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Parabellum Esports, will participate in the Six Invitational which will take place in Paris from May 11th to May 23rd, 2021. Parabellum’s Rainbow Six Siege roster is poised to embark on a historic run for Canada as they will be the first Canadian team to qualify for this prestigious tournament. The Six Invitational is an annual professional Rainbow Six Siege tournament hosted by Ubisoft, the game's developer, and publisher. Usually located in Montreal (home of the Ubisoft studio working on the game) the tournament gathers the best teams from all around the world. The event marks the end of the previous year and acts as an informal World Cup. However, this year due to the Covid-19 Pandemic this year’s SI event will occur in Paris. The 2021 Six Invitational marks not only the first major LAN Rainbow Six event but one of the first LAN events of any game since the pandemic started. The event will feature a total of a $3 million USD prize pool with the winner receiving $1 million USD.
GameSquare Esports Inc. (CSE: GSQ; FRA: 29Q1) (“GameSquare”, “GameSquare Esports” or the “Company”), an international gaming and esports company, announces the addition of legendary skateboarder, entrepreneur, and philanthropist Tony Hawk as a strategic advisor. Mr. Hawk continues to push the limits of his sport, and his iconic Tony Hawk’s™ Pro Skater™ video game franchise is a longtime global success. However, it is his financial acumen and big-picture thinking that have made him the successful businessman and philanthropist that he is today. His charitable foundation, The Skateboard Project, has awarded more than US$10 million for the construction of more than 600 public skatepark projects in all 50 US states. Tony Hawk will act as a special advisor to CEO Justin Kenna and the GameSquare group of companies as the Company pursues its mission of bridging the gap between global brands and the large and growing gaming and esports communities.
LEAF Mobile Inc. (TSX: LEAF) ("LEAF" or the "Company"), Canada's leading free-to-play mobile game group, today announces that the annual and special general meeting (the "Meeting") of holders (the "Shareholders") of common shares ("Common Shares") of LEAF is scheduled to be held virtually on June 29, 2021 at 10:00 am (Pacific Daylight Time). The Common Share Consolidation will authorize the Board to select a Common Share Consolidation ratio of up to 10 old Common Shares for 1 new Common Share.
A new market study published by Global Industry Analysts Inc., (GIA) the premier market research company, today released its report titled "Video Games - Global Market Trajectory & Analytics". The report presents fresh perspectives on opportunities and challenges in a significantly transformed post COVID-19 marketplace. Amid the COVID-19 crisis, the global market for Video Games estimated at US$156.8 Billion in the year 2020, is projected to reach a revised size of US$293.2 Billion by 2027, growing at a CAGR of 9.3% over the analysis period 2020-2027. Mobile Games, one of the segments analyzed in the report, is projected to record a 11.5% CAGR and reach US$153.5 Billion by the end of the analysis period.
Starbreeze's recovery continues as the Payday developer reports a strong start to its financial year. For the three months ended March 31, 2021, net sales reached SEK 27.9 million ($3.4 million),a 27% increase year-on-year. Earnings before interest, tax, depreciation and amortization rose 33% to SEK 22.6 million ($2.7 million), while losses before tax shrank 95% from SEK 97.3 million ($11.7 million) to SEK 4.2 million ($505,367). It's the lowest quarterly loss in several years, and the second time it has posted a quarterly loss of less than $1 million, having reported a loss of SEK 8.2 million ($985,817) in Q3 2020.
Paradox Interactive reported a 9% decrease in revenue during the first quarter of 2021, as well as a 44% drop in profit compared to 2020. Revenue from January to March 2021 reached SEK 364.5 million ($43 million) compared to SEK 400.4 million ($48 million) for the same period last year. CEO Ebba Ljungerud noted in Paradox's interim report that the company was impacted by fluctuating exchange rates. "Since a large part of our revenue is in USD and other foreign currencies, our revenue and result are affected by changes in exchange rates," she said. "The USD/SEK exchange rate has decreased by 13% from the first quarter of 2020 to the first quarter of this year, which has had a significant negative impact on the quarter's revenue."
Twitch has once again broken its own viewership milestones. April marked the third time the platform has set a record for hours watched in 2021 alone with more than 2.1 billion hours watched, according to data from Rainmaker.gg, StreamElements’ analytics partner. Meanwhile, Facebook Gaming has remained consistently around the 360,000 million hours watched mark over the last three months after setting its own record to start the year. For Twitch, a lot of that viewership came from the sustained growth of Just Chatting as a category, which pulled in 283 million hours watched alone. The only other category to even come close was Grand Theft Auto V, which continues to expand its audience despite being released in 2013.
ByteDance Ltd.’s TikTok is working with brands including streetwear label Hype to test in-app sales in Europe, a move that will intensify its competition with Facebook Inc. and further blur the line between social media and online shopping. The popular video app is hoping to replicate abroad the success of its Chinese-only cousin Douyin, which racked up $26 billion of e-commerce transactions in just its first year of operation. TikTok has begun working with merchants in markets including the U.K. on ways they can sell products directly to millions of users within the app, people familiar with the matter say. While TikTok has run promotional shopping campaigns in the past, the current trials are a precursor to a broader launch of a global e-commerce service. The prototype so far is only visible to select participants and it remains unknown when the company will kick off the formal launch.
Streaming and gaming to form an income have become extremely popular in the past few years, especially since the coronavirus forced us all inside and left many jobless. There is a lot of competition in the gaming/streaming world now, even if you are not a competitive gamer. There are so many people that are new to this online world trying to do the same thing as you, but what sets you apart? There are many reasons you may not be growing, but here are some key points you should focus on: 1. Play games you are good at. 2. Create professional content. 3. Be entertaining and interactive.4. Have a set schedule to stay organized. 5. Network to get to know people in your niche.
YouTube has run the numbers and discovered what greeting its vloggers most use to open videos: “Hey, guys.” Those findings may not be surprising if you’ve watched a lot of YouTube, but the report actually shows a lot more, including what the runners-up are, how greetings have changed in popularity over time, and how video genre affects the most common openings. Let’s just jump into it! To get these findings, YouTube did quite a bit of data analysis, looking at the auto- and creator-generated captions from over a million videos. YouTube picked videos that had over 20,000 views from channels that had over 20,000 subscribers, so it is worth noting that the results are more reflective of how relatively popular videos open, rather than of every single video on the platform.
The Global Esports Federation (GEF) has announced that the first three host cities for the Global Esports Games, a multi-title esports competition, are Singapore, Istanbul, and Riyadh. Singapore will host this year’s event, scheduled to take place in December, with Istanbul, Turkey and Riyadh, Saudi Arabia hosting the Global Esports Games in 2022 and 2023 respectively. The Global Esports Games will be an annual multi-title esports series, with the GEF claiming that the event will feature teams from across the world participating in the competitions. It has yet to be revealed what titles will be used for the event. According to the release, GEF’s convention series GEFcon and GEFestival, an event cited to celebrate ‘esports culture’ through music, art, technology, fashion, and food, are expected to run in parallel with the Global Esports Games.
Electronic Arts announced Monday player and viewership numbers for its free-to-play battle royale game Apex Legends, along with details on the upcoming Group Stage for the ALGS Championship. First the numbers: EA announced that Apex Legends surpassed 100M players in April, and its ALGS Winter Circuit Playoffs surpassed the franchise’s previously most-watched competition by more than 50%, generating a cumulative 100K average minute audience across player streams and its official broadcast. This news comes in advance of the Group Stage for ALGS Championship, which is set to get underway May 22 in APAC North, APAC South, and South America. Group Stage competition for EMEA and North America will take place June 1-2.
It’s been two years since the esports ecosystem in Southeast Asia began showing signs of accelerated growth, and the scene continues to thrive. The popularity of mobile titles has allowed SEA to be the epicentre of the discipline. The ease of access to technology and internet connection has allowed more of the population to be involved with competitive titles, thus increasing viewership. SEA even has its own ecosystem for titles that are largely unheard of in the Western world. Mobile Legends: Bang Bang is one of the region’s biggest titles, and has a thriving ecosystem behind it.
Esports promotion holding company Winstrike will be launching the documentary “NAVI. Born To Win,” worldwide — it has been available in the CIS region since March 25. The film tells the story of NAVI (Natus Vincere) in 2020 and will be available in theaters and streaming platforms, though what those venues and platforms will be was not disclosed. A Winstrike spokesperson spoke to The Esports Observer about the commercial intentions of the company for producing the documentary: “Esports is developing at a blistering pace, so the appearance of full-fledged documentaries about teams and tournaments is a logical step in the development of the industry. By creating large-scale media products, Winstrike popularizes esports among a wide audience and brings the industry to a new level.“