Four Technologies That Will Define the Future of Gaming

Speed is the name of the game. As technology evolves so does the esports industry. Here are four technologies influencing the future of gaming.

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Augmented Reality – Augmented reality (AR) is defined as “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.” AR has already hit mainstream gaming culture, most notably in the summer of 2016 when Pokémon GO had endless waves of gamers wandering the streets in search of their elusive prey. Now, Nintendo is looking to double down on its investment in AR technology.

The gaming giant has etched a new deal with Niantic, the creators of Pokémon GO, to develop AR games based on Nintendo franchises. The first of which will “encourage walking in a way that will combine elements from the Pikmin games and Niantic’s real-world AR technology.” Nintendo is known for pushing the technological envelope and this new deal ensures that AR won’t simply be a forgotten fad, but a legitimate player in the future of gaming.

Virtual Reality – Virtual Reality (VR) refers to a computer-generated simulation where a person can interact with an artificial environment. VR has been involved in gaming since the late 1960s in some capacity, but recent hardware innovations have made advanced VR systems available to consumers at an affordable price point. As the technology continues to improve, VR will allow developers to create gaming experiences unlike anything the industry has ever seen, dropping players directly into fictional universes that are essentially indistinguishable from reality.

Widespread adoption of VR will also enable developers to create their own “metaverses,” which are shared virtual spaces hosted within a game. These metaverses will allow users to connect and interact with each other virtually while remaining in the comfort of their own homes (or wherever they may be connected), ultimately making gaming a more social experience.

5G – 5G is the fifth generation of technology for broadband cellular networks, which began deploying worldwide in 2019. 5G offers up to 10 times the speed currently offered by 4G LTE, allowing players to stream and download games like never before. This will enable more people to play games directly from the cloud, eliminating the need to download games to a device. The biggest impact of this technology will likely come from the improved latency that 5G enables. With response times as low as five milliseconds, gamers can expect to play on the network without suffering any lag between user input and the game’s response.

The technology is already being used to hold esports competitions, with the finals of Asphalt 9: Legends and PlayerUnknown’s Battlegrounds during this year’s Milan Games week both being hosted on Vodaphone Italy’s 5G network. As the technology continues to roll out across the globe, we can expect this trend to become more widespread, allowing gaming competitions to take place from wherever there’s a mobile network available.

Next Gen Consoles – While getting your hands on a PS5 or Xbox Series X may seem impossible, the next gen consoles are set to have a significant impact on esports in the coming year. Most obviously, the increased computing power from these consoles allows for games to stably run at a minimum of 60 FPS, something current iterations often cannot run. This eliminates some of the advantages PCs long held over consoles and makes the PS5 and Xbox Series X more viable options for a competitive gaming scene that relies on split second accuracy and smooth uninterrupted frame rates. In addition, Microsoft and 343 Industries have promised an expansive esports ecosystem in the upcoming Xbox title Halo: Infinite and Playstation just purchased the Evo Fighting Game Championship Series, indicating both console creators are committed to fostering competitive gaming on their platforms.

While it’s extremely unlikely these consoles will take over the esports realm, the lineup of next gen consoles are closer to PCs than ever before. This means more people will have access to esports capable machines, which could create a rise in demand and interest for the growing industry across all platforms.

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5 Top Performing Female Esports Athletes to Watch in 2021

With international women’s day this week, we’re recognizing five female gamers who have left their permanent mark on esports. These dedicated trailblazers broke into a male-dominated industry and continue to make a name for themselves while paving the way for others. 

 

  • Sasha “Scarlett” HostynSasha “Scarlett” Hostyn is a Canadian-born professional gamer that recently joined the   Shopify Rebellion esports organization. She is most well-known for playing StarCraft II, and in 2018 she became the first female gamer to win a major StarCraft II tournament. She also occasionally competes in Dota 2.  Sasha currently holds the world record for “highest career earnings for a female competitive video game player.”

  • Li “Liooon” Xiao MengBorn in mainland China, the 24-year-old gamer has already compiled enough accomplishments to cover an entire career. “Liooon” is the first woman to win the Hearthstone Grandmasters Global Finals and to win a BlizzCon Esports Tournament Title. She is a 2019 Hearthstone Global Champion and gave an impassioned speech for gender equality within esports after sealing the victory. At such a young age, one can only guess what heights she will soar to next.
  • Katherine “Mystik” GunnWhen “Mystic” was growing up, her father owned a comic and card shop that gave her early exposure to gaming culture. As she got older, Gunn began playing Halo and Street Fighter online where she quickly proved herself to be an elite-level player.  Eventually, she was featured as a Dead or Alive player on the Championship Gaming Series and won the second season of SyFy’s WCG Ultimate Gamer. In addition, Gunn is an avid cosplayer and Twitch streamer who focuses on promoting messages of eating healthy, thinking positively and playing fairly.
  • Rumay “Hafu” Wang“Hafu” is a professional World of Warcraft and Hearthstone player who quickly developed a passion for gaming after being introduced to WoW in high school.  Her streams typically draw thousands of viewers and her Twitch channel has over 1 million followers. Wang often plays Among Us with her friends and the game’s massive spike in popularity has boosted her already high profile. In the past, she has spoken out about the issue of sexual harassment in esports and gaming as a whole. 
  • Ricki “HelloKittyRicki” OrtizRicki Ortiz is a professional Street Fighter player from the United States, currently representing the Evil Geniuses professional esports team. She has been active in the fighting game community since the early 2000s. She became a well-known name in the gaming community thanks to numerous Top-8 finishes at the Evolution Championship Series early in her career. Ricki’s most notable performance came at the 2016 Capcom Pro Tour Circuit where she reached the Grand Final, eventually finishing in 2nd Place and earning $60,000. This remains the biggest cash win of her career.

Four LCS Teams Innovating in 2021

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As KemperLesnik has covered before, 2021 is a pivotal year for the LCS. Its two biggest stars, Bjergsen and Doublelift, have both retired. Following another failure on the global stage at Worlds 2020, North American teams must find ways to innovate, both in terms of how they recruit players, but also how teams strategize and compete.

 

The LCS Lock-In tournament, which concluded this weekend, gave us a first glimpse at what we can expect from LCS teams in 2021. In the finals, Cloud 9 and Team Liquid showed why many analysts predicted them as the top two teams heading into the season, with Team Liquid ultimately coming out on top.

 

Despite Team Liquid and Cloud 9 being the clear favorites to dominate North America in 2021, that does not mean they’re the only teams innovating. Here are four LCS teams to keep an eye on in 2021.

TSM Looks to Rebuild Their Storied Organization

It’s impossible to discuss the LCS without covering TSM. Perhaps the most foundational organization in all of North American League of Legends, TSM sat on the LCS throne for many years. In recent times, TSM has struggled to find an identity in a constantly improving league. Long focused on the stellar performance of team captain Bjergsen, TSM struggled whenever it deviated from a Bjergsen-centric strategy.

 

SwordArt signs to TSM in $6 million deal
SwordArt aims to rebuild TSM following a Worlds finals appearance

Following Bjergsen’s retirement, along with that of LCS star Doublelift, TSM had to completely rebuild in 2021. Of its starting five lineup, only one player, Spica, remains from last year’s roster. TSM will look to find a new identity on the shoulders of SwordArt, who signed a $6 million two year deal. SwordArt recently made finals at Worlds with the Chinese Suning Gaming, and now must coordinate a mixture of rookies and veterans to revamp the LCS’ most storied team.

 

100 Thieves Capitalizes on Hungry Talent

One of the biggest joys of 2020 was watching the Golden Guardians compete and grow into one of the leading teams of the LCS. A roster of mostly younger talent nearly made Worlds last year before ultimately crumbling under pressure. 100 Thieves, looking to rebuild after a lackluster 2020, decided to acquire the core of this Golden Guardians roster. Joining these four players is 100 Thieves mainstay Ssumday, who has looked like one of the best players in the league despite lackluster rosters behind him.

100 Thieves signs Golden Guardians roster
100 Thieves signed four players from Golden Guardians

100 Thieves will look to capitalize on the young and hungry energy of its four new players and combine that with the strength and consistency that Ssumday provides. Despite falling in the semifinals of the Lock-In tournament to Cloud 9, 100 Thieves looks leaps and bounds better than last year. By harnessing the aggression of its younger players to unlock Ssumday, 100 Thieves is a strong contender for Worlds 2021.

 

Golden Guardians Looks to Collegiate for Talent

After last year’s aforementioned near miracle run for Golden Guardians, the team had to completely rebuild for 2021. After building a roster that got acquired by 100 Thieves, Golden Guardians has developed a bit of a reputation as having an eye for new talent. However, with more teams investing into recruiting structure and their academy teams for 2021, Golden Guardians would have to get creative to find new talent.

Golden Guardians signs two players from Maryville University
Niles and Iconic joined Golden Guardians from Maryville University

Ironically, Golden Guardians looked where most teams in traditional sports do – college. Golden Guardians signed Niles and Iconic, two players from Maryville University, one of the leading collegiate esports programs in the country. Due to the minimum age requirement for LCS participation being 18, collegiate esports has not often been seen as a pipeline to the LCS.  Most players transition immediately from amateur play to Academy or LCS, without competing with a college team. 

 

However, college esports teams provide structure and organization that many amateur players never experience before getting to the pros. The performances of Iconic and Niles will serve as a benchmark for what we can expect from collegiate players, and may open the floodgates for collegiate teams to become a pipeline for LCS teams.

 

FlyQuest turns to Latin America

FlyQuest beat everyone’s expectations in 2020 as the team qualified for Worlds. However, similar to the Golden Guardians, their players became too valuable, and FlyQuest could not sustain those costs in 2021. Instead of turning to collegiate esports, FlyQuest looked to the minor regions, where larger regions like North America, Europe, and China have found talented players at a discount in the past.

Josedeodo signs to FlyQuest as first Latin American import
Josedeodo impressed on the global stage at Worlds 2020

One player that drew a lot of attention at Worlds 2020 was Argentinian Jungler Josedeodo. Although his team, Rainbow7, was knocked out during the Play-In Stage of Worlds, many players were impressed with Josedeodo’s aggressive playmaking. Josedeodo soon thereafter signed to FlyQuest, becoming the first player from the Latin America League (LLA) to sign to compete in a major region. Fellow Argentinian Newbie was soon signed to play for the Golden Guardians as well. 

 

Not only can the LLA serve as a driver for new competitive talent, but as a gateway to an entire market for LCS teams to build fandoms. LLA players are far less expensive than talent from Europe or Korea, and just as hungry to compete. FlyQuest is already looking for Spanish speaking video producers and social media managers to oversee Spanish language content. Soon, the LLA may become an unofficial feeder league for the LCS. 

 

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Four Esports to Watch in 2021

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With 2020 behind us, the esports industry continues to adapt to a post-pandemic world. 2020 was set to be a massive year for the industry, with massive in person events coinciding with the launch of multiple esports leagues. The industry quickly pivoted to an online model, and is adapting in 2021.

 

As KemperLesnik covered in its esports trends to watch in 2021, we can expect rapid change to the industry this year. Teams will need to adapt and find new ways to generate revenue, and it’s likely that one or more major esports organizations will collapse or consolidate assets. In this article, we cover games we expect to make a big splash in 2021.

 

Wild Rift

League of Legends Wild Rift logo

Chinese conglomerate Tencent, which owns Riot Games, has long pushed for a mobile version of League of Legends. Despite being one of the most popular video games in the world, League of Legends missed a large share of the global gaming market by being exclusive to PC. In many markets, particularly in South America and Southeast Asia, mobile is the primary form of gaming. Riot’s goal is to extend the League of Legends IP, along with its core game mechanics, to the larger mobile market.

 

Riot has dragged its feet on developing a mobile League of Legends for quite some time. MOBAs in nature are very complicated and demand lots of computing power, along with lightspeed player input. Riot was concerned that all of what makes League of Legends such a powerhouse would be difficult to transition to mobile. However, reviews of Wild Rift have been vastly positive, even by seasoned League of Legends players.

 

Although a closed-beta is currently available in certain markets, the Wild Rift beta is not expected to reach the US until March 2021. Riot fully intends on developing Wild Rift as an esport – an initial round of competitions has already been announced in Southeast Asia.

 

Valorant

Valorant logo

Valorant couldn’t have launched at a better time. With multiple professional players across CSGO, Overwatch, Fortnite, and Apex Legends frustrated with their respective esports ecosystems, many jumped ship to try the new shooter from Riot Games. Combining the core mechanics of CSGO, one of the most successful esports of all time, with gameplay from Overwatch, Valorant is a certified hit

 

This quality gameplay is further enhanced by Riot’s track record in building the most robust global esports ecosystem with League of Legends. Most esports organizations are investing in their own Valorant teams, a vote of confidence in Riot and the future of Valorant esports.

 

Despite the global pandemic restricting in person events, Riot has pushed forward with a robust schedule for Valorant esports in 2021. Starting in February, teams will compete in Challengers and Masters level events with the goal of getting seeded into the global championship.

 

Rocket League

Rocket League logo

KemperLesnik discussed Rocket League’s potential at the start of 2020 and the game exceeded our expectations. Twitch viewership for Rocket League grew to 140 million hours of content watched in 2020, up 142.6% from 2019. The game also transitioned to a free to play model in September, which significantly increased its playerbase.

 

Rocket League’s potential lies in the fact that it’s endemic to esports and its culture while being easy to understand. The game’s rules follow that of soccer, making it far less complicated than a game like League of Legends. As esports gains more attention by a mainstream audience, Rocket League is perfectly positioned for widespread popularity. Some sports properties, such as the Maui Invitational, have even extended their brand into esports through Rocket League.

 

Garena Free Fire

Garena Free Fire logo

Although Twitch is an excellent indicator of what games are being watched and played in the Western world, YouTube is a far more representative of the global gaming audience. Garena Free Fire, a mobile shooting game, shows this disparity. Garena Free Fire didn’t crack the top 10 most viewed Twitch games of 2020, yet had over 72 billion views on YouTube

 

As an esport, Garena Free Fire sees massive viewership in countries like Indonesia and Brazil. LOUD, a Brazillian esports organization that primarily focuses on Garena Free Fire content, was the first esports organization in the world to reach over a billion YouTube views. The 2021 Brazillian Free Fire League (LBFF) season starts January 23rd and will be streamed on YouTube, as well as making its broadcast television debut.

 

What are your top esports for 2021? Reach out!

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Five Esports Industry Trends to Watch in 2021

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Like most other industries, 2020 did not go as planned for esports. In a year packed with in person events across the globe, the global pandemic shut down events in our hometown of Chicago and abroad alike. The esports industry quickly transitioned to an online model for the remainder of 2020, in many ways returning to the industry’s roots. Online competitions are the bread and butter of esports, and world class competitions were held completely online, and even in bubbles.

 

The pandemic thrust esports, and gaming as a whole, into the spotlight, as one of the few forms of entertainment that could continue in a quarantined world. The flexibility of esports, along with its new spot in the limelight, will shape the industry as we head into 2021. 

 

Esports Organizations will Find More Ways to Diversify Revenue

The standard esports organization business model is simple – the more eyeballs an organization has, the more it can charge for brands to sponsor their teams, streamers, and content. Organizations such as TSM charge brands like Geico for promoting the insurance company in videos, Twitch streams, and more. This income is often supplemented by sales of merchandise.  

 

However, 2020 saw sponsorship revenues slow due to the pandemic. Organizations in some cases were unable to fulfill their contracts due to restricted travel and in person appearances. For organizations part of the CDL or OWL, 2020 was supposed to be the year organizations could generate revenue from ticket sales, food, and beverage, as teams hosted competitions in their home markets. 

cloud 9 Stratus offers subscription model to super fans

One of the ways esports organizations have started to monetize differently is through a subscription package. Team Liquid, with Liquid+, and Cloud 9, with Stratus, offer membership subscriptions tailored to super fans. These subscriptions include exclusive merchandise, private seminars with organization leadership, and more. Esports organizations will look to find ways to monetize their brands and fandom beyond sponsorships and merchandise in 2021.

 

Rise of Casual Viewership

The second half of 2020 Twitch viewership was dominated by casual gaming. Games such as Fall Guys, Among Us, Animal Crossing and Minecraft all had explosive years on the platform. Just Chatting, a Twitch category featuring no gaming at all, simply a streamer interacting with their audience, was the most watched category on Twitch in 2020.

Fall Guys and Among Us logos together

Unlike esports content, which is driven by high stakes competition and quality gameplay, games like Among Us drive viewership through the personality of the streamer. Gaming fans are just as willing to tune in to see a favorite streamer have fun with a game as to see the same streamer dominate in Fortnite. Games like Fall Guys and Among Us demonstrate the future of Twitch. Fast, fun game play that quickly changes pace and progression creates easy to narrate, digestible games. Read more about these games, and personality driven content, here.

 

Mass Investment in Collegiate Esports

In the wake of the pandemic, many college sporting events have been cut short or canceled. For some programs, such as Northwood University, their esports program is the only part of the athletic department currently operating. The ability for students to compete remotely in esports competitions, such as the Maui Esports Invitational, has shone a spotlight on the potential of collegiate esports.  

growth of collegiate esports scholarships to 15 million

Not only will more colleges invest in their own collegiate esports programs, more professional esports organizations will partner with universities. By building relationships with these schools, organizations can foster strong relationships with their target market and even identify potential interns and employees. Cloud 9 has partnered with multiple universities and their esports programs across the country, holding seminars on careers in esports and more. Collegiate esports can also serve as a talent pipeline – three collegiate League of Legends players were signed to LCS teams this year. 

More Celebrities and Athletes will Participate in Esports

At the start of the pandemic, when all professional sports leagues were paused, many athletes started to participate in charity esports events. Celebrity Pro Am Call of Duty Warzone events became commonplace, organized by esports organizations such as FaZe Clan and 100 Thieves. Notable celebrity participants included Zach LaVine, Diplo, and Juju Smith-Schuster.

Juju Smitch-Schuster stands with a gaming headset as he announces new esports organization, Team Diverge

The majority of young people today have played video games to varying degrees. As more and more of these people that grew up with games come of age, these gaming celebrities will participate with esports. Rapper Post Malone recently invested in Team Envy, and Juju Smith-Schuster started his own esports organization. As gaming becomes increasingly mainstream, celebrities will participate in gaming events and invest in gaming companies.

 

Esports Organizations will Start to Consolidate

Exacerbated by the pandemic, many esports organizations have struggled to turn a profit. Running professional esports teams is incredibly expensive. Even in games such as Valorant, where the professional scene is new and underdeveloped, top talent can command six figure salaries. Many teams in the franchised CDL and OWL have called for decreased franchise payments as well, indicating how esports organizations are struggling to generate revenue from their massive investments.

 

As a result of these struggles, the successful esports organizations will start to consolidate the most valuable assets in the industry. Successful esports organizations that previously avoided investing in franchised slots will be able to acquire them for a discount as others bleed cash. Immortals Gaming Club, which owns slots in the LCS, CDL, and OWL, recently sold their CDL slot to 100 Thieves, and is allegedly looking to sell its OWL slot as well

 

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KemperLesnik Expands Maui Invitational Brand through Successful Collegiate Esports Rocket League Tournament

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KEMPERLESNIK EXPANDS MAUI INVITATIONAL BRAND THROUGH SUCCESSFUL COLLEGIATE ESPORTS ROCKET LEAGUE TOURNAMENT

 

CHICAGO (Dec. 18, 2020) – The Maui Esports Invitational Featuring Rocket League and Delivered by goPuff, hosted virtually Nov. 19-22, marked the first-ever expansion of the premier collegiate basketball tournament, the Maui Invitational, into esports. The first iteration of the event was a success, garnering more than 150,000 viewers each day across ESPN channels and Twitch, totaling more than 1.1 million views overall. The event peaked at more than 52,000 concurrent viewers on Twitch.

 

The invitational was run by organizers of the 2020 Camping World Maui Invitational, Chicago-based sports marketing and events agency KemperLesnik, and produced in partnership with Estars Studios, a leading independent production company for esports and gaming events. The event saw twenty collegiate esports teams compete in Rocket League, a three-versus-three competition where teams play soccer using rocket-powered cars, from developer Psyonix.

 

“We were thrilled to bring the competition of the Maui Invitational off the court and online through the inaugural Maui Esports Invitational,” said Scot Thor, Vice President at KemperLesnik. “As the Maui Esports Invitational grows, we continue to reach an expanded audience, offering our sponsors new opportunities and increased value partnering with the Maui Invitational brand. Planning for the 2021 tournament is already underway with double the bracket size.”

 

Held virtually, the competition included seven teams mirroring those from the 2020 Camping World Maui Invitational, eleven leading esports programs and two teams decided through an East and West regional qualifying competition. After a series of intense matches, Northwoods University quickly advanced through the qualifiers and went on to defeat University of Missouri in the finals, broadcast on ESPN2, winning scholarships and prizes from sponsors HyperX and ASUS.

 

“We’re honored to have won the first Maui Esports Invitational,” said Northwood Esports Director and Head Coach Cody Elsen. “As a fan of the Maui Invitational basketball tournament, it was great to see Maui Invitational extend into esports, reaching schools of all sizes.”

 

The event was sponsored by goPuff, the go-to platform for consumers’ everyday needs, with additional partners including HyperXWe Are Nations, Sector SixPapa John’s and ASUS.

 

For more information on the Maui Invitational, including updates on the Maui Esports Invitational, visit www.mauiinvitational.com and follow @MauiEsports on Twitter.

 

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PR Contact:

Kelsey Schroeder | Kelsey.Schroeder@kemperlesnik.com | 815-979-7665

 

About the Maui Invitational
In December 1982, then No. 1 ranked Virginia, led by National College Player of the Year Ralph Sampson, played little-known NAIA Chaminade University in Honolulu while on the way back from a trip to Tokyo. The Silverswords stunned Virginia 77-72 in what is recognized as the greatest upset in college basketball history. Two years later, in 1984, Chaminade University hosted the first Maui Invitational and it has proven to be the premier early-season college basketball tournament for 36 years running. Each year, the Maui Invitational attracts the top programs, best-known coaches and most outstanding players to compete in an exciting atmosphere that sets the tone for the college basketball season.

 

About KemperLesnik
KemperLesnik is a sports marketing, events and public relations agency. Ranked by Crain’s Chicago Business among Chicago’s top PR agencies, KemperLesnik produces integrated communications programs, owns and operates major national events, including the Maui Invitational, the McDonald’s All American Games, the POWERADE Jam Fest, and activation and public relations for KitchenAid and its PGA of America partnership. KemperLesnik has operated the Maui Jim Maui Invitational since 1990. For more information, visit www.kemperlesnik.com.

Interview: Cody Elsen of Northwood University

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Following the Maui Esports Invitational, KemperLesnik sat down with Cody Elsen, Esports Director at Northwood University. As the winners of the first ever Maui Esports Invitational, we wanted to chat with Cody and learn more about what it takes to be a leading college esports program.

 

Hey Cody! Thanks for taking the time to speak to KemperLesnik about your esports career. Why don’t you give us a brief introduction.

Greetings! My name is Cody Elsen, and I’m the Esports Director and Head Coach at Northwood University! I have been in the Esports industry as a player/worker for about 11 years.

Northwood University esports leadership team

What were you doing before your time at Northwood University? How did you get your career started in esports?

Before Northwood, I was the Marketing/PR Manager of a large golf company in Chicago. I originally started out playing competitively in a game called Gears of War back in 2007. I played Gears of War until 2015. 

In early 2016, I founded Fable Esports, which quickly took off. We developed professional teams in games like Gears of War, Halo, Rainbow 6 and more. I used my professional experience to start the Northwood Esports program. I was hired in January of 2019.

 

How did you transition from your professional career to now becoming a coach?

I spent a ton of time watching VOD reviews and paying close attention to professional players in each game to see where the meta was at and where it could be shifting. I had to find a new work/life balance as esports demands a huge increase in hours compared to my previous career in the golf industry.

 

Tell us more about Northwood University’s esports program. When did it start and what games do you compete in?

The program started in January of 2019 and our first match was played that following September. We currently compete in Rocket league, Overwatch, League of Legends, Call of Duty, Hearthstone and Fortnite, and are adding new games each year! 

 

Are there any major differences between working with professional players as opposed to working with students?

You have to make sure that there is a balance between school work, social life and collegiate competitions. Just like at the pro level, there are still a lot of egos to deal with and that can be a challenge at times. The main difference between pros and students is the ability to adapt – students take more time to change than the pros.

Northwood University esports college student athletes competing in Overwatch.

How has the pandemic affected what you do as a coach, and overall for Northwood University’s esports program?

I can definitely say my workload has gone up dramatically to about 60 hours a week. Practices and scrims are very spread out due to the pandemic, with facility restraints on capacity. Despite these practice challenges, there have been some positives. We’ve gotten a lot of publicity since we’re the only varsity sport currently competing on campus. Competing in the first ever Maui Esports Invitational certainly got us some attention.

 

What do the next few years look like for Northwood and its esports program? What are your goals?


Our goal is to continue to be at the top of Rocket League and Overwatch while expanding our League of Legends team and more into top 10 teams. We want to win a national championship each year. 

Northwood University esports facility full of gaming computers.

 

What do you think about the current state of collegiate esports? What are its biggest issues, and what needs to happen to fix them?

I think it’s the wild wild west right now; there isn’t a ton of regulation. Contrary to popular belief, I think the NCAA being involved in some capacity would be good for the ecosystem. The biggest issue for most schools is lack of investment and continued investment in the program from a player development/recruiting and facility standpoint. I think that will all change with time. Just like a traditional sport such as football, we need to build depth and recruit top talent each year. 

 

Any other closing thoughts?

I hope more events like the Maui Invitational pop up. The majority of collegiate esports need more events to play in and better production/support. I truly believe esports are the next top 3 collegiate sport in terms of participation and viewership, it will just take time to grow.

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The End of an LCS Era

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This has been the biggest offseason in LCS history. The franchised league for North American League of Legends has lost its two biggest stars this offseason – Bjergsen and Doublelift, who both decided to retire. Bjergsen, the star Danish Midlane of TSM for the past seven years, has retired to become TSM’s new head coach. Doublelift, “NA’s prodigal son,” has been the star of the LCS since its inception, and has been a star on multiple teams – CLG, Team Liquid, and TSM.

Doublelift and Bjergsen retire from LCS
Doublelift and Bjergsen were the two biggest stars of the LCS

 

This is not the only change coming to the LCS in 2021. A new competitive structure hopes to revitalize viewership for the American audience. Another failure on the international stage has resulted in teams overhauling their rosters, for both overseas stars as well as untested rookies. 2021 will be the most impactful year for North American League of Legends since the founding of the LCS eight years ago. Here’s why.

 

LCS Veterans are Gone

With the departure of Bjergsen and Doublelift, the LCS has lost not only its two biggest stars, but also two of its longest standing competitors. In fact, of all 40 players that competed in the inaugural year of the LCS in 2013, only Zaqueri “Aphromoo” Black remains. All other players of the old guard have moved on to other roles, either as coaches, streamers, or have left esports entirely. 

C9 Sneaky successful streamer
Sneaky, formerly of Cloud 9, has had a successful streaming career post-LCS

While older players making room for newer talent is nothing new in sports, this is a new challenge for North American League of Legends. Bjergsen and Doublelift both called TSM home. Even as TSM struggled competitively in the first half of 2020, viewership of TSM’s matches exceeded that of more competitively successful teams like Cloud 9 and Team Liquid. Some are concerned that with a lack of star power, not only from Doublelift and Bjergsen, but also from the likes of Sneaky and Meteos, that LCS viewership will decline.

The Rise of New Stars

However, simply because old stars are leaving does not mean that new talent is not on the way. The LCS is also receiving an influx of star power from overseas from the likes of Perkz and SwordArt. In the past, foreign talent has been criticized for moving to the LCS. Compared to international competitive leagues such as LCK (Korea), Europe (LEC), and LPL (China), the LCS is viewed as less competitive while offering high paying salaries. Some LCS fans have even gone as far as calling the LCS a retirement home for pros that want to make money without trying too hard in their native competitive leagues.

G2 Perkz signs to Cloud 9
Perkz left top European team G2 to join Cloud 9

Despite record breaking contracts, Perkz ($5 million) and SwordArt ($6 million) are not looking to retire. Perkz’s move to the LCS reflects his desire to return back to the Midlane position after two years playing Bot for G2. If anything, we can expect Perkz to be hungrier than ever to perform well. SwordArt, having recently placed second at Worlds with Suning Gaming, is looking to be the captain of whichever team he joins. Signing with TSM, SwordArt has the opportunity to work with new head coach Bjergsen to restructure TSM for years to come.

On top of LCS teams signing new international stars, the LCS has seen a massive influx of rookie talent for the 2021 season. Golden Guardians, a team known for signing younger talent, recently signed two players from Maryville University, the top League of Legends program in the country. Notably, this is the first time we’ve seen an LCS team sign players that have proven themselves in collegiate competition. 

Golden Guardians signs to Maryville University Players
Niles and Iconic joined the Golden Guardians after cutting their teeth at Maryville University

The LCS has also received a massive amount of “native” talent from Australia and New Zealand. With the closing of the competitive league for the Oceania region, the OPL, all talent from Oceania is now considered native talent for North America. A common complaint from LCS teams is the lack of native talent in the region – even countries like Korea have more people that play League of Legends despite being far smaller. With this new injection of hungry talent from Oceania, the talent pool for the LCS has never been larger.

Structural Changes to the LCS

Though no official announcement has yet been made by Riot, League of Legends reporter Travis Gafford broke a story on structural changes for the 2021 LCS season. As opposed to having a spring and summer split, broken up by a midseason invitational and two playoffs, the LCS will move to a single season in 2021. No other leagues are reportedly changing their structure at this time.

A common critique of the LCS structure has been the insignificance of the spring split. In previous years, performing well in spring meant circuit points that could count towards attending that year’s Worlds. However, this has repeatedly backfired, with teams that performed well in spring falling off dramatically in the summer split, attending Worlds and performing poorly. In 2020, the LCS reformatted how teams qualified for Worlds, thus making the spring split essentially obsolete. 

Despite objectively having the best three teams from NA attending Worlds in 2020, there is no doubt that viewership suffered with nothing at stake for the first half of the year. By reformatting the LCS to one season, not only does the LCS become more familiar to traditional sports fans, it also makes matches matter more – every match can have an impact on end of year standings. 

The Second Generation of LCS

With nearly all foundational players of the early days of League of Legends retired, the LCS is about to enter its second generation. This will be a true test for the biggest franchised esports league in the US. Will the league be able to sustain itself without the star power it once had? Can a new generation of stars and rookies take the LCS to the next level of esports success? 2021 will prove to be a make or break year for the LCS as viewership stagnates and fans are at their limits when it comes to failures on the international stage.

 

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Maui Invitational Announces Inaugural Maui Esports Invitational featuring Rocket League and delivered by goPuff

FOR IMMEDIATE RELEASE

MAUI, Hawaii (Nov. 12, 2020) – Organizers for the 2020 Maui Invitational announced today a first-of-its-kind collegiate esports tournament, the Maui Esports Invitational featuring Rocket League and delivered by goPuff, to be held ahead of the Maui Invitational, the premier early season college basketball tournament. The virtual competition will see 20 collegiate esports teams from around the country compete for prizes and the opportunity to be named the first-ever Maui Esports Invitational Champion.

Fans are encouraged to follow along when the live-action kicks off on ESPNU and the Rocket League Twitch channel for the quarterfinals at 8 p.m. ET Nov. 19 and semifinals at 4 p.m. ET Nov. 20. The finals will be telecast on ESPN2 at 5 p.m. ET on Nov. 22.

“The Maui Invitational is known for providing unparalleled competition in collegiate basketball, so expanding that legacy into the esports space is a natural next step,” said Tom Valdiserri, Executive Vice President of the Maui Invitational. “Through esports, we have the ability to reach a new audience while engaging our existing fans in an exciting way.”

The teams confirmed to participate in the inaugural esports event mirror those of the 2020 Maui Invitational, including University of Alabama, Davidson College, University of Texas – Austin, Indiana University, University of Nevada – Las Vegas, University of North Carolina – Chapel Hill and Stanford University, along with eleven leading esports programs from around the country.

Two additional teams will be decided through an East and West regional qualifying competition, starting the week of Nov. 9. The top two teams from each region will join the other 18 teams to compete in the group stage.

Production for the virtual events will be completed in partnership with Estars Studios, a leading independent production company for esports and gaming events.

goPuff, the go-to platform for consumers’ everyday needs, joins the event as the presenting sponsor. Additional partners include HyperX, We Are Nations, Papa John’s and ASUS.

“With the collegiate esports industry experiencing immense growth, we are thrilled to present Maui Invitational’s inaugural esports tournament,” said Jonathan DiOrio, goPuff’s Chief Business Officer. “Whether in need of an energy drink and snack to keep playing or a new pair of headphones and a charger, we look forward to instantly delivering thousands of everyday essentials for more gamers throughout the tournament and beyond.”

The premise of Rocket League, developed by Psyonix, is a three-versus-three competition where teams play soccer but with rocket-powered cars, accumulating points by hitting a ball into a goal.

Due to the ongoing Covid-19 pandemic, the 2020 Maui Invitational is relocated to Asheville, NC at the Harrah’s Cherokee Center- Asheville on Nov. 30 – Dec. 2. For more information on the 2020 Maui Invitational and the Maui Esports Invitational, you can visit www.mauiinvitational.com.

###

Maui Esports Invitational PR Contact:

Kelsey Schroeder

Kelsey.Schroeder@kemperlesnik.com

(815) 979-7665

About the Maui Invitational

In December 1982, then No. 1 ranked Virginia, led by National College Player of the Year Ralph Sampson, played little-known NAIA Chaminade University in Honolulu while on the way back from a trip to Tokyo. The Silverswords stunned Virginia 77-72 in what is recognized as the greatest upset in college basketball history. Two years later, in 1984, Chaminade University hosted the first Maui Invitational and it has proven to be the premier early-season college basketball tournament for 36 years running. Each year, the Maui Invitational attracts the top programs, best-known coaches and most outstanding players to compete in an exciting atmosphere that sets the tone for the college basketball season.

About KemperLesnik

KemperLesnik is a sports marketing, events and public relations agency. Ranked by Crain’s Chicago Business among Chicago’s top PR agencies, KemperLesnik produces integrated communications programs, owns and operates major national events, including the Maui Invitational, the McDonald’s All American Games, the POWERADE Jam Fest, and activation and public relations for KitchenAid and its PGA of America partnership. KemperLesnik has operated the Maui Jim Maui Invitational since 1990. For more information, visit www.kemperlesnik.com.

About Rocket League®

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League® is one of the most critically-acclaimed sports games of our generation. Rocket League is a high-powered hybrid of arcade-style soccer and vehicular mayhem with easy-to-understand controls and fluid, physics-driven competition. Available on Nintendo Switch™, PlayStation®4 computer entertainment system, Xbox One and Epic Games Store, Rocket League includes nearly endless customization possibilities, a fully-featured offline season mode, multiple game types, casual and competitive online matches, and special “Mutators” that let you change the rules entirely.

To learn more about Rocket League, please visit www.RocketLeague.com, “Like” it on Facebook, and follow it on Twitter @RocketLeague for all the latest developer updates and news.

About Psyonix

Based in San Diego, CA, Psyonix is a critically-acclaimed video game developer and a leading expert in Unreal Engine technology. For more than 15 years, the studio has been a driving force behind some of the most successful games in the industry, including Gears of War, Mass Effect 3, XCOM: Enemy Unknown, Bulletstorm, Unreal Tournament III, Unreal Tournament 2004, and the award-winning Sports-Action hit, Rocket League®.

© 2015-2020 Psyonix LLC. Rocket League, Psyonix, and all related marks and logos are registered trademarks or trademarks of Psyonix LLC. All rights reserved. All other trademarks are property of their respective owners.

About Estars Studios

Estars Studios is the leading, independent production company for esports and video games. Combining decades of experience in live sports production with a deep passion for competitive gaming, Estars Studios creates outstanding video content, premium esports competitions and more. It sets itself apart through productions that carry harder. For more information, visit estarsstudios.com or follow Estars Studios on Twitter, Facebook and Instagram.

About goPuff

goPuff is the go-to solution for immediate everyday needs, fulfilling customer orders of cleaning and home products, over-the-counter medications, baby and pet products, food and drinks, and in some markets, alcohol – in just minutes. With micro-fulfillment centers in every market it serves, the company delivers thousands of products quickly for a flat $1.95 delivery charge. goPuff is open 24/7 in many markets and late night everywhere else to bring customers what they need, when they need it most.

Founded in 2013 by co-founders and co-CEOs Rafael Ilishayev and Yakir Gola, goPuff is headquartered in Philadelphia and currently operates more than 200 micro-fulfillment centers servicing over 500 U.S. cities. To learn more, visit www.gopuff.com or follow goPuff on Facebook, Twitter or Instagram. Download the goPuff app on iOS and Android.

Why Athletes are Investing in Esports

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The esports industry has been an investment target for traditional sports leadership for multiple years. Andy Miller, co-owner of the Sacramento Kings, launched NRG Esports, which owns the Chicago Huntsmen and San Francisco Shock, in 2015. Miller has brought many athletes with him to his esports venture, including Shaquille O’Neal and Alex Rodriguez. Sports organizations have also made investments into esports organizations, including ownership behind the Golden State Warriors, Philadelphia 76ers, and Cleveland Cavaliers. Even Steph Curry, star of the Golden State Warriors, made an investment in TSM.

Recently, multiple athletes have launched their own esports organizations. David Beckham launched Guild Esports in June of 2020, and the company has already gone public on the London Stock Exchange and raised $52.3 million. Pittsburgh Steelers wide receiver Juju Smith Schuster, an avid gamer, recently launched his own esports organization, Diverge Esports. Other athletes heading their own esports organizations include Jeremy Lin and Jonas Jerebko.

 

Why are Athletes Investing in Esports?

Esports, or professional gaming, is experiencing a figurative gold rush. According to Business Insider, total esports viewership is expected to grow at 9% CAGR between 2019 and 2023. This growth reflects a near doubling of viewership in six years – the esports audience in 2017 was roughly 335 million. Business Insider estimates the esports audience will reach 646 million in 2023.

Business Insdier esports revenue projections through 2022 nearly doubling over next five years
Esports revenue is expected to grow steadily over the next five years

Athletes have increasingly used their professional sports league salaries to invest in other ventures. By leveraging large cash reserves, as well as a strong personal brand, athletes can quickly turn their influence into successful businesses. Shaquille O’Neal is a prime example – the basketball star used to own 155 Five Guys burger stands. Shaq has also recently joined the Board of Directors of Papa John’s, investing in nine stores, while also becoming an official spokesman. 

Shaquille O'Neal joins Papa John's Board of Directors

Shaq himself has invested in an esports team, NRG Esports. By leveraging his great personality, he offers not only cash, but also marketing and promotion that only someone like him can offer. When NRG announced the signing of Fortnite star Clix, Shaq was front in center, creating content with NRG’s Benjyfishy. Athletes investing into esports teams can create crossover promotions, make big announcements, and legitimize the team and its players as true athletes.

Shaq and Benjyfishy announce new NRG player together on Twitter

Authenticity

Despite the benefits athletes can bring to the esports table, legitimacy is a real concern. Alex Rodriguez, the baseball star that invested in NRG Esports alongside Shaq, has questioned the health of today’s youth  that spend large amounts of time gaming. Though being physically active is of course important for our health, ARod’s comments call into question the authenticity of his investment in NRG. His investment could potentially be received as capitalizing on rapid growth of an industry as opposed to truly caring about esports – which can quickly backfire in the quick to judge gaming community.

David Beckham invests in Guild Esports

David Beckham’s latest endeavor, Guild Esports, has too been questioned for legitimacy. The soccer star, who also owns an MLS team, was publicly announced as an investor of Guild Esports in June 2020<. Guild quickly looked to IPO on the London Stock Exchange, which immediately called its authenticity into question. The company looked to quickly raise money despite fielding less than ten esports players or streamers, which the gaming community saw as a red flag. 

Beckham’s authenticity was further questioned when it was revealed that he was paid $20 million in exchange for being the face of the brand. Prior to investing, Beckham entered into an influencer agreement with Guild to promote and offer his likeness to the esports team. In return, Beckham will receive an annual fee of 15% of the proceeds of merchandising and sponsorship revenue. Though a great deal for Beckham, this cedes any credibility he has as a true believer in esports.

How Can Athletes Improve Esports?

Athletes help legitimize esports and its players as true competitors. Rick Fox, former Laker and owner of Echo Fox, brought legitimacy to esports just as the industry was starting to get mainstream attention. The basketball star originally started playing League of Legends as a way to bond with his son. Fox took his son to professional League of Legends matches, and soon was hooked himself. Convinced of the business opportunity, Rick Fox launched Echo Fox and acquired an LCS spot.

Rick Fox cheering for his esports team, Echo Fox.

Although Echo Fox ran into managerial problems on the corporate side, Rick Fox became a true ambassador for esports. As a former athlete himself, he saw the same drive and competitive streak in the players he signed to Echo Fox. Whenever Rick Fox appeared on mainstream media such as TMZ, he was quick to discuss Echo Fox and the legitimacy of his players. At a time when esports athletes weren’t considered athletes at all, Fox, who has played at the highest level of sport, was quick to correct the naysayers.

Juju Smith Schuster, who recently started Diverge Esports, has the same opportunity. As one of the NFL’s wide receivers, Schuster has been known as an avid gamer for years. As an esports team owner, Schuster combines a passion for gaming with the knowledge he’s gained as an athlete in the NFL. As an industry climbing into the mainstream, esports will need to standardize how it evaluates talent, handles practice, and more. More advocates like Smith and Fox will ensure a proper transition. 

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