Valorant Wins Big At Esports Awards 2022

Nerd Street: “The big winner at the 2022 Esports Awards was VALORANT. Not only did VALORANT win Game of the Year (VALORANT also won Esports Game of the Year at The Game Awards), but a VALORANT team won Team of the Year and a VALORANT caster won Caster of the Year. Riot Games, the makers of VALORANT, also were big winners. In addition to VALORANT winning Game of the Year, Riot was named Publisher of the Year and Broadcast/Production Team of the Year.”

“The last and arguably most prestigious award of the night, for Organization of the Year, went to OpTic Gaming.”

“Here’s a listing of who took home the top honors this year.”

Collegiate Program of the Year: University of Hawaii

Game of the Year: VALORANT

Mobile Game of the Year: PUBG Mobile

Personality of the Year: Matthew “Nadeshot” Haag

Streamer of the Year: Ibai “Ibai” Llanos

Team of the Year: LOUD (VALORANT)

Organization of the Year: OpTic Gaming

Apparel of the Year: 100 Thieves


IOC Announces Inaugural Olympic Esports Week In 2023

Forbes: “The International Olympic Committee (IOC) has taken one step closer to supporting esports at the most prominent levels of global competition, announcing today that its inaugural Olympic Esports Week will take place in Singapore between June 22 and 25 2023.”

“Olympic Esports Week will place a major focus on exploring those hybrid physical and simulated sports, including exhibiting the latest technologies, running panel discussions and education sessions, as well as hosting show matches.”

“The four-day event will also culminate in the first-ever in-person live finals of the Olympic Esports Series which builds on last year’s Olympic Virtual Series – a baseball, motorsport, cycling, rowing, and sailing series that attracted over 250,000 participants from 100 countries.”

Esports Market Projected To Hit $9.1 Billion in 2028

Global Newswire: “Esports Market is expected to reach US$ 9.1 Billion in 2028, growing at a CAGR of 22.5% during 2022- 2028, reports Stratview Research.”

What is the reasoning behind Esports growth?

  • “Growing audience reach and engagement activities, significant investments, rising live streaming of games, and expanding infrastructure for league tournaments.”
  • “Professionalization of the industry has resulted in lucrative opportunities for game developers, gamers, influencers, and event organizers.” 
  • “Increased popularity of gaming tournaments, impressive international prize pools, streaming revenues, and one-to-one sponsorships, millennial are considering esports as a professional career.”

Saudi Esports Hopes To Raise GDP by $13.3 Billion And Add 39,000 Jobs by 2030

Alarabiya News: “Saudi Arabia’s Crown Prince has announced a plan to develop the country’s gaming and esports industry, aiming to create 39,000 jobs and boost GDP by $13.3 billion (50 billion riyals) by 2030.”

“The new National Gaming and Esports Strategy will involve business incubators, new educational academies, and regulation intended to stimulate growth of the industry. Major competitions and other events are also expected to be announced as part of the plan.”

“There will be several different areas of focus including technology and hardware development, game production, esports competition, infrastructure, regulations, education, talent acquisition, and financing.”

“The US is currently the highest spender on video games, with gaming revenues expected to reach $50.5 billion this year, according to Newzoo, and China is second with revenues of $50.2 billion. Middle East and Africa gaming revenues are currently lower than in any other region, accounting for just four percent of worldwide spending, according to the same report.”

Fisher College Is First Boston Area School To Supply Varsity Esports Team

WCVB: “This fall, Fisher College introduced its first-ever varsity esports team, making them the first school in Boston to elevate esports to the highest collegiate competition level.”

“Fisher College President Steven Rich said it’s not every day that a school as small as Fisher College can boast, ‘We beat Texas A&M the other day.'”

“I see my Valorant players playing here and then my Rocket League players here and they’re hyping each other up during their off time … it’s more like camaraderie and it’s a family at the end of the day,” said Director of the esports program Bryan Hummel.

“Fisher College will field the top competitive teams in League of Legends, Fortnite, Overwatch, Rocket League, Halo, Call of Duty, Super Smash Bros Ultimate, Valorant, Hearthstone, Rainbow Six Siege and more.”

G2 Esports Reveals Its First All-Women League of Legends Team

Mashable: “G2 Esports, one of the world’s leading esports organizations, has announced an all-femaleLeague of Legends team, furthering much needed visibility for women in esports and paving the way toward mixed major leagues.”

“On Friday, the European company revealed its brand new team, Hel, named for the Norse goddess of death and the underworld. Hel marks the second all-women team launched by G2, following Valorant team Gozen formed last year in a truly competitive league.”

“The formation of G2 Hel is part of our continued efforts at G2 to provide top gamers with the opportunity to compete at the highest levels, irrespective of their gender, and to support them as they grow as players and as entertainers.”

The Navy Looking to Grow Its Esports Team

Navy Times: “The Navy is again recruiting troops to join its esports team in an effort to reach the next generation of prospective sailors.”

“The sea service, along with the other branches, has struggled this year to reach recruiting quotas. Navy officials are hoping its esports team — Goats and Glory, a part of the service’s recruiting command — will be one small part of a solution to attract a younger audience.”

“Selected sailors will receive three-year orders to the team’s facility in Memphis, Tennessee, naval flight officer Lt. Aaron Jones, the team’s captain, said during a Twitch livestream event last week.”

“The submission window to apply to join Goats and Glory, meanwhile, is between Sept. 1 and Oct. 1. Sailors E-5 and up can apply, and at the end of October, the top 100 will compete in a tournament, according to a Navy release.

Esports Booming In North Carolina

Business Journal: “In the Raleigh, North Carolina area and across the globe, tournaments with substantial cash prizes are drawing thousands of people to the same sports arenas used by professional teams. And for the bigger events, millions across the globe tune-in virtually via live streams.”

“And with the support from Triangle-based global technology leaders such as Lenovo, the region – and North Carolina as a whole – can expect to see huge economic growth as more esports leagues, organizations and venues continue to host their events in the state.”

“Esports revenue is estimated to reach $3 billion in 2022, according to Goldman Sachs. By 2023, the number of esports viewers globally is forecasted to grow to 646 million, which is twice the population of the United States. On the collegiate circuit, more than 170 colleges and universities have varsity esports teams, offering approximately $16 million per year in scholarships.”

“The good news is that North Carolina is on the front lines of this global esports explosion. That sort of global exposure helps attract more visitors, students, businesses and skilled workers to North Carolina and the Triangle area — all of which supports a vibrant economy and a thriving technology industry.”

Esports Earns Spot in University of North Carolina Greensboro’s Curriculum

Ed Tech: “The course titles speak for themselves: Introduction to Esports Management. Esports, Meeting and Event Tourism. Tournaments: Design to Execution. Hype, Engagement and Sponsorship.”

“Last spring, UNCG officials celebrated the opening of a campus esports arena by gathering at the facility and inspecting the new state-of-the-art equipment. Joined by members of the university’s student gaming and esports club, they took in the venue’s 3,300 square feet of space and watched as players battled opponents in games like League of Legends and Super Smash Bros. Ultimate.”

“This arena was designed to be a great place for students to game and blow off steam,” Sutton, UNCG associate vice chancellor for learning technology and customer success, says. “But more than that, it’s part of our larger vision for esports programming on the academic side of things.”

“That vision, he explains, includes two initiatives in particular: a noncredit six-course digital certificate program and an esports management concentration. Designed to give students in-demand skills they can use to land jobs in the industry, the courses cover everything from esports history to how to negotiate professional player contracts.”