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Revealed: What does it take to become an esports star?

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Revealed: What does it take to become an esports star?
Revealed: What does it take to become an esports star?Reading Time: 3 minutes

 

  • Johan Sundstein aka ‘N0tail’ is the top-ranking esports player of 2020, with $6.9 million in prize money to his name
  • The average age of a top-ranking esports player is 24 for male players and 27 for female
  • Popular streaming sites have experienced a 20% increase in the number of hours streamed in lockdown

Esports have accelerated into the mainstream in recent years, providing many avid gamers with the opportunity to turn their passion into a career. And with prize funds reaching the millions, being on top of your game certainly pays off. So, what does it take to make it big in esports and how has the industry evolved? Intel explored the ins and outs of the growing esports world.

The making of an esports star

  • The most top-ranking male players of 2020 are from China (26%), and the most top-ranking female players are from the USA (42%)
  • Physical health must also be a priority when training for esports, as well as in-game performance

As an avid gamer, what would it take to break into the esports industry and what exactly does an esports star look like today?

Based on the 100 top-ranking male and female esports players of 2020, the average age is 24 for male players and 27 for female. Some are even as young as 16, demonstrating that progression is very possible at a young age.

To climb the ranks, players must be committed to perfecting their game and putting in the necessary training, both in-game and physically. Professionals specialise in one or two games, focusing their time and energy on perfecting their performance.

“The best game to get into when moving into professional gaming or streaming is something you actually enjoy,” explains Chris Ball aka ‘Sacriel’. “It’s clear to see when a streamer is forcing themselves to play a type of game they don’t enjoy just because they feel a ‘big’ game is their only option – so instead find something that you can be passionate about.”

Healthy eating and a good night’s sleep are also recommended for optimal performance.

Esports host, Frankie Ward says “Esports teams are beginning to bring their routines in line with more traditional sports. Counter-Strike team Astralis, for example, has a coach, sports psychologist, and a physiotherapist. They also have a nutritionist and a sleep doctor that they can access, should they need extra help.”

Aoife Wilson, Head of Video at Eurogamer also stresses the importance of physical health, adding that players should “make physical training a priority alongside in-game training, which can not only help with focus and mindset, but in preventing strain or injuries that can come with sitting at your computer for prolonged periods of time.”

The esports industry in 2020

  • The industry, which is currently worth $1.1 billion in 2020, is projected to be worth $1.8 billion by 2022
  • The top competing countries are the USA, China and The Republic of Korea

Esports have come a long way since their conception – from ‘Spacewar’ played on the first ever computer to ‘Dota 2’, best enjoyed on a specialist gaming PC. So, what does the industry look like in 2020?

Today esports have the potential to fill huge arenas with thousands of fans. Not to mention the additional at-home audience watching live competitions streamed online. The Intel® Extreme Masters, held in Katowice in 2017, was one of the largest esports events in history, with a live attendance of 173,000 and viewership of 46 million.

While many live 2020 esports events were forced to cancel in response to the coronavirus pandemic, some went ahead in a virtual format. In fact, popular streaming sites such as Twitch and YouTube experienced a 20% increase in the number of hours streamed in lockdown, suggesting gaming provided solace to many throughout quarantine.

The esports industry has grown by epic proportions in recent years. Over the last five years, revenue has tripled from $325M to $1.1 billion and audience size has quadrupled from 120M to 495M. What’s more, the industry is projected to be worth a huge $1.8 billion by 2022.

While the esports world is very much a global playing field, with players hailing from all around the globe, the top competing countries are the USA, China and The Republic of Korea. 2019 winnings totalled $41.3 million, $18.5 million and $16.5 million for the respective nations.

Streamer Chris Ball aka ‘Sacriel’ says, “as the technical limits on game engines get pushed further and further back with breakthroughs in computing prowess, I think esports and streaming is going to become more mainstream and I look forward to what the new technology brings us.”

You can view the full list of those make it to the top in the eSport industry here.


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Revealed: What does it take to become an esports star?

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Flutter Entertainment named as headline sponsor of ICE Sustainable Gambling Zone

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Clarion Gaming has announced that Flutter Entertainment, the parent company of the world’s leading online sports betting and iGaming operator, will be the headline sponsor of the Sustainable Gambling Zone (SGZ) at ICE Barcelona, the world’s biggest gambling technology exhibition which will be attended by 55,000 gambling industry professionals.

Flutter, which has been a long-term supporter of Clarion Gaming’s safer gambling undertakings, is also making a donation to ICE Barcelona’s safer gambling charity fund as well as having its own stand to showcase how Flutter is changing the game for good by providing education, tools and support to help everyone Play Well, on the SGZ.

In 2022 Flutter introduced its Play Well strategy to support its customers in making informed choices and managing their betting and play responsibly. Flutter set itself the target of having 75% of active online customers using a Play Well tool by 2030. By the end of Q2 this year (2024), 47.5% of customers were already engaged with these tools – double from FY 2022 – marking steady progress towards our goal. This effort has been supported by a significant investment – over $101m in 2023 – in research, product development and marketing.

Ewa Bakun, Clarion Gaming’s Director of Industry Insight and the person responsible for introducing the Consumer Protection Zone to the ICE show floor in 2018 said: “I am absolutely delighted to be able to confirm Flutter as our headline sponsor. I regard this as being a game-changer for SGZ which is being officially launched in Barcelona after undergoing a re-brand. The rebranding to the Sustainable Gambling Zone, which was a decision taken in partnership with our industry stakeholders reflects a deeper understanding of the importance of early interaction. By focusing on the identification of potential risks earlier in the player journey, it’s possible to prevent harm before it escalates.”

Jane Palles, Group Head of Safer Gambling, Flutter added: “Our customers are at the heart of everything we do, and we want them to have an entertaining, positive experience with us. We start 2025 with a continued focus on player wellbeing. This sponsorship underscores our dedication to sustainability”.

“Play Well focuses on fostering a positive and responsible gaming environment, with initiatives like enhanced customer tools, personalized risk monitoring, and partnerships with expert organizations.

“We are delighted to be supporting the new Sustainable Gambling Zone at ICE Barcelona and will showcase our continued efforts, share insights, and collaborate with stakeholders to drive forward the shared mission of safer gambling for all.”

The 2025 ICE Sustainable Gambling Zone will occupy 490sqm of space and located in the Fast Forward area of the showfloor, underlining the importance the industry places on sustainability and player protection. As well as featuring a total of 26 safer gambling bodies including Spanish organisations ASENCAS and FEJAR the SGZ will host three days of educational content including two dedicated to consumer protection and one to ESG.

 

The post Flutter Entertainment named as headline sponsor of ICE Sustainable Gambling Zone appeared first on European Gaming Industry News.

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Slots Capital Casino Unwraps 30 Free Spins on Souls of the Dead Slot for Players

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The post Slots Capital Casino Unwraps 30 Free Spins on Souls of the Dead Slot for Players appeared first on European Gaming Industry News.

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Massive Gaming, Neowiz, and Kangwon Land Launched ‘Shen Shou Wan fu’ Slot Machine Offline

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  • ‘Shen Shou Wan fu’ is an online slot game that features three powerful guardians, symbolizing immense wealt
  • Now available as physical slot machines in offline casinos through a collaboration with Kangwon Land
  • MVG plans to expand distribution with exclusive B2B rights to online channels for slot games

Massive Gaming(“MVG”) announced that it has launched the ‘Shen Shou Wan fu (神兽万福)’ slot game, co-developed with Neowiz, MVG’s parent company, and Kangwon Land, which hosts the only casino in South Korea open to locals. The game is now available in offline venues as slot machines.

 

 

‘Shen Shou Wan fu’ is an online slot game featuring motifs of the Golden Dragon (JIN LONG), Phoenix (FENGHUANG), and Haetae (XIEZHI), which symbolize luck and prosperity.

The slot machine debuted in offline casino venues. Key personnel from MVG and Neowiz worked closely on the art resources and software design of ‘Shen Shou Wan fu’, ensuring a seamless integration of creative and technical expertise. Kangwon Land managed the slot machine’s hardware design and manufacturing. This launch marks the first commercialization of software-based products through public-private collaboration in South Korea’s casino market.

After successfully establishing ‘Shen Shou Wan fu’ in the Korean market, MVG is ready to leverage this success for aggressive global sales. Holding exclusive rights to the slot game, MVG plans to expand its presence in the regulated gaming market by targeting key regions with strategic marketing and distribution.

A representative stated, “We are pleased to showcase our slot game in offline casinos with Kangwon Land,” adding plans to introduce diverse content for global markets.

 

The post Massive Gaming, Neowiz, and Kangwon Land Launched ‘Shen Shou Wan fu’ Slot Machine Offline appeared first on European Gaming Industry News.

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