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“There is room for everyone in esports.” Exclusive Q&A with Ashley Washington, Head of VCT Game Changers

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There is an old, now-defunct saying in football that women can’t understand the offside rule. While there was no such explicit quote, the feeling has been pretty much the same in esports, if you go by the low number of women playing the sports.

Now, who will do something to change the gender disparity in esports? Enter VCT Game Changers.

VCT Game Changers is an esports program exclusively for women where gamers play Riot Games’ hit video game VALORANT. The Game Changers tournament is into its third edition this year.

We have here with us Ashley Washington, Head of VCT Game Changers. She talks about, well, the game-changing situation in esports. Her responses are insightful and stats-rich. Don’t miss it.

Q. Let’s start with a quick intro. How did you land in the gaming industry?

A. This is a very reductive version of the story but I was working in account management and sales in NYC after graduating from New York University. Though I did study game design, I wasn’t really sure of myself when it came to making a career in the industry. There was an evening in January of 2016 when I’d just paid my rent—a paycheck and a half—and I just decided that I wanted to move to Berlin. I knew it was fun and cheap because I studied abroad there. I bought a one-way ticket and did that. Berlin is the kind of place where you can make almost anything happen for yourself career-wise, so I chased my dreams and made the switch! I’ve done quality assurance work, data science, journalism and, it turns out, I’m strongest as a product leader.

Q. Tell us about Valorant Game Changers: Mission, vision, mode of operation and all that?

A. VCT Game Changers is a program meant to introduce women to the VALORANT ecosystem, guide them in the cultivation of their skills and, ideally, see them make their way out of the program and into the rest of the VALORANT competitive space. The goal is to have a diversified ecosystem where people from a variety of identities and backgrounds can excel at the highest levels of play. So far, we’ve set out to achieve this by running the tournament circuit that most are familiar with but, in the future, we are working to find additional ways we can make this vision into a reality.

Q. How do you analyse your performance so far? Could you talk about the changes you have brought about in esports, especially in terms of the participation of women?

A. I think there are some obvious things we are looking at and some less obvious things. Really high on the list is participation. We recently maxed out signups for the first time with 130 teams registered out of 128, meaning two teams were on the waitlist when signups closed. Ultimately we saw 126 teams participate, this is over 600 players which is great to see. We set out to create a safe space, so seeing more and more women choose to enter it is absolutely a win. One of the other stronger indicators of success, at least from my perspective, is to see women in rosters in the rest of VALORANT Champions Tour EMEA . Whilst it’s not yet exactly standard, mixed rosters can already be seen in third party VALORANT tournaments, like BLAST Spike Nations, and that’s a beautiful thing as well.

Q. Valorant Game Changers tournament is into its third series now. How has the tournament evolved and progressed over the three series?

A. Growth is probably the biggest evolving factor for Game Changers at this stage. For example, just this year, we saw 91 teams participate in the second series. In the third series, we had 126 teams. In addition to more teams, we are seeing the strength of the teams grow as well. The players are becoming increasingly more skilled and the competitive spirit among EMEA teams is a lot more dynamic. There are a lot of really interesting team and player stories developing and a notable increase in participation from regions that are usually not represented like Turkey and MENA (and some parts of Europe). So, the community that we’ve grown with the tournament is maturing in many ways.

Q. The number of women participating in esports is still low, with reference to an ideal scenario. What do you think are the hindrances women face in entering and excelling at esports?

A. I’ve spent a lot of time talking to women in the scene playing different titles and coming from different backgrounds. The things I hear referenced the most come down to the lack of opportunities (both perceived and actual—they’re equally as bad when the result is the same) and a fear of career instability should they decide to go all in with esports. Many of these women have a hard time convincing orgs to give them a chance or, when they do, getting adequate pay that allows them to focus on doing their best. The women end up needing to maintain their studies or another job so that they have a backup plan in the event that things don’t work out. This happens in esports in general but it would seem that this is a very common experience for women entering the space.

It’s very important that any organisation interested in providing these opportunities to women is also committed to investing in their careers as well. Bringing a group of women together just to have that roster there without paying any mind to what they need to thrive and grow is a costly and painful mistake. It leaves its mark and it can be incredibly discouraging for those that it affects.
Of course I also hear from women who have terrible experiences due to toxicity and the lack of confidence that can come from that or just not seeing enough representation in general. This kind of thing can strike when they’re so young that they don’t even consider trying to play competitively when they get older. It doesn’t end with players either, underrepresentation is happening in every area—women working in talent or esports-related companies might also face these issues.

Q. What kind of activities is Valorant Game Changers undertaking for training and mentoring women in esports?

A. Our approach to this varies regionally. Since Game Changers is still young, not every region has a training supplement, EMEA included. But we are hoping to introduce something like this relatively soon. The most important thing is finding something that is best suited to the region and what the Game Changers community is looking for, so we’ve been doing a lot of listening for now.

Q. How are you looking into the future regarding women’s participation in esports? In which countries do you hope to see a surge in numbers in terms of women players?

A. EMEA is already so strong when it comes to this. The interest in esports among women is high and every year, the landscape for opportunities to play is looking brighter and brighter. Continuing with this is the first thing I hope and fully expect to see. When it comes to regional representation, I dream of higher numbers from MENA—so North Africa and the Middle East. This is already happening so tapping into what players from these regions need to feel comfortable taking the leap is one of many focus points I have looking ahead to the future. Though I can safely say that I wouldn’t complain about an increase from any space in the region. This is one of the rare occasions in life where more is absolutely better.

Q. Finally, what kind of initiatives do you want to see in the esports industry in general –- by governments and other organisations — to ensure the number of women in esports continues to increase?

A. I would love to see more support for younger fans who are curious about playing or being in the industry in general. I think it’s very easy to write off “gaming” as a viable job option but I think that has a lot to do with how few resources there are for school-aged players and their families to have an idea of what this could really look like—whether that’s playing, organising or being part of a broadcast. I mean, I have a pretty standard job that I’m pretty sure my parents never imagined would fall under “working with games”. I think they’re not the only ones.

And, ultimately, I would love to see more initiatives tap into intersectionality. It’s so important to help women feel comfortable in the space, but once that’s begun, there are so many groups within this identity that could use a bit of a lift. For example, I didn’t see many other black women in the industry growing up and it’s a lot of the reason why I didn’t bother doing anything beyond studying games for a while. Eventually, I felt brave enough to go for it anyway but there are so many others like me who won’t even make it that far with it without knowing for sure that it’s possible. Initiatives connecting young players from underrepresented groups is one way to kind of combine both of these things. There are already programs like this out there and I am really excited about seeing that continue to develop in the future.

There is room for everyone in esports. If they truly want to be there, they can be—I really do believe that.

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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Explore the future of gaming at ICE Barcelona: 20 – 22 January 2025

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Explore the future of gaming at ICE Barcelona: 20 – 22 January 2025

Join the most influential gaming industry professionals from throughout the world when ICE opens at Fira Barcelona Gran Via, 20 –22 January 2025. The first edition of the world-leading business event to be held outside the UK will feature a record 1,000 exhibitors following unprecedented demand for space from world gaming’s leading innovators covering every sector and every jurisdiction.

ICE and the co-located iGB Affiliate – which will occupy 120,000 square metres compared to the 100,000 sqm used in London – connect the entire global industry and provide access to the very latest cutting-edge innovations, technological solutions, regulatory updates, and insights which assist entrepreneurial businesses to enter new jurisdictions and build market share.

ICE is the event where the industry launches tens of thousands of game-changing, landmark products and where visitors can explore the future of gaming. For more information on the event where the world of gaming goes to do business and to register: icegaming.com

 

The post Explore the future of gaming at ICE Barcelona: 20 – 22 January 2025 appeared first on European Gaming Industry News.

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SIS and Premier Greyhound Racing reveal improved greyhound race time schedule

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Sports Information Services (SIS), the leading multi-content supplier of 24/7 live betting services, and Premier Greyhound Racing (PGR), the media rights company supplier of greyhound racing to the betting industry and direct to viewers, have collaborated to offer a revised race time schedule starting from 20 May.

Designed to protect the long-term future of UK greyhound racing, the new schedule will see morning fixtures start slightly later – moving from 10.47 to 11.01 and 10.54 to 11.09. Additionally, there will also be a slightly later start time for some evening fixtures aimed at a retail audience, with the first evening fixture now starting at 18.08.

Commenting on the improved schedule, Terry Mahoney, Head of Business Development at ARC, said: “The new race times will help make it easier for customers to navigate busy racing schedules as well as improving operations trackside. We will continue to listen, monitor, and adapt schedules where and when needed as we move forward to deliver the best service possible for betting operators as well as punters.”

Paul Witten, Managing Director at SIS, added: “We are passionate about delivering a greyhound racing service that benefits all of the sport’s stakeholders. Together with Premier Greyhound Raxing, we have introduced a revised racing schedule that benefits operators and their customers.

“Our approach to greyhound racing is grounded in sustainability and flexibility. This collaboration with fellow service providers allows everyone to enjoy all the high-quality action produced on a daily basis from tracks across the UK and Ireland.”

SIS has long-term agreements in place with bet365, William Hill, Paddy Power and Betfred to deliver its greyhound content across UK and Irish retail and digital channels. SIS also promotes this content across dozens of leading international operators, as well as through SISRacing.tv.

PGR offers greyhound action, cards, video replays, results, news and info on greyhounds.attheraces.com, and regular live broadcasts on Sky Sports Racing. Premier Greyhound Racing is a joint venture between Arena Racing (ARC) and Entain, the global sports betting, gaming and interactive entertainment group. Between them, the two companies own nine of the 20 licensed British greyhound tracks and ARC manage the media rights for five independent tracks.

The post SIS and Premier Greyhound Racing reveal improved greyhound race time schedule appeared first on European Gaming Industry News.

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EGT to create a sensation at FIJMA 2024 with its new products for the B2 Saloon and casino markets in Spain

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EGT will present its latest developments for the B2 Saloon and casino markets in Spain during FIJMA 2024, which will take place on 07-09 May. Alejandro Mosquera, director of the local office of the company, shared: “We have chosen to show the products that have the greatest potential for the country, and I am confident that our selection can offer something to everyone – to those, who are about to start their gaming business now, and also to those who want to make their business even more successful. We will be waiting for all of them at stand C17-C19.”

Among EGT’s newest proposals, that are expected to generate huge interest among visitors to the exhibition, are the multilevel jackpot Sands Princess AWP and the latest addition to the top-performing jackpot Bell Link AWP – the Bell Link Plus multigame, both of which are designed especially for the B2 Saloon market.

Sands Princess AWP will take players to the kingdom of Egypt, where each of the 5 levels can be won with any bet. The 4 games of the jackpot: Egyptian Tale, Pharaoh’s Desert, Sands Spirit and Mystic Dawn, will present to those eager for adventures and untold riches numerous opportunities for winning, but only the boldest ones will be able to reach the two linked progressive levels and turn sand into gold.

Bell Link Plus joins Bell Link AWP jackpot to add even more diversity to the choice of the Spanish gaming audience. The multigame’s 5 titles: Book of Realm, Burning Hot, 40 Super Hot, 20 Super Hot and Shining Crown, will dive players into the fascinating world of some of the most popular games of the company, now enriched with more chances for winning and entertainment.

Both Bell Link Plus multigame and Sands Princess jackpot will be housed in the Phoenix AWP cabinet – another product, designed specifically for the B2 Saloon market in Spain, which will make its debut on local level at the exhibition. Featuring 27-inch monitors and multiple ergonomic features, this model offers maximum comfort, while the video and audio capabilities, along with the latest EGT software, guarantee an optimal gaming experience.

The guests at the EGT stand will have the opportunity to see the new Premio Ganador multigame for the B2 Saloon market as well, which is expected to be available in the country in the near future and grab the attention of local players with its attractive features offering a lot of bonuses.

The selection will be complemented by the other well-known B2 Saloon cabinets and games, as well as some of the slot products with greatest potential for the country such as the General cabinets and the bestsellers Bell Link and Gods & Kings Link. The latest jackpot proposals Supreme Combo Link and Sheng Sheng Bu Xi, which were launched just a few months ago and have received very positive feedback, will also be showcased.

EGT Digital will demonstrate its rich portfolio of iGaming solutions as well, including instant and slot games, as well as the in-house developed “all-in-one” betting platform X-Nave, which provides operators with a complete solution for building and maintaining a successful online business.

“We will be delighted to welcome everyone who is interested in our products on our stand at FIJMA,” concluded Mr. Mosquera. “I believe that this year’s participation will be very fruitful just like the previous editions and we will receive many inquiries. We will be happy to continue the conversations with our partners and potential new customers in EGT’s new office in Madrid, which is equipped with a spacious showroom, where they will be able to see and test our developments on site once again. Its official opening will be on May 6 and we will be glad to share this experience with all our friends.”

 

The post EGT to create a sensation at FIJMA 2024 with its new products for the B2 Saloon and casino markets in Spain appeared first on European Gaming Industry News.

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