsel at Kaizen Gaming to get the latest on Esports’ growth.

Covering everything from Ukraine, localised regulation, market demographics, state licensing and taking on traditional sportsbook spend, this one’s not to be missed!

 

To kick things off, let’s talk about the demand for Esports in CEE – how much does the region stand out in terms of growth potential vs the likes of Scandinavia and Western Europe?

AM: It’s a unique environment and of course being Bayes, we can gauge that from a good standpoint with over 100 betting clients globally and 200 in our extended network. On the CEE side, our major partners are GG.bet, DATA.BET and BETER, and we’re seeing considerable volume. This is particularly the case for Counter Strike – and players love new titles.

The one issue we have right now is the changing political dynamics. While Ukraine and Russia used to offer great Esports teams, as well as serving an anchor for satellite nations around them (Poland, Baltics etc), this equilibrium has of course been shifted, and it now needs to settle at a new one. This is especially the case for Ukraine, which really was the epicentre in the CEE region for Esports. Added to that is Russia of course now being shut out of the market, with operations now needing to be re-established to find a new hub to anchor the vertical’s development. In my view – the Czech Republic will likely be a key component.

PRS: From my base in Hungary, I can certainly say that across CEE organised tournaments are very strong – with growth proving very organic, and indeed, spontaneous. There’s not yet big money in most of the tournaments’ prize pools, but they are certainly crammed with amateur players who are very ‘plugged-in’ online and have a real passion for Esports. This goes for both the relevant products and enjoyment of that entertainment. Also, it is worth mentioning that in Hungary more established clubs with strong foundations across various sports have engaged with Esports (e.g. through establishing dedicated esports departments and training players professionally). Universities and other non-profit organisations have also started to study thoroughly the various physical, psychological and other aspects of Esports.

From a legal perspective what is needed for growth is a clear regulatory environment (dealing with the status of esports, i.e. whether it is a ‘normal’ sport, whether it has a special status, or something in between, as well as covering issues like requirements for tournament organisation, player safeguarding and integrity). This would also help alleviate some aspects negatively perceived by the general public (like lack of exercise, addiction or abuse). Of course, talking about Scandinavia and Western Europe – the one variable in comparison with CEE is consumer spend and the resulting market size which will likely never reach the same level in the East.

DP: For myself, and indeed given our extensive experience at Kaizen, I would say the demand is there to see. It’s not a new way of betting, but rather a new type of  possible future verticals, and a set of betting markets to enjoy. As it’s still in the emerging stage, I would say it’s not yet considered a fully established ‘traditional’ vertical like sportsbook, lottery, live casino and others.

Looking at demographics, they are without a doubt smaller than more established verticals, which we need to distil into sub-segments to better understand on a micro level. Factoring in how fast the CEE market is changing, especially with the likes of Hungary (which was until recently a state monopoly), I would definitely say that we have every potential for Esports to really take off in the next 5-10 years.

On a macro level, the major growth blocker that needs to be overcome is that of regulation. Esports needs to be properly and specifically regulated as both a sport and from a betting perspective – this is essential in order to enable it to become a fully established vertical in its own right. So, in summary, it’s emerging fast and gaining traction, but still a long way to go.

What do you see as the key driver for demand for Esports betting in CEE? From a regulatory perspective, do you see CEE jurisdictions as being more open to Esports betting?

AM: Agreeing with Peter in his first answer, I would certainly say it’s a unique generation in CEE and that’s certainly why Esports has grown so much here. Online gaming, and indeed video gaming, has created the generation we’re seeing now, as well providing them with a connection to the rest of Europe and the wider world. Without a doubt, we can say that the ‘internet generation’ in their 20s and 30s have very much been shaped by that culture, whether that’s Call of Duty, memes, and everything else. On the regulation front, again, I agree also – it needs to be regulated as a sport. Germany, for example, does not even acknowledge Esports as a sport, which as a consequence, means it can’t even be bet on yet. That needs to change.

PRS: It’s a complex question but with plenty of potential in CEE. Gambling, betting and generally games of chance have similar basic legal concepts when it comes to regulation across Europe (national regulatory frameworks may differ of course), therefore, CEE jurisdictions can be as open to Esports betting as other countries. I think the key driver is simply how much Esports will gain in popularity in the future, for the more popular certain Esports titles will be the more will the demand be for Esports betting. Also, I think if Esports would be recognised explicitly as a sport and/or it would be a regulated activity in a CEE jurisdiction, then I believe it would likely facilitate the demand for Esports betting in that jurisdiction.

DP: Indeed. The key factor that you need to drive demand (let’s say from a sample set of the 10 major CEE countries), is that they do not yet specifically regulate Esports. Hungary, as Peter has mentioned, is becoming part of that change, so we’re seeing the opportunity for it to become a conducive environment for development. In my view, the regulatory framework for most of CEE is still vague; and as long as it’s principally viewed as a betting market rather than a sporting discipline in its own right, it will stay as that.

Taking the wider perspective, any law and/or regulation will take a minimum of 6-12 months to be adopted and following that – you’ll then need extensive marketing and commercial communication expenses to then push Esports into the mainstream. Without a doubt, however, looking at CEE demographics, the unique composition of their audiences holds plenty of potential. What makes it special is that while it is niche as a sport/product, it’s not the same as niche traditional sports, such as handball in Germany.

Rather, you have a fast-growing product that can easily enter the mainstream as it transcends borders and can offer penetration principally via social media, where it is already very popular. I am sure that with the proper marketing and investment, Esports will create a snowball effect that will allow it to become a mainstream vertical by itself soon enough.

When it comes to being a complementary product to traditional sportsbook spend, how is Esports fitting into the mix and is it cannibalising from traditional sportsbook?

PRS: I’d say that Esports and traditional sportsbook can, and do, complement each other, especially if popular traditional sports (like football or basketball) are played via video games (FIFA or NBA2K) in organised Esports competitions which traditional sports fans can easily perceive and understand.

So, even if audiences are of course very different, you’ll see crossovers when it comes to interests. Using Hungary as an example, the state-owned betting & lottery operator (Szerencsejáték Zrt.) launched betting on esports competitions in 2020 due to the lack of traditional live sports events resulting from the Covid-19 pandemic. It has quickly become one of its most popular betting offerings.

An interesting point too is the ability to convert players to new verticals, and as a result, increase engagement and incremental spend. For example, you’ll have a millennial customer use football as a platform for introduction, and then while waiting for the match to play out for 90 minutes (or indeed after the final whistle), he / she will then give Efootball or another Esports activity a try – which is a great way of introducing the product.

AM: From my perspective, if we’re talking about FIFA and other Esports, these worked superbly well during COVID as a substitute product for those looking to replicate the missing sporting schedule, with nothing happening aside from (as I recall), the Belarusian Premier League. With the likes of League of Legends and Counter Strike, you have a very different demographic / audience – and you’ll find them in different places rather than traditional sportsbook.

As a result, I believe you need to look at providing something different to attract players. Take a look at Bet365’s Esports offering for example, it works surprisingly well for a UX that has evidently been derived from traditional sports. However, there’s much more room for improvement in the coming years. It’s easy to see the use-case for this, looking at all sports betting viewership right now, everything’s declining aside from Esports, so it’s an opportunity to be capitalised on.

We’re also seeing demographics change rapidly, while Esports was previously only for the 20-25 age group, it’s now becoming much older, so you’re closing that monetisation gap. If you want to capture the interest of this fast-growing demographic, you need to reformat the UX to cater to that. So yes, without a doubt, Esports is now becoming a product that can drive traffic in its own right through new audiences, without cannibalising spend from traditional sportsbook.

DP: For me, it depends on the definition of where cannibalisation starts from. When new products are introduced, they certainly drive interest and add to engagement, but in theory that will also bring a decline in engagement for traditional alternatives as overall sportsbook spend is going to be finite.

The positive that Esports brings however, is that it can complement well, given it has a very different schedule to traditional sportsbook. Tournaments taking place across the globe (for example in Asia)      are during the evening     , meaning it’s during the day in Europe – enabling Esports to boost sportsbook spend both before and the day after evening football matches such as the Champions League mid-week.

Taking the longer view, there is a greater risk of cannibalisation if we see more European Esports tournaments taking place during the evening (at the same time as major football matches), which will likely happen in the next 5-10 years. This will create a tipping point where it becomes more popular to bet on than evening football matches.

Looking at the delayed Euro 2020 held last year, can operators use the standout success of Efootball during the tournament as a reason to engage more players during the weekend’s sport fixtures?

DP: I believe Esports will always hold plenty of potential as a complementary product during major events such as the Euros, where we see heightened betting activity and greater overall spend. However, the challenge is always going to be taking this into the mainstream and having it considered as a regular fixture week in, week out. In my view, it is very possible that this could translate well into a complementary product that fills the gaps between sporting fixtures, especially for those who like to be pre-match and not in play. Given a football match lasts 90 minutes, you have plenty of space to fill over the 90 minutes after pre-match bets are placed. If you can identify and incentivise that opportunity, then I believe there is huge potential in the long term.

AM: Also, as we’ve covered already – the audience you have for Efootball-  is completely different to Counter Strike, League of Legends and the like, so in effect we’re only talking about 50% of the potential Esports audience.

Let’s take Europe as a market to speak on a macro level and place Efootball in isolation. Regulation for a start is going to be key, making sure that product is available and acceptable. That’s something in particular we’d need to see in Germany with the Bundesliga, as Esports is not yet regulated to be a betting market. Looking further west towards the UK, there’s far less of an overlap, due to player preferences and composition of audience. However, if we return to the CEE, then yes, without a doubt I see plenty of potential here for operators to really test this out as it’s something the new generation of players are very receptive to.

PRS: To add to that, I would certainly say in many ways we’re looking at an area of spend (and indeed audience) that are traditionalists when it comes to football. However, if we look at the new generation and their social circles and familiarity with the online environment, they are shaped by a very different world than what older generations had for football growing up as a primary source of entertainment.

So, without a doubt, we’ll see a very different trend towards the Esports landscape over the next decade. Whether that’s for Esports as a complementary product or one in its own right, I believe it will be inevitable that it becomes an area of engagement with traditional sports fixture in the decade to come. This is especially the case if Esports will be regulated clearly,      as well as Esports tournaments being organised regularly,  enabling online gaming operators to follow that lead and invest in technology and commercial communication dedicated to Esports.

 

Last but not least, looking at the big picture – what’s your take on how Esports is going to develop in CEE over the next five years, how much more do you see it gaining popularity?

DP: I believe it is going to develop, and it will no doubt gain traction. But in my view, it won’t take off immediately. The next few years will likely see Esports continue as a complementary product that will enable operators to diversify and upgrade their offerings. The new generation coming online will power this, and with an extensive spectrum of events around the globe, and the 24-7 betting that it brings, it can scale fast.

However, for that to happen, we also need to see more investment in the vertical for it to become more established. For a start, we need more advanced trading models that can enable operators to offer a much broader spectrum of Esports betting markets to attract more players. We’re already seeing that happen in real-time, and even in the last three years, there’s been a real surge in terms of managed trading services for Esports and the provision of data. As we’re seeing truly specialised companies for this provision begin to corner the market, growth will inevitably become even more exponential, with a ‘hockey stick’ style adoption curve.

AM: I agree. There’s plenty of potential. We can certainly say that outside of the present conflict taking place between Russia and Ukraine, there’s a stable trend towards growth, aside from the recent Parimatch / Ukraine news this week. I’m confident it’s only going to keep growing for all the reasons we’ve covered above.

All of this is fuelled by the unique audiences of the region, and indeed their demand for entertainment. If we compare the potential of Western vs. Eastern Europe, then without a doubt, I believe that CEE is the most likely to emerge as the continent’s major player. Given our position on the market as one of the world’s leading Esports providers, I believe that Esports is exactly what you make of it – and if you take a proactive view and approach, the market share is there for the taking.

PRS: I concur with Amir and Dimitris, I believe it’s only going to grow – all the foundations are there in CEE to make that happen; demographics, interest, increasing awareness of relevant brand values and an established understanding of the mechanics. In the short-term, I don’t believe we’ll see major displacement of the most popular traditional sports or radical shifts in market trends. Longer term, we’ll to see much greater adoption that will no doubt scale over as exponential growth really begins to emerge.

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DreamHack Announces Massive Return of “DreamHack Open Feat. Fortnite” With $750,000 Zero Build Circuit Stretching Three DreamHack Festivals– Qualifying Duos To Gamers8 Feat. Fortnite With A $2,000,000 Prize Pool

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DreamHack, an international gaming and entertainment festival put on by ESL FACEIT Group, today announced the return of the popular DreamHack Open Featuring Fortnite tournament series. DreamHack San Diego (April 7-9), DreamHack Dallas (June 2-4) and DreamHack Summer (June 16-19) will all feature a $250,000 DreamHack Open Featuring Fortnite Zero Build Duos competition, with the winner of each stop bringing home $30,000 of the pot. The competitions are open to BYOC (LAN) ticket holders and will qualify the top ten Duos from each DreamHack Open tournament to this year’s Gamers8 Featuring Fortnite event.

With the return of Gamers8 Featuring Fortnite, held in Riyadh, Saudi Arabia on July 6-9, 50 Duos compete for the $2,000,000 prize pool for the final Zero Build tournament in Riyadh this summer. Next to the 30 teams coming from DreamHack Open events we will see the best Duos from the MENA region and some of the world’s largest Fortnite influencers participating. More details will be announced at a later point.

We had an incredible experience hosting the DreamHack Open Featuring Fortnite both online and  in-person events in the past. Thus, we are very excited to announce another year of Fortnite events for our community, especially now that the focus is on Zero Build and teams have a chance to qualify for a massive Gamers8 event” said Brian Krämer, Sr. Director Game Ecosystems – Growth Titles. “To strengthen our connection and involvement in the Fortnite competitive ecosystem is a tremendous opportunity and one that fits perfectly with DreamHack’s focus on bringing the gaming community to life.” 

Find out more about DreamHack Open Featuring Fortnite at its official website and on the festival website for DreamHack San Diego, and follow DreamHack on Twitter to get the latest updates. The latest updates on Gamers8 can be found on the official website, on Twitter, and Facebook.

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MSSA’s view of encouraging females to play esports

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Esports, or electronic sports, has become a global phenomenon, with millions of people tuning in to watch competitive video game matches online or in person. As the popularity of esports continues to grow, it is becoming increasingly important to encourage diversity and inclusivity in the industry, particularly in terms of gender.

Since 2009 Mind Sports South Africa (MSSA) has had an active policy to increase female representation in esports. This is important for a number of reasons. First, it is simply a matter of fairness and equality. Women should have the same opportunities to compete and succeed in esports as men. By promoting gender diversity in the industry, we can help to break down barriers and create a more inclusive environment for everyone.

However, as MSSA President, Colin Webster, stated, “There are also practical reasons why having more females play esports is important. For one, it can help to grow the industry. Women make up a significant portion of the gaming market, and by tapping into this market, esports organizations and companies can reach a wider audience and increase their revenue streams.”

Webster added, “Additionally, having more females involved in esports can help to address some of the toxic behaviors and attitudes that have plagued the industry in the past. Women have historically faced harassment and discrimination in the gaming world, but by promoting gender diversity and inclusion, we can help to create a more welcoming and supportive community.”

There are also potential benefits to individual female players. By participating in esports, women can gain valuable skills and experience in areas such as teamwork, communication, and problem-solving as well as earn Regional, provincial, and National Colours that may help such females obtain bursaries in order to study further. These skills can then be applied to other areas of their lives, such as their careers or personal relationships.

However, increasing female representation in esports is not without its challenges as MSSA is painfully aware. Women are still underrepresented in the industry, and those who do participate often face a range of barriers and obstacles. Some of these include online harassment and discrimination, a lack of female role models and mentors, and limited opportunities for sponsorship and funding.

MSSA faced very stiff opposition from many gamers, some of them who even have daughters, over the years when promoting its policies of enablement and inclusion.

To address these challenges, MSSA has always taken proactive steps to promote gender diversity and inclusion. This has included initiatives of providing incentives and creating real and credible upward movement. MSSA is the only esports national federation, world-wide with 40% of its Board consisting of female Board Members.

In conclusion, increasing female representation in esports is not only a matter of fairness and equality, but also a practical way to grow the industry and create a more inclusive and supportive community. By taking proactive steps to promote gender diversity and inclusion, we can help to build a better future for esports and for everyone involved in it.

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Gamer Pakistan and Elite Sports Pakistan Announce 100th and 101st University Sports Commercialisation MoUs

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Gamer Pakistan announced that affiliate company Elite Sports Pakistan has signed its 100th university sports Memorandum of Understanding (MoU) with Usman Institute of Technology University Karachi and 101st MoU with Shah Abdul Latif University Khairpur Sindh. These MoUs give Gamer Pakistan exclusive rights to conduct, broadcast and commercialise esports competitions at these respective universities.

Gamer Pakistan is rapidly becoming the premiere university esports partner for secondary education institutions in Pakistan. Gamer Pakistan creates the formats and events to provide a competitive environment in which to unearth and nurture budding esports talent at the collegiate level and provide them with opportunities to represent Pakistan globally in their journey to becoming world-class professional esports athletes.

“We are pleased to have achieved this milestone with Usman Institute of Technology University Karachi and Shah Abdul Latif University Khairpur Sind. Their leadership in expanding the competitive sports and career advancement opportunities available for their students in all aspect of athletics is to be commended,” Muhammad Jamal Qureshi, CEO of Elite Sports Pakistan, said.

“Gamer Pakistan looks forward to including Usman Institute of Technology and Shah Abdul Latif University into the total collegiate Gamer Pakistan competitive esports universe. Their participation and the enthusiasm and skills of their student gamers gives us great confidence in the future of esports in Pakistan, and in the ability of these gamers to righty take their space on the global esports stage,” James Knopf, CEO of Gamer Pakistan, said.

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National Esports Championship 2023 to select Indian contingent for 15th World Esports Championship set to kick off today

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The National Esports Championships (NESC) 2023 organized by the Esports Federation of India (ESFI) to pick the Indian contingent for the upcoming 15th World Esports Championships (WEC) in Iasi, Romania, will commence from today (March 15) and will be conducted in the online mode. ESFI’s event partner Upthrust Esports will be executing the qualifiers where a total of 275 athletes will be participating across all four titles – CS:GO, DOTA 2, Tekken7, and eFootball 2023.

Marking a historic step, the country’s top female CS:GO athletes will be battling it out in the NESC to secure their berth at WEC 2023 for the very first time. While the open qualifiers of CS:GO will have 21 teams (127 athletes) competing, the women qualifiers will see the participation of 2 teams (11 athletes). For DOTA 2 there will be six teams (33 athletes) fighting against each other and for the single-player titles such as Tekken7 and eFootball 2023, there will be 72 and 32 competitors respectively.

“We are proud to see the overwhelming response for NESC 2023 from the male as well as female athletes of the country. The participation of such talented athletes will give India the impetus to exceed all expectations at the World Esports Championships. The qualifiers are going to be an exciting affair with high-quality gameplay and top-notch thrilling moments as every athlete gives it their all to compete on the biggest of stages. Everyone at ESFI wishes the participants all the best and is looking forward to the qualifiers,” said Vinod Tiwari, President of the Esports Federation of India.

The qualified teams from CS:GO and DOTA 2 will compete in the Asia Regionals which are scheduled in May – June, the champions of Tekken7 and eFootball 2023 will qualify directly for the tournament’s global finals.

The WEC 2023 will have a whopping prize pool of $500,000 (INR 4.12 crore) and is set to be the largest edition of the tournament to date with at least 130 countries participating in it. The global finals of the prestigious tournament will take place from August 24 – September 4, 2023.

One of the country’s top sports & esports communication agencies, Artsmith-Concepts & Visions, will continue its support to the Esports Federation of India as their official communication partner.

The enthralling action from the quarter-finals, semi-finals, and finals will be streamed live on ESFI’s YouTube, Facebook, and Glance Gaming channels.

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Mind Sports South Africa’s (MSSA) 2023 Gauteng Online Championships held on 11 March 2023 showed sterling results.

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The championship was a last chance for many esports athletes to qualify for MSSA’s National Team Trials to be held on 25 March 2023 at which the team will be selected to officially represent South Africa at the African Qualifiers which lead up to IESF’s 15th World Esports Championships to be held in Lasi, Romania in August 2023.

All Registered Players who have finished in the top three places, or the top 20% – whichever is greater, are entitled to enter trials.

However, it must be remembered that all players must have a valid passport at the date of entry.

It was indeed exciting to watch just how much all the female teams have improved.

White Rabbit Gaming Club’s (WRG) female team astounded all with their skill and sportsmanship. The team demolished all the female opposition and narrowly lost to the male team which ultimately won the premier event.

It is expected that the selection process for the esports title will be hotly contested.

Other female teams that excelled are:

  • Roedean College – League of Legends, and
  • Northcliff High School – Mobile Legends: Bang, Bang

The high standard of play saw a number of Registered Players being awarded Provincial Colours. Only Limpopo and Northern Cape did not have rRegistered Players who did not earn provincial colours.

The winners are as follows:

Title Name of player/team Club Provincial Colours awarded
Clash of Clans – Premier Christo van Zyl Point High School Western Cape
Clash of Clans – Hgh School Martin venter Hoër Volkskool
Clash Royale – Premier Jimmy Swanepoel Point High School Western Cape
Clash Royale – High School Norrice Le Roux Point High School
CS:GO – Premier
ZAG CS ZAG Academy
Josh Chapman Western Cape
Sebastian Montoya-Pelaez Western Cape
Michael de Villiers Western Cape
Josh Orelowitz Western Cape
Thomas Venables Gauteng
Ayush Singh (sub) KwaZulu Natal
CS:GO – Premier – Female
White Rabbit Gaming White Rabbit Gaming
Karla Grewar Gauteng
Kaylee Ludick Gauteng
Rochelle Elizabeth Noortman Free State
Roelien van Dyk Gauteng
Jessica Eleez Greeff KwaZulu Natal
DotA – Premier
ZAG DOTA 1 ZAG Academy
Suhail Khan Gauteng
Travis John Waters Western Cape
Mark Kilian Lehle Gauteng
Mohammad Dhooma Eastern Cape
Nicholas Dammert Gauteng
DotA – High School
CCL Knights Crawford College Lonehill
Howie Chen Gauteng High School
Srivar Premjeeth Gauteng High School
Arav Harrielal Gauteng High School
Ashen Naidoo Gauteng High School
Tej Kistasamy Gauteng High School
eFootball – Premier Ridah Hendricks PES Society Western Cape
FIFA 23 – Premier Rethabile Masangane NWU
FIFA 23 – High School Antonie Botes Hoër Volkskool
HearthStone Kyle Vorster ZAG Academy Gauteng
League of Legends
TuksEsports TuksEsports
Thomas Stephanus Swanepoel TuksEsports Gauteg
Hein van Rooy TuksEsports Gauteng
Jason Harris TuksEsports KwaZulu-Natal
Johannes Gysbert Du Preez TuksEsports Gauteng
Fabio Spazzoli TuksEsports Gauteng
League of Legends Female
Roedean Paladins Roedean
Hannah Schreiber Roedean Gauteng
Ireoluwatomiwa Iluyemi Roedean Gauteng
Aadilah Noorbhai Roedean Gauteng
Abigail Adonis Roedean Gauteng
Caitlin Newman Roedean Gauteng
League of Legends – High School
Grotto Middies
Lu-Zelle Kruger Mpumalanga High School
Xavier de Beer Mpumalanga High School
Patric Nel Mpumalanga High School
Dylan Putek Mpumalanga High School
Calvin Kok Mpumalanga High School
Mobile Legends Premier
MOMS Legends Masters of Mind Sports
Leone Loftus (Captain) Free State
Joost Loftus Free State
Leonard Loftus Free State
Adriaan du Plessis Gauteng
Dewald Greyling Gauteng
Mobile Legends Female
Pr0NHS Northcliff High School
Kennedy Cassells (captain) Gauteng
Isabella Lawrence Gauteng
Siann Richardson Gauteng
Beverly Makhafola Gauteng
Sadie Rennie Gauteng
Rocket League – Premier – 1 v 1 Ngwazi Mathebula Middies Mpumalanga
Rocket League – High School – 1 v 1 Nathan Jacobs Middies
Rocket League – Premier – 3 v 3
MIGHTY TEDDY BEARS King Edward VII School
Liam Hughes King Edward VII School Gauteng
Emilo Dos Santos King Edward VII School Gauteng
Judah Dos Santos King Edward VII School Gauteng
Tekken 7 – Premier Jonathan Brown Team PlayBell Western Cape
Sportsmanship Award Jessica Eleez Greeff White Rabbit Gaming Club
esl-faceit-group-reveals-the-esl-pro-tour-for-dota-2-–-a-heroic-dota-competition

ESL FACEIT Group reveals the ESL Pro Tour for Dota 2 – a heroic Dota competition

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ESL FACEIT Group (EFG), the leading esports and video game entertainment company, has today revealed details of the brand new ESL Pro Tour (EPT) for Dota 2 that debuts in April 2023.

The ESL Pro Tour combines EFG tournaments in a specific game title into a dedicated open circuit where teams battle their way up to ultimately compete at a Championship event. The exciting circuit for Dota 2 gives players, fans, and partners the opportunity to enjoy more cross-regional competitions between the best Dota 2 teams in the world.

The EPT for Dota 2 features seasons of DreamLeague powered by Intel®, during which 16 of the world’s best teams will compete online for a total of two weeks. While the DreamLeague will be produced from EFG’s Stockholm Studios in Sweden, the participating teams will face off remotely from all around Europe.

Teams will qualify for a DreamLeague Season via the EPT Ranking System and will each season battle for a share of the $1,000,000 total prize pool. Furthermore, the best-performing teams will directly qualify for the Group Stage of the EPT Championship event – Riyadh Masters.

The first season of the ESL Pro Tour for Dota 2 includes two DreamLeague Seasons:

  • Season 19: April 9-23, 2023
    • The winning team will qualify directly for the Group Stage of Riyadh Masters.
  • Season 20: June 7-25, 2023
    • The winner and runner-up will both qualify directly for the Riyadh Masters Group Stage.

*Regional Assigned Slots may change between DreamLeague Season 19 and Season 20.

The epic conclusion to the first EPT season will take place at Riyadh Masters in Riyadh, Kingdom of Saudi Arabia, on July 17-30, 2023. At the live EPT Championship event, 20 of the best teams will compete for a share of the $15,000,000 total prize pool and the title of EPT Champions. The three directly qualified teams from DreamLeague Season 19 and 20 will be joined in Riyadh by 17 more teams, five of which will be determined via the highest average placings across both DreamLeague seasons. Riyadh Masters takes place at the Gamers8 festival. Please check out the official Gamers8 website for more information.

Over the past couple of years, we’ve already seen the success of the ESL Pro Tour and the structure it brings to a game’s esports ecosystem,” said Shane Clarke, Director Game Ecosystems – Dota 2 at EFG. “Now, we are thrilled to expand it into the wonderful world of Dota 2 and thereby give players, fans, and partners – both existing and new – the opportunity to enjoy the best of the best that Dota 2 esports offers. Moreover, with the valuable Riyadh Masters competition functioning as the EPT Championship event, the circuit promises lots of electrifying moments and tier 1 action.

Both DreamLeague seasons will be broadcast on the DreamLeague Twitch and the ESL Dota 2 YouTube channels, and via dedicated broadcast partners. For more information about the ESL Pro Tour for Dota 2, head to the official website.

iesf-has-announced-the-slots-for-15th-world-championships-to-be-held-in-iasi,-romania

IESF has announced the slots for 15th World Championships to be held in Iasi, Romania

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With South Africa’s National Team Trials, to be held on 25 March 2023, quickly approaching, excitement among Registered Players is reaching an all time high.

It is  thus welcome news that International Esports Federation (IESF) has just informed Mind Sports South Africa of the number of slots for Africa for IESF’s 15th World Esports Championships (WEC 23′) to be held in August in Iasi, Romania.

The slot distribution for WEC 23′ is divided per registered country per continent, and we would like to inform you that Africa acquired a total number of 13 out of the 82 slots for the following games:

  • CSGO – 3
  • Dota 2 – 2
  • Mobile Legends Bang Bang – 3
  • PUBG Mobile – 3
  • CSGO Female – 2

IESF has also advised MSSA that all African National Federations that have registered athletes for Tekken and Efootbal get a direct slot.

Thus with MSSA having so registered for both Tekken and Efootball, the Registered Player selected by MSSA at its National Team titles for these two esports titles will go straight through to lovely Iasi and not have to fight it out in an African regional Qualifier.

The last chance for athletes to qualify for National Team Trials is:

  • 2023 Gauteng Online Championships to be held on 11 March 2023.

All those entering National Team Trials are again reminded to have valid passports on the date of such National Team Trials.