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In the past decade, esports has evolved into a billion-dollar industry, with dozens of leagues, thousands of athletes, teams, franchises, and rising fan culture. Moving from there to building a whole AI-driven data infrastructure and generative AI storytelling solution for the esports industry felt pretty natural.
Esports has taken the gaming world by storm in recent times. With lucrative tournaments and millions of fans globally, eSports gaming has become a flourishing sector that doesn’t show any signs of slowing down soon. According to Statista market forecasts, the eSports user base is expected to reach over 856 million by 2028.
Guild Esports, in partnership with Sky UK, has unveiled the No Room for Abuse initiative. With monetary support from Sky, it will be featured on social mediaplatforms like Twitter, Instagram, Tiktok, and the Twitch streaming platform. Read more
By immersing users in dynamic, interactive environments, VR offers an innovative platform for improving motor skills, reaction times, and hand-eye coordination. Share your thoughts with us and check our social media : CLICK Check out our other posts: CLICK! Are you ready to experience the benefits of VR training?
One of the prime examples to showcase this culture is eSports. Born out of the inherently competitive nature of video games, eSports today is competitive video gaming that rivals any other form of sports. The origins of eSports can be traced back to the 1980s. The origins of eSports can be traced back to the 1980s.
billion in 2025E Esports & Live-Streaming face ongoing monetization challenges. Despite generating substantial revenues, major platforms like Twitch continue to struggle with profitability. They are looking to leverage their IP across various media to create interconnected experiences and maximize revenue potential.
Today it has expanded to other media such as Riot’s League of Legends Netflix animation and Music business, or through different TV and online formats such as the LoL Esports tournaments. One example is Epic Game’s Unreal Engine platform. Research shows that 70% to 95% of digital transformation projects fail.
They attract rampant financial speculation, leading to esports-like bubbles that must inevitably deflate. Like esports, it is the focus of unwise speculation and hype. Already, they are more agile at hopping between – and colonizing – other media like television and music, and most especially social media.
And since its release over a decade ago, CS: GO has reigned supreme over all other multiplayer first-person shooter games in the eSports scene. As a result, several games in the eSports scene witnessed a surge, and so did CS: GO. Game streaming platforms, including DLive, Twitch, FacebookGaming, and Youtube, also witnessed a surge.
In looking at recent innovations, a few key takeaways: Platform Expansion: We saw 1 new platform emerge but it was a huge one that now eclipses the other platforms: mobile Genre Expansion: We continue to see genre expansion and as before likely powered by technology enablement (e.g., eSports I think there’s a few of them.
They delved into the impacts of accessible game development tools, the rise of in-game development platforms like Roblox and Fortnite, and how these changes influence the industry at large. However, he also warns of the centralization of power that might stifle innovation in the face of platforms like Roblox becoming increasingly dominant.
Erik Londré: I’ve spent a lot of my life organizing events, and making people have fun, for companies outside games, and more recently, for esports organizations. Brands also need to understand that these platforms are huge, with thousands of options for players to choose from. Erik Londré: It’s 100% a media narrative.
Both of these titles with cross-platform play capacity. Platform preferences: Both Fortnite and Apex Legends are available on mobile, PC, and console. The PS is the most popular platform for this title, with around 40% of gamers. The PS is the most popular platform for this title, with around 40% of gamers.
So while it’s possible to gather insights about Snap in the mobile platform, we really can’t compare its revenue to say which games are bigger. Cross-platform isn’t there yet Despite its massive reach on mobile, Marvel Snap has had limited success on PC where the game has also been available since launch. This is incorrect.
But please keep in mind that Hearthstone is cross-platform title making likely over 80% of its revenue on PC. With two out of the three titles being cross-platform, it may just be that the disappointment was more on the mobile site and that the games made most of their revenue on the PC side. Legends of Runeterra.
With AWS, the #1 cloud service in the world, and Twitch, the #1 video game streaming platform, Amazon’s product strategy is naturally centered around 1) network heavy MMOs and 2) social first, streaming first eSports games. Lost Ark ’s social media presence is mostly on YouTube, Twitter, and the game’s official site forum.
Every year for the past five, Joost van Dreunen has shared his insights at SXSW in his State of Play on games, tech, and media. This shift is defined by three strategic imperatives I call the “Low Trinity”: Low Tech Reducing platform dependencies by prioritizing accessible experiences and breaking entrenched play patterns.
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