Close

Articles Posted in Esports

Updated:

Simulations Are Driving Growth in Esports

Car racing games have long attracted avid gamers.  There’s the Gran Turismo series, the appeal of which wasn’t just the number of cars and tracks available, but also the ability to simulate a racing season and race against other players online. The cars could be heavily tuned, and for the…

Updated:

The Mid Lane: Esports News – 4/9/20

The Mid Lane is a rundown of developments in the world of esports. It is no surprise that COVID-19 is impacting esports players, tournaments and the overall landscape of the growing industry. (But Facebook did something, too!) Facebook launches a new feature where users can create, join or follow virtual game…

Updated:

Esports and Gaming in the Time of COVID-19

March often marks a new beginning—not just by Mother Nature—but also in sports. In the U.S., March brings the excitement of the NCAA tournament, Spring Training for Major League Baseball, and the ever-tightening playoff races for the NBA. Yet, as the coronavirus has become a global pandemic, traditional sports of…

Updated:

Three Recent Partnerships by Riot Games Showcase the Potential of Organization Sponsorship Deals

Last month in Paris, G2 Esports and FunPlus Phoenix competed in front of thousands of fans for the title of world champion, with millions more tuning in to live streams from around the globe. These teams did not compete on a soccer pitch, a basketball court, or a baseball diamond.…

Updated:

The Mid Lane: Esports News – 12/11/19

Investments, acquisitions, more investments and more acquisitions make up the bulk of industry news this week, along with another sign of respect from sports-adjacent industries (hello Emmys!): G2 Esports receives $10 million investment from billionaire Joseph Tsai. (Jonno Nicholson, Esports Insider) Bitkraft leads funding to continue its string of esports…

Updated:

News of Note – 11/5/19 – Esports Edition

This latest news roundup is just another reminder that, as anchored in technology as esports may be, it ultimately involves many of the same issues faced by more established industries. Whether in regard to funding, corporate and franchising structures, employment contracts, real estate investment, cybersecurity concerns, or the challenge of…

Updated:

How Real Is Too Real? Lawsuits Challenge Video Game Publishers for Including Real-World Content in Virtual Worlds

“For a bunch of hairless apes, we’ve actually managed to invent some pretty incredible things”  —Ernest Cline, Ready Player One It’s an incredible time to be alive. The Digital Age has helped us reached levels of efficiency and connectivity that were unimaginable just a few decades ago. In his award-winning…

Updated:

Creators Take Care: SCOTUS Adjusts the Timing of the Copyright Registration Tango

Fortnite is the most popular video game in the world. So popular that it was last year’s highest earning video game, grossing more than $2.4 billion in 2018 alone. So popular, in fact, that its fans successfully convinced Sony to reverse its longstanding policy against cross-platform gaming, thus allowing PlayStation…

Updated:

If Videogames and Apps Are Addictive, Should Designers Worry about Potential Legal Liability?

What do videogames, cigarettes and slot machines have in common? They’re all addicting, according to the World Health Organization (WHO). Since addiction and legal liability can sometimes go hand in hand, game designers (and app developers) would do well to pay attention whenever a new habit or hobby looks like…