indian-dota-2-team-scripted-history-once-again,-won-the-bronze-medal-at-commonwealth-esports-championship-2022

Indian DOTA 2 Team Scripted History once again, won the bronze medal at Commonwealth Esports Championship 2022

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First, it was during the Asian Games 2018 where Tirth Mehta got the bronze medal in esports (demonstration title) and now the Indian DOTA 2 team produced a power-packed performance to clinch the bronze medal at the first-ever Commonwealth Esports Championship on Sunday.

The Indian Dota 2 team, comprising Moin Ejaz (captain), Ketan Goyal, Abhishek Yadav, Shubhnam Goli, and Vishal Vernekar, defeated New Zealand by 2-0 in a best-of-three format. Despite the early pressure from New Zealand, the Indian contingent kept a cool head and won the first two rounds by taking the enemy’s ancient with their intense gameplay and strategies.

“This win symbolises the amount of hard work the team has put in over the years and we dedicate this win to our country. Winning a medal at the Commonwealth was a dream for us and we’re super proud as a team. We were very much aware before leaving for Birmingham that the tournament was going to be tough. Keeping in mind the intensity and level of the game on such an international platform, each and every team member gave their best shot during the practice sessions. We have invested a lot of time in preparing the strategies and improving our gameplay, which finally culminated in this win. We would like to thank the Esports Federation of India (ESFI) and Lokesh Suji Sir for their continuous support, motivation & encouragement. We hope that this win will encourage more tournaments around DOTA 2 and other esports titles, which will help the ecosystem as a whole to grow in our country,” said an elated Indian DOTA 2 skipper Moin Ejaz after winning the bronze medal.

Earlier in the DOTA 2, India came away with a convincing victory against Wales, got a bye against Trinidad and Tobago, but lost to England. They went on to the semi-finals but couldn’t go past Malaysia’s team and ended with a bronze medal match with New Zealand, which the team won convincingly.

“This is a historic win. The team DOTA has made the entire country proud by winning the bronze medal in the first-ever Commonwealth Esports Championship 2022. Moreover, it’s a dream come true for the Indian Esports Ecosystem as we have won the bronze medal at the Asian Games 2018 as well. The entire esports community is overwhelmed with this win and will fuel many esports athletes to represent India on a global stage in coming years,” said Lokesh Suji, Director of Esports Federation of India and Vice President of the Asian Esports Federation.

“Our next stop will be Asian Games 2022, where Esports is a proper medal event, and our focus is to excel in the tournament with multiple podiums finishes and bringing the laurels for our country. The esports community wants and requires esports to be recognised by the government as a sport in India to gain the benefits and support any sports community and athletes would receive. We want our esports industry to grow, develop and be nurtured just like any other sports in India,” added Mr Suji.

The Indian team in the Rocket League, which Hargun Singh led with Sandeep Sahani and Rushil Reddy, were not able to make it through after losing out to Canada by 3-0 in the best of five series in their first group stage match. The team faced similar defeats against Wales and England, which resulted in their exit from the Commonwealth Esports Championship early in the group stage.

One of the country’s top sports and Esports specialised communication firms, Artsmith – Concepts & Visions and India’s Leading Multiplex chain INOX continue their support for this prestigious tournament as the communication and multiplex partners of ESFI, respectively.

Commonwealth Games & Global Esports Federation organised the inaugural multi-nation esports tournament, scheduled in Birmingham from August 6-7. The 2022 Commonwealth Esports Championships were conducted at the International Convention Centre in Birmingham with the presence of the world’s top Esports teams. Alongside DOTA2 and Rocket League, PES2022 was also part of the tournament.

imsa-launches-new-esports-global-championship

IMSA Launches New Esports Global Championship

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The International Motor Sports Association (IMSA) has announced the launch of the IMSA Esports Global Championship, an iRacing series dedicated to professional sim racers and sim racing teams.

Although IMSA’s association with iRacing dates back more than a decade and includes the IMSA iRacing Pro Series and the IMSA Triple Crown Challenge, the IMSA Esports Global Championship announced now is the first IMSA-backed iRacing series dedicated to professional sim racers and sim racing teams.

The IMSA Esports Global Championship kicks off in October and will feature the world’s top professional sim racers and sim racing teams competing for cash purses in each event of the four-race series and for the overall series championship. Races will be broadcast on iRacing and RACESPOT YouTube, Facebook and Twitch social media channels.

In keeping with IMSA’s more traditional racing series, the Esports Global Championship will consist of multi-driver, multi-class racing and will feature iRacing’s meticulously modeled GT3 and TCR cars. The series will enable professional sim racers and teams to develop close working relationships with eight of the manufacturers competing in the IMSA WeatherTech SportsCar Championship and IMSA Michelin Pilot Challenge: BMW, Ferrari, Honda, Hyundai, Lamborghini, McLaren, Mercedes-AMG and Porsche.

“The IMSA Esports Global Championship is the next step in our esports presence after the success of the IMSA iRacing Pro Series and the IMSA Triple Crown Challenge. IMSA was among the first motorsports organizations to recognize the potential of working with iRacing to blend the gap between sim racing and real racing by including our manufacturing partners. We’re excited that eight manufacturers competing in IMSA this year will be participating in the IMSA Esports Global Championship, and we expect that number to increase in the coming years,” IMSA President John Doonan said.

“iRacing and IMSA have enjoyed a long and productive relationship. Our partnership with IMSA has enabled more than 160,000 iRacers around the world to race virtual versions of the world’s fastest sports cars on North America’s iconic road courses. The IMSA Esports Global Championship is a natural and exciting next step in our relationship with IMSA as well as with many of the world’s leading makers of high-performance automobiles,” said Tony Gardner, president of iRacing .com.

tundra-esports-announces-virgil-van-dijk-as-ambassador-and-shareholder

Tundra Esports Announces Virgil Van Dijk as Ambassador and Shareholder

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Tundra Esports has announced Virgil van Dijk as its new Ambassador and Shareholder.

One of the best football players in the world, Virgil will be helping to elevate and grow the overall Tundra brand whilst providing support and mentorship to the organisation’s professional esports players.

In a league of his own on the field, Virgil will be diversifying his portfolio as Ambassador and Shareholder of Tundra Esports through supporting and developing the organisation’s overarching business goals including fostering the best esports talent worldwide and holding a strong focus on performance and sportsmanship.

The announcement of Virgil as Tundra’s new Ambassador and Shareholder was revealed in the competitive gaming anthem, OUTPLAYED, which has been released yesterday. The track is the first official grime gaming song, and was created by Tundra’s ambassador British Grime artist P Money. Created to celebrate gaming and for anyone who plays games or watches competitive gaming, OUTPLAYED is purposefully PG-rated for all gamers of any age. The track weaves in iconic gaming references throughout and has a frenetic energy mixed with electronic sounds to mirror the playful, fast-paced nature of competitive gaming.

P Money said: “Occasionally the path of music and gaming has crossed over, but I can see a world where the two go hand in hand across major esports events and artists expanding their discography to embrace game themed music in the future.”

Virgil van Dijk said: “I am extremely excited to be joining Tundra Esports. Tundra Esports is one of the fastest growing esports organisations in the world and they are moving in a very exciting direction. It was great to be able to collaborate with P Money and the idea behind OUTPLAYED further emphasised why I wanted to be involved to help grow the team. They have built up a tremendous reputation when it comes to player well-being within a winning culture which is something that really resonates with me. I’m excited for the future.”

P Money said: “OUTPLAYED is a gaming anthem for everyone to enjoy. Grime and gaming pair perfectly – they have the same energy and hype, its two completely separate worlds merging. It’s been fantastic to be able to combine my two passions and to introduce my music fan base to what I’ve been doing in gaming. I want to show how both can go hand in hand and bring out others who’ve been interested but never quite had the confidence to do it.”

Maxim Demin, Owner and Co-Founder of Tundra Esports, said: “This is a major moment for Tundra. Having someone like Virgil, who is highly revered both on and off the pitch, join our team is incredible. His insight will be invaluable for our players but also how we evolve as an organisation. We have so much we can learn from sports. Announcing his involvement through OUTPLAYED was a stroke of genius from P Money. It’s been great to have his support and creativity to do something different that not only helps us stand out but is also something for the community. Hopefully, the community finds it as catchy as we do.”

red-bull-home-ground-is-back:-settling-the-season’s-biggest-valorant-rivalries-as-eight-elite-teams-go-head-to-head-in-manchester-lan!

Red Bull Home Ground is back: settling the season’s biggest VALORANT rivalries as eight elite teams go head-to-head in Manchester LAN!

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Red Bull Home Ground, the one-of-a-kind pro VALORANT Invitational is set to return for its third iteration, bringing together some of the world’s most elite teams to battle it out for victory in a unique ‘Home and Away’ format, from December 9th-11th. As an official part of the VCT Off-Season Tournaments fans & players alike can expect VALORANT action at its highest level.
 
The tournament will bring eight teams from across the globe to battle it out, including a star-studded international lineup of the best VALORANT teams, and two qualifier spots for teams to earn a once-in-a-lifetime chance to test their mettle on the global stage. The event will take place in a venue steeped in recent live event history as Red Bull Home Ground comes to the heartbeat of the Manchester music scene, ‘Victoria Warehouse’. It will feature a futuristic neon underground aesthetic, a live audience to create a truly immersive atmosphere, and brought to life for digital audiences across the globe and in several languages on Twitch and YouTube.
 
Red Bull Home Ground pioneers a pulse-racing Home and Away structure that puts an exciting curveball on the traditional VALORANT format. In the best-of-five matches, both teams pick a “home ground” to play on for the opening two maps. Rewarding tactical awareness, map knowledge and wider map usage, if a team wins both opening “home” and “away” matches, they automatically win the tie, while a stalemate will default the tie to the traditional best of format.
 
For the first time, teams from North America are set to make their debut as they join the Home-and-Away fray to pit themselves against EMEA’s best teams. With the promise of truly exciting trans-Atlantic matchups, Red Bull Home Ground will see EMEA vs NA rivalries reignited again after September’s VALORANT Champions 2022 in Istanbul. Already lining up to be one of the most exciting global showdowns in esports this year, the Manchester competition will provide EMEA and NA teams one last opportunity in 2022 to settle their scores.
 
Going into its third edition, Red Bull Home Ground is the premier pro Red Bull event for VALORANT and, alongside Red Bull Campus Clutch – an open global VALORANT tournament for students –  encapsulates the brand´s continued commitment to support the VALORANT community and uplift its competitive ecosystem, from a grassroots level with an array of local initiatives to the very highest echelons of esports.
 
Looking toward the event, Red Bull Player and last year’s Red Bull Home Ground MVP, Mehmet Yağız “cNed”, said: “Being on Red Bull Home Ground was fun for our team. Last year, I gave it my all to earn the title of tournament MVP, and this year, my team and I are prepared to top that effort. Wait for it! ”
 
Red Bull Home Ground has teamed up with industry leaders to produce an unforgettable experience for players & fans alike. AGON by AOC, a global leader in gaming monitors, is the Official Monitor Partner for the event, bringing exceptional visual clarity and ultra-high refresh rates to competitors. AMD joins as Technology Provider, ensuring the high-performance computing that will push the boundaries of the tournament.
 
Red Bull Home Ground will be broadcast from Victoria Warehouse in Manchester and live on twitch and YouTube. The event will also be broadcast by a variety of co-streamers in multiple languages, with details to be revealed soon.
 
Check out redbull.com/homeground for more information.

allan-phang-departs-from-galaxy-racer

Allan Phang Departs From Galaxy Racer

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Allan Phang, the Chief Marketing Officer at Galaxy Racer (GXR), a transmedia powerhouse focused on esports, content creators, music and sports, headquartered in Dubai, has announced his departure from the organization. He has also announced his departure as Marketing Consultant at Galaxy Racer’s parent company, Riva Technology and Entertainment Limited (RTE).

Throughout his tenure at Galaxy Racer, Allan, together with his colleagues successfully executed award-winning high impact global marketing campaigns. Some of the notable achievements include being part of the team that won the prestigious Cannes Lions Bronze Award and smashed two GUINNESS WORLD RECORDS titles for the “Longest live-stream (video)”, recording live for 268 hours 14 mins 20 seconds and “Most viewers for a charity donation live stream on YouTube”, attracting 698,000 peak concurrent views while raising over US$11Million for charity via Galaxy Racer’s content creator, together with its partners the United Nations High Commissioner for Refugees (UNHCR) and Mohammed bin Rashid Al Maktoum Global Initiatives (MBRGI).

Galaxy Racer won Gold and Bronze respectively in the Sports Industry Awards 2022 for Best Esports Commercial Partner of the Year and Best Esports Event of the Year.

Allan has had the opportunity to work closely with global superstars; Manchester United legend, Mikael Silvestre, Founder and CEO of Talent Lyfe, an innovative agency to represent elite athletes and young talent across all professional sports. He was part of the team which executed an award-winning marketing campaign with former Arsenal captain Pierre-Emerick Aubameyang in the Galaxy Racer Aubameyang Cup, a cross-regional Fortnite: Battle Royale tournament between Europe and the Middle East.

Allan spearheaded the marketing execution together with his team for the biggest esports tournament in the Middle East North Africa (MENA) region, GAMERS GALAXY: Dota 2 Invitational Series Dubai 2022, which garnered over 2 million concurrent views globally, 38 over million total hours watched across all platforms and close to 28 billion total viewership in media coverage.

Allan was previously the Regional Head of Marketing and PR at EVOS Esports, one of the most successful esports organization in Southeast Asia which raised US$16.4 million in Series A and B funding. Some of the projects Allan was involved in during his time at EVOS Esports included launching co-branded apparel with PUMA, helping Visa with its first foray into Southeast Asia’s esports scene, inking a year-long deal with Lazada Indonesia, and cross-collaboration with Universal Music Malaysia artists’.

Previously with AirAsia Esports, he was tasked by the co-founders of AirAsia to spearhead AirAsia Esports initiatives. Allan led the airline’s esports strategy since 2018. He spent about seven years with AirAsia and helmed roles including regional marketing, group partnerships and business development, and employee engagement and internal branding. Allan was instrumental in AirAsia’s regional sponsorship with World Electronic Sports Games (WESG) Southeast Asia, and the sponsorship of the Mineski Dota 2 Professional Esports Team. During his tenure at AirAsia Esports, Allan forged successful partnerships with Razer, Alienware, and Secretlab. Allan’s esports campaigns were highlighted as a success story and case study in World Federation Advertisers (WFA) – Esports Special Report.

benfica-esports-team-gets-landmark-teleperformance-naming-rights-deal

BENFICA ESPORTS TEAM GETS LANDMARK TELEPERFORMANCE NAMING RIGHTS DEAL

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Teleperformance will be Benfica’s esports team sponsor for the next three years, actively
participating in the club’s strategy and talent development

 

Teleperformance, one of the biggest customer relations companies in the world, and the most
reliable supplier of omnichannel solutions for clients, has just become the Official Esports
Naming Sponsor of Portugal’s most successful club.

Benfica’s esports team, to be known from now on as Benfica Teleperformance, was born after
the joint combination of several drivers: the will to win, triggered by the club’s winning DNA;
connecting different targets and audiences, namely younger fans; a continuous brand
internationalization and digitalization strategy and its recognition by a digital and exponentially
growing ecosystem where many key brands already live. Benfica and Teleperformance have
signed a three-year deal and will work together on the club’s strategy and talent development.

“We have developed this Gaming Arena project and we were looking for the right partner to
enter this project with us, taking it to the next level. Benfica is one of the biggest clubs in Europe
and in the world; it has a huge number of fans not only in Portugal but worldwide – a large part
of our workforce are Benfica fans and are passionate for gaming. We are thrilled to be able to
partner with such a big club that represents the very same principles and ambitions as
Teleperformance. We’re eager to discover where this project will take us,” said Augusto
Martínez Reyes, Teleperformance Portugal’s CEO.

Domingos Soares de Oliveira, Benfica’s CEO, commented: “Our bet on digital as well as our
focus on the significant transformation that the football industry is going through are growing
at a fast pace; namely new ways of interacting with different targets and audiences, where
gaming is a very strong part of that strategy. We’re confident that this partnership with a
company like Teleperformance will boost the club’s esports project.”

The club’s main ambition is very clear: to win every single competition, domestic and
internationally. To achieve that, Benfica will rely on international giant Teleperformance’s
topflight Gaming Center, which is now at the club’s disposal. Strongly equipped with the most
modern technology, it is among the world’s best, which will provide the right training and
competitive conditions.

Domestically, Benfica will compete in Liga Portugal’s and the FPF’s tournaments, and at an
international level, it will enter several official competitions that provide a chance to win the
most prestigious trophy of them all: the World Championship.

Beginning with FIFA – a natural jumping off point for a football club – Benfica plans to expand
its title portfolio as part of its winning DNA and its brand internationalization and digitalization,
and to connect to multiple audiences.

global-sports-betting-market-to-grow-at-103%-cagr-until-2032;-football-to-be-the-most-sought-after-sport:-fact.mr-report

Global Sports Betting Market to Grow At 10.3% CAGR until 2032; Football to Be the Most Sought After Sport: Fact.MR Report

Reading Time: 5 minutes

 

A recently published study by Fact.MR expects the sports betting market to augment at a CAGR of 10.3% between 2022 and 2032, totaling around US$ 225.65 Million by 2032. The number of sports leagues and events mounting demand for the sports betting market. Customers can broaden their betting expenditures as innovative professional sports leagues are established around the world. As a result, the exponentially growing sports leagues and events are fuelling the global sports betting market.

The use of AI and block chin in sports betting applications is a key trend that is gaining steam in the sports betting services market over the 2022-2032 forecast period. With the recent global digital revolution, cloud platforms are being favored for data storage, and there has been a surge in commercial and retail online transactions and payments. In addition, with the escalating speed of the Internet, there has been a substantial consumption of digital content over the last five years.

From 2017 to 2021, sales witnessed significant growth, registering a CAGR of 5%. Successive governments are legislating the frameworks to provide consumers with earning expansion and career experiences. For example, eight states in the United States have decriminalized sports betting since the Supreme Court overturned the Professional and Amateur Sports Protection Act (PASPA) in May 2018.

The burgeoning need for digitalization is found to affect the market’s online segment, which is presumed to grow significantly during the forecast period. However, successive governments are legislating the frameworks to provide consumers with earning expansion and career experiences.

 

Will the Asia Pacific Continue Dominance in the Global Sports Betting Market?

The Asia Pacific market for sports betting accumulated around 30% of revenue in 2021, and is expected to grow at a CAGR of 10.9% during the forecast period ranging from 2022-2032. The inclusion of a significant percentage of young populations who also engage in various forms of sports is the most important determinant of the market’s development.

Gambling is a popular trait among the people of China and India. The market is expected to grow the fastest as a result of such collective factors.

A substantial proportion of young people engage in multiple regional sports, which aims to push market demand in the Asia Pacific. Furthermore, rising internet and smartphone penetration, combined with rising middle-class disposable income, is obliged to encourage regional market growth.

 

Key Segments Covered in the Sports Betting Industry Survey

  • By Platform :
    • Offline Sports Betting
    • Online Sports Betting
  • By Betting Type :
    • Fixed Odds Wagering Sports Betting
    • Exchange Sports Betting
    • Live/In Play Sports Betting
    • Pari-mutuel Sports Betting
    • E-Sports Betting
    • Others Sports Betting Types
  • By Sports Type :
    • Sports Betting in Football
    • Sports Betting in Basketball
    • Sports Betting in Baseball
    • Sports Betting in Horse Racing
    • Sports Betting in Cricket
    • Sports Betting in Hockey
    • Sports Betting in Other Sports

Competitive Landscape

To gain a competitive edge in the market, the major players focus on developing engaging websites and offering exclusive deals. Companies are also focusing on integrating technology such as APIs to improve functionality and provide a more user-friendly interface. Third-party offers are also available in the market that progress requirements for sports betting companies.

  • Endeavor Group Holdings Inc., a US-based entertainment and sports company, acquired OpenBet from Scientific Games in September 2021 for US$1.2 billion in cash ($1 billion) and Endeavor’s Class A common stock ($200 million).
  • Viscus Infotech Ltd., an Indian software company, generates sports betting applications and offers algorithm-based sportsbook betting solutions.

 

Key players in the Sports Betting Market

  • 888 Holdings Plc
  • Bet365
  • Betsson AB
  • Churchill Downs Incorporated
  • Entain plc
  • Flutter Entertainment Plc
  • IGT
  • Kindred Group Plc
  • Sportech Plc
  • William Hill Plc.

 

Key Takeaways from Sports Betting Market Study

  • During the forecast period, the Europe region is expected to grow at a CAGR of 11.6%
  • During the forecast period of 2022 to 2032, the North American segment is anticipated to grow at a CAGR of around 12%.
  • The Asia Pacific region attributed for around 30% revenue in 2021
  • Football accounts for around 24% of the market and is expected to grow significantly.
  • Following football, horse racing held the second-largest sales volume and is anticipated to expand at a 10.5 percent CAGR during the forecast period.

 

About the Technology Division at Fact.MR

Expert analysis, actionable insights, and strategic recommendations of the highly seasoned technology team at Fact.MR helps clients from across the globe with their unique business intelligence needs. With a repertoire of over thousand reports and 1 million-plus data points, the team has analysed the technology industry across 50+ countries for over a decade. The team provides unmatched end-to-end research and consulting services.

Explore Fact.MR’s Coverage on the Technology Domain-

Reticle Pod Cleaning System Market– The global reticle pod cleaning system market currently accounts for US$ 56.7 million valuation and is forecast to reach US$ 107 million by 2032, expanding at a noteworthy CAGR of 6.6% from 2022 to 2032.

U.S. Electronic Health Records Market– U.S. electronic health records market stands at a current valuation of US$ 8.1 billion and is estimated to surpass US$ 12.4 billion by the end of 2032. The market is projected to expand at a CAGR of 4.3% during the forecast years of 2022-2032.

Europe Electronic Health Records Market– The European electronic health records market is predicted to increase from a valuation of US$ 6.7 billion in 2022 to US$ 10.5 billion by the end of 2032, registering a steady CAGR of 4.5% during the forecast years of 2022-2032.

North America Automated Weather Observing System Market– The North American automated weather observing system market will register substantial growth, with an expected overall valuation of US$ 200 Million in 2022. Between 2022 and 2032, the market’s value will expand at a compound annual growth rate (CAGR) of 6%, reaching a market value of US$ 358.1 Million.

Fire Testing Market– The fire testing market is predicted to grow at a fair CAGR of 5.9% during the projected period of 2022 to 2032. The fire testing market share is estimated to be worth more than US$ 13 Bn by 2032, increasing from US$ 7.1 Bn in 2022.

Fleet Maintenance Software Market– The fleet maintenance software market is predicted to grow at an impressive CAGR of 9.2% during the forecast period covering 2022 to 2032. The fleet maintenance software market share is estimated to reach a value of nearly US$ 30.9 Billion by 2032, expanding from US$ 11.6 Billion in 2021.

Fitness Applications Market– The recently released Fitness Applications Market analysis report by Fact.MR shows that the global fitness app market was held at US$ 1.1 Bn in 2021. The global market is expected to offer an absolute dollar opportunity of US$ 6.8 Bn, with a CAGR of 19.7% between 2022 and 2032.

Data Acquisition (DAQ) System Market– The global data acquisition (DAQ) system market was valued at US$ 1.7 Billion in 2021 and is projected to be valued at US$ 1.8 Billion in 2022. During the 2022-2032 period of assessment, demand is expected to rise at a 5.3% value CAGR, likely to reach US$ 3.0 Billion by the end of the said forecast period.

In-Building Wireless Market– The global in-building wireless market is expected to secure a market value of US$ 36 Billion from 2022 to 2032, with a healthy CAGR of 10.8%. The rapid digital transformation and growing trend of smart building methods are expected to contribute to the market growth in the forecast period.

Monolithic Microwave IC (MMIC) Market– During the forecast period of 2022 to 2032, the monolithic microwave IC (MMIC) market is expected to develop at a substantial CAGR of 9.8%. By 2032, the monolithic microwave IC (MMIC) market is expected to be valued at more than US$ 24 billion, up from US$ 9 billion in 2021.

mpl-launches-#saveourmissinggirls-campaign,-teams-up-with-missing-link-trust-for-role-play-game-to-spread-awareness-on-human-trafficking

MPL launches #SaveOurMissingGirls campaign, teams up with Missing Link Trust for Role Play Game to spread awareness on human trafficking

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MPL, one of the world’s largest mobile and skill gaming platforms, jointly with Missing Link Trust, has launched a campaign called #SaveOurMissingGirls to spread awareness on human trafficking. Announced on the eve of United Nations’ World Day against Trafficking in persons, the campaign aims to spread awareness on the dark world of human trafficking through a Role Play Game.

As a part of this week-long campaign starting on 30th July, MPL has invited people to take a pledge by giving a missed call to the number  9099306000 and show their support towards ending this menace that impacts millions of lives every year.

Human trafficking is the second largest organised crime in the world and the numbers are alarmingly increasing across the world and in India. Nearly 1827 women are trafficked every hour on an average in India resulting in almost 16 million women victims of sex trafficking every year, according to a Dasra report. 40% of these victims are adolescents and children.

The UN’s theme this year for World Day Against Human Trafficking is ‘use and abuse of technology’ in human trafficking, and MPL has chosen gamification as the technology-led path to sensitize the general public and potential victims about human traffcking and ways to prevent it.

Missing, developed by Missing Link Trust, an NGO which combines art and technology to create mass awareness around sex trafficking, was onboarded on MPL recently. The interactive game, wherein the gamer assumes the role of trafficked girl in India, is designed to allow players to experience what a missing person goes through when she is trafficked into the inhumane and cruel world of prostitution, a world into which millions of girls are lost every year. Gamers have to make smart choices at each step of the game to be able to get out of the trap set by traffickers.

Commenting on the campaign, Namratha Swamy, Country Head for India at MPL, said: “Technology has a big role to play in prevention of human trafficking and we believe online gaming can be an interesting way to sensitize people and raise awareness about eradicating human trafficking. One of the key objectives of the #SaveOurMissingGirls campaign is using games to make more people alert. We have received an overwhelming response from MPL’s  users on Missing ever since its launch on our platform.”

“The Missing game comes under the genre of ‘Games for Change’ by tackling the first ‘P for Prevention’ of the United Nation’s four Ps against trafficking. We think this campaign along with our collaboration with the MPL platform, with a strong 90 million, will be a game-changer in ensuring a wide reach for the game and making millions of people aware of the menace,” said Leena Kejriwal, Founder, Missing Link Trust.

Several celebrities and influencers such as Durjoy Datta, Ravinder Singh and Trendulkar have extended their support to the campaign by joining the conversation on social media. NGOs like CyberPeace Foundation, Impulse and Digital Empowerment Foundation among others, also supported the initiative to show their solidarity towards the cause.

iesf-and-nasef-launch-esports-courses-for-world-esports-family

IESF and NASEF Launch Esports Courses for World Esports Family

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The International Esports Federation (IESF) and the North America Scholastic Esports Federation (NASEF), with support from Busan Metropolitan City, announced the launch of over 3,000 free online esports courses for IESF’s 128 Member Federations and esports enthusiasts to streamline organizational structure and educate and empower the World Esports Family.

The Basics for Esports courses are available for free on “NASEF x Skillshot Academy” for aspiring and established esports coaches, educators and enthusiasts. IESF aims to use these courses to educate, mentor and guide the World Esports Family to achieve a united ecosystem for the proper development of sustainable gaming worldwide.

The courses will cover everything needed to build and grow a successful esports program, starting with Esports 101 and including modules on coaching, starting and managing a successful esports team, establishing a culture of good sportsmanship, planning a live esports competition, maximizing the potential of esports athletes. The courses conclude with levelling up an esports organization and capabilities as a coach.

IESF Secretary General Boban Totovski said: “IESF is providing accessible resources that will further strengthen and develop the esports ecosystem to all of our Member Federations and the World Esports Family. We are so excited to launch this project with the North America Scholastic Esports Federation and we look forward to a series of opportunities to educate and empower our members by collaborating with NASEF to host workshops at the upcoming World Esports Championships Finals in Bali this December.”

NASEF Executive Director and IESF Board Member Gerald Solomon said: “NASEF is honored and humbled to be partnering with the world’s leading esports organization, IESF, ensuring that everyone has the opportunity to learn and grow and thrive through the lens of esports. Together we will make that a reality.”

As part of a memorandum of understanding (MOU) between the two organizations, NASEF currently oversees all of IESF’s education programs, including the Education Commission. The next initiative will be a series of workshops at the World Esports Championships Finals in Bali, Indonesia from December 1 to 12. Players, coaches, delegates, referees and managers will all be invited to attend.

8bit-creatives-launches-a-bit-extra-to-provide-brand-solutions-and-talent-management-service-across-all-genres

8bit creatives launches A Bit Extra to provide brand solutions and talent management service across all genres

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8bit Creatives, India’s leading esports consulting and talent management agency, launched a one-stop customised solution provider, A Bit Extra. It aims to bring in a gamut of creators across genre, working with various media and experiential formats.

Combining business with creativity and helping them to grow with best collaboration models, A Bit Extra will bring in innovative result driven strategies for influencer marketing, campaign designing, brand consulting, digital marketing, all under one umbrella. It will also constantly upgrade in order to meet industry requirements in a changing consumer world.

8bit Creatives has already proved its dominance in the esports segment and has successfully serviced more than 100 top brands including Netflix, LG, Lenovo, amazon prime video, Flipkart and OnePlus.

“While talent management will be a part of it, our focus will be more on ideating innovative ways to present the content creators and their sponsors. We understand the know-hows of this industry and would like to adapt new narratives. We have identified the challenges that brands face in their campaigns and we will bring the best creative approaches on table. A Bit Extra, will add the ‘extra’ elements to support them with designing specialised campaigns and better manage their digital media in a strategic manner,” said Animesh Agarwal, Founder, 8bit Creatives.

According to Statista, Indians spend an average of two hours and 36 minutes a day on social media platforms. The ₹900-crore industry is pegged to grow at a CAGR of 25% and become a ₹2,200 crore industry by 2025, as per e4m INCA’s Influencer Marketing Report 2021. The growth is bound to help the sponsors, creators, and even the consumers.

A Bit Extra promises to offer cutting edge solutions as per the need of the hour. This venture is aimed at facilitating meaningful investments that enable brands to achieve their business, social and environmental goals by collaborating with all kinds of creators who drive their followers, engagement, views, reach, impressions and meaningful ROIs.

The new venture will be among the select specialised 360-degree service providers in the country. It currently partners with influencers from different genres such as Muskaan Mehra, Nisha Joshi, Rhea Malvi, Pratik Chowdhary and many more.

The rapid shift from the traditional formats for entertainment has resulted in the growing popularity of influencers in India, giving rise to spawning new business opportunities for talent management firms. The industry is booming and the pressure is increasing on these service providers to offer more result-oriented unique approach and pushing them to create their own benchmark.