Showing posts with label esports wagering. Show all posts
Showing posts with label esports wagering. Show all posts

Friday, September 14, 2018

Canada's OLG selects Bede Gaming as new platform provider


Bede Gaming was awarded the contract following an open procurement process and aims to roll out OLG's new platform in early 2020.
The contract award follows OLG's initial request for proposals in May 2017 for platform suppliers capable of improving the lottery's online player experience and responsible gambling measures, and marks Bede's first entry into the North American market and lottery sector.
"I'm absolutely delighted to welcome OLG to Bede and am extremely proud of the team effort involved in bringing this agreement to fruition," said Bede Gaming co-founder Michael Brady.
"It is a huge recognition of the strength of our offering and firm proof of our status as a leading gaming platform in the industry. This is a landmark contract win for Bede and I am sure will be the start of a long and successful relationship with one of the most respected names in the worldwide lottery sector."
In addition to player management and games integration, Bede's platform offers OLG a number of options to help manage responsible gambling in real-time, such as the ability to set fine-grained limits, self-exclusions, and other support tailored to players needs.
OLG chief operating officer Greg McKenzie commented: "We are investing in digital technology and product solutions to improve the customer experience and ensure we are responsive to changing customer expectations.
"The platform Bede will provide a central point of integration for OLG’s products and channels. We are looking forward to developing our relationship with Bede as OLG continues its digital transformation."

Monday, March 26, 2018

UltraPlay enhances eSports live betting model


Online betting solutions provider UltraPlay has announced that its live betting model has been further extended to offer more exciting players’ experience for betting on their favourite eSports.
Having been known for its leading eSports betting role in the iGaming industry, UltraPlay has recreated the years of eSports experience and profound knowledge into its sophisticated live betting model, which will provide more markets for players to place bets on.
Among the new markets are Decider Map Played, Correct Score, Map Advantage, which every player can choose from during the game and enjoy the enhanced live betting powered by UltraPlay. The wider markets provision on live betting gives a greater advantage to the operators trying to catch the interest of the savvy eSports punters.  
Peter Ivanov, head of trading at UltraPlay has commented: “We are proud to provide the most advanced and competitive eSports live betting model on the market right now.
"The highest-quality product comes as a result of more than a year research and development in order to meet the expectations of both operators and players for dynamic eSports betting. The model will also serve as a solid ground for introducing more games into live betting in the future.”
More markets and new game titles are expected to be added to the model throughout the year with the main focus of the game objectives and personal markets.
The new model is already available through the company’s match-predicting system Odds.gg, which serves to hundreds of leading iGaming operators across the globe entering or expanding their eSports betting coverage.
Through Odds.gg bookmakers use the rich portfolio of UltraPlay, consistent with 25 competitive game titles, 3000+ eSports events per month, 1500 in-play events as well as 50+ markets.

Monday, December 4, 2017

esports betting tips


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Friday, October 13, 2017

UNIKRN WILL ROLL OUT REAL-MONEY WAGERING ACROSS EUROPE

The esports betting platform Unikrn has announced its expansion throughout Europe. The Seattle-based startup recently secured its Malta license, which will allow the company to start offering services across the continent.

NEW LICENSE ACCOMPANIED BY NEW PARTNERSHIP

The recently obtained Malta license will enable Unikrn to massively expand its wagering business. Moreover, the company has partnered with leading French betting operator RBP.
Best known for horse racing and sports betting, RBP draws in more than a million unique visitors each month.
“For a little over a year, Unikrn EU has been working with the Malta Gaming Authority to acquire our new license,” said Unikrn CEO Rahul Sood. “Malta has some of the highest regulatory requirements and processes, they are by every measure the gold standard and one of the most respected authorities for responsible and ethical wagering.”
The joint venture between the two organizations will be called Unikrn EU. Unikrn currently serves two countries – Australia and the UK – and the new development should add about 80 percent of Europe to the mix. The platform will allow real-money, as well as UnikoinGold betting.
“RBP will be a strong partner to Unikrn to help bring regulated, safe, and legal esports betting in markets across Europe, and we look forward to working with their exceptional team,” said RBP co-founder Emmanuel de Rohan Chabot.

UNIKOINGOLD – THE LARGEST TOKEN SALE IN ESPORTS



We are making history! 100k ETH contributed so far and counting! @UnikoinGold is the largest token sale in esports!
The Europe expansion comes in the midst of Unikrn’s UnikoinGold token sale, the first cryptocurrency to hit the esports industry. The ICO has already seen massive success. It raised over $30 million USD in Ethereum in over 112 countries. According to the announcement, the token sale is “on track to be the single most successful and widely distributed token in the esports and gaming industry.”
The company hopes the new token will become an integral part of the competitive gaming industry.
“Through continued expansion of Unikrn, and with new industry partners, the UnikoinGold token is well-positioned to become the universal token for use in esports and gaming across the industry,” the announcement reads.
Many big players in the venture capital world have participated in the ICO, including Mark Cuban. The Dallas Mavericks owner has been with Unikrn since early in its life. Other notable investors were CoinCircleBlockchain CapitalPantera CapitalBrockPierce, and Draper Dragon.

UNIKRN – ESPORTS PIONEER

There’s a good reason why Unikrn is such a big name in esports. The company has been near the top of the competitive gaming industry since it launched in 2014.
The organization has consistently expanded its presence by acquiring competitive teams and other industry startups and also introduced novelties in esports on an ongoing basis.
Last year, Unikrn put forth an initiative to bring esports and casinos closer together. By introducing esports to casinos, many industry members hope to attract the millennial crowd, a demographic that shows less interest in traditional casino games.
Unikrn also consistently strives to partner with other market participants. Through a recent pact with Betgenius, the company aims to launch an immersive betting platform.
The new UnikoinGold product and the company’s European expansion plans put it in a prime market spot.

Thursday, September 28, 2017

Traditional Bookmakers Struggling With Esports Betting Profitability


The profitability of esports for the majority of traditional sports betting operators has been called into question, with experts speculating that many offerings will struggle to attract enough of the audience to be viable.
Dozens of traditional bookmakers having added esports to their product suite in recent years with mixed results, some said during the recent Betting On Esports conference.

From traditional sports to esports

One such is Danske Spil, the ex-monopoly operator in Denmark which launched an esports bettingoffering on its Oddset site in January 2014. Asked how the operation was faring, Kasper Nemeth, head of esports at the company, admitted that despite the evidence of growth in terms of turnover, profitability remained elusive to date.
“To be honest, we are not making that much money yet and (the chief financial officer) has been knocking at our door asking us ‘why are you not making any money, you spent a lot on marketing’,” he told the audience at London’s Olympia.
Danske Spil doesn’t break out its esports revenues from the rest of its business. In the second quarter, the company’s overall sportsbetting business achieved net gaming revenues of DK386 million ($61.8 million), slightly up on the DK379m from the first quarter.
While he admitted that the esports business was “really quite tough,” he was keen to point out that the company still stood by its strategy of attempting to capture a younger demographic through the medium and that the management understood that it needed to be “in the esports business for the future.”
“We are saying this is for the long-term,” he said. “We are right at the beginning of the market and you can see that it is a very difficult market to trade in. You need to educate a lot of people.”
Asked whether he “had a long runway,” he was optimistic. “I think we are getting there. It is growing fast. We don’t see any other area growing as fast as esports.”

Struggling with low margin

While notable traditional bookmakers turned esports experts such as Betway were name-checked as going about the job of providing millennial-friendly esports offering in a successful fashion, Suraj Gosal, co-founder at Blinkpool, suggested this experience was far from common.
“I have heard across the board from the sportsbooks that have started esports betting, they have discovered that all their customers are the wise guys,” he said. “They are quite low margin and they are losing quite often.”
He said the reasons for this were twofold. “First, the esports punter being much more informed than the bookie on average, and second, the rate at which esports changes that is so fast and can make it quite difficult to price.”

‘Their odds are wrong’

Gosal’s comments were backed up by Rahul Sood, chief executive at esports-only betting operator Unikrn who suggested that up to 95 percent of traditional bookmakers who had launched with esports were losing money “because they don’t know what they are doing.”
“We are part of ESIC (the Esports Integrity Commission) and I don’t know how many times we have had calls from them saying ‘Hey, have you seen this weird betting anomaly on this map, the bookies are losing their shirts on this’ and the answer is always no, their odds are wrong,” he said.
He added: “It’s simple. They don’t understand the game, they don’t know the teams, they don’t know the audience, so they are going to continue to lose.”
Sood added that not only were these operations unprofitable, but they would also fail to retain what audience they do attract.
“They will not stay with you; you are not building an experience that resonates with them or they are comfortable with. If all you are doing is taking some odds from somebody and throwing them on your site, you will not have any retention, they will come and they will leave. That’s the way it is.”
Esports Betting Industry Coverage Brought To You By Betway

ICOs and the future

Unikrn is this week in the process of launching one of the largest gambling-related initial coin offerings (ICOs), hoping to raise up to $100 million through the sale of Unikoin Gold tokens.
Sood admitted the launch of a blockchain-based token offering had come largely at the instigation of Unikrn’s major investor, Mark Cuban. After initial skepticism he was keen on how the token might be used in a white-label sense.
“One of the intentions with Unikoin is that we’ve had bookies come to us to license our odds,” he said. “But if we white-label our platform with Unkrn odds, and allow them to license that in markets we are not it, then they can use Unikoins. We are speaking to various bookmakers about that.”
Intriguingly, he also suggested Unikrn has been approached in recent months about a potential acquisition but that they had been rejected out of hand.
“We are not interested,” he said. “Believe it or not, you can build a sustainable business in this space that doesn’t rely on other sports. And our approach of building a brand first will carry us into the future.”

Wednesday, September 20, 2017

New Report: Esports Audience Could Almost Double To 600 Million By 2020, With Big Growth For Esports Betting












Market intelligence company Newzoo has issued its “Global Esports Market Report 2017.” The 119-page report forecasts that the global audience for esports will grow from 323 million viewers in 2016 to 589 million in 2020.
  • The full report can be purchased here.
  • Newzoo is offering a free light version of the report here.
Revenue forecasts match the 15.4 percent compound annual growth rate (CAGR) of the audience figures.
Newzoo predicts that total revenues excluding esports betting will grow from $325 million in 2016 to $1.488 billion in 2020 — a CAGR of 35.6 percent.
The forecast revenue totals include media rights, advertising, sponsorship, merchandise and tickets, and game publisher fees. For 2017, the forecast revenue constituents are:
That growth prospect is what has investors clamoring to take a piece of the trend, even though the esports industry is still at an early stage of development.

Esports betting will be even bigger than the esports industry

Newzoo explains that sports betting revenues are not included because reports on traditional sports don’t include betting revenues — the “two industries are separate for obvious reasons.”
However, Newzoo notes that betting on esports is likely to mirror that on traditional sports and be an even bigger industry than the sport itself (for things like CS:GO betting and League of Legends betting.)
Quoting figures for the NFL, Newzoo explains:
“As an example, the NFL generated $13 billion last year, but betting and fantasy leagues around the NFL games are supposed to have made north of $50 billion. With most big betting companies already embracing esports betting on a global scale, it’s possible that esports betting alone is larger than the esports economy itself.”
In a recent tweet, leading esports betting operator Pinnacle reported that it had taken its five millionth esports bet. Pinnacle took its first esports bet in January 2010, and its one millionth esports bet five years later in November 2015.
Thereafter growth has accelerated and Pinnacle expects to double its total bets to 10 million in January 2018.

Newzoo explains esports growth drivers

One of the biggest drivers of esports industry growth is the sale of media rights. That’s according to Newzoo CEO Peter Warman.
This is closely followed by the rise in sponsorship deals by non-endemic brands that constitute the largest element of esports revenues:
“Media rights trade is becoming a serious business and is expected to grow sevenfold from only $50 million in 2016 to close to $340 million in 2020. Further, even more major non-endemic brands will close big sponsorship deals with teams, leagues, and events.
Nike, Adidas, and Under Armour will battle it out for jerseys in 2017. Early movers are increasing their investment by several factors year on year. Ultimately, esports provides brands an entry point into the favourite pastime of digital natives and Millennials: gaming.”
Esports is getting the advantage of the industry convergence between brands, media and entertainment.
“Games rely on consumer spending while media companies rely on advertising for the most part of their revenues. In the long term, this convergence of industries will provide media conglomerates of the future with a more diverse and sustainable revenue mix.”

Esports spend per fan is increasing

Esports spending per fan remains far below the equivalents for traditional sports. The average basketball fan worldwide spends $15 per year, and the average spend for all sports is $54.
Esports spend for this year is expected to be “an average of $3.64 each in 2017. This includes all revenue streams. The average direct spending per fan on merchandise, tickets, or subscriptions is $0.33 in 2017.”
Newzoo explains that this is the result of low merchandise spending, and the widespread availability of free esports content. Newzoo expects spending per fan to increase with dramatic results.
“If the average direct spend per fan increased to $2.00, the industry would generate more than $1 billion this year.”

Audience demographics support increased spending forecasts

Newzoo breaks down the demographic details of the esports fan base. It determined that around half is  between the ages of 21 and 35, with 71 percent male.
Fifty-eight percent of occasional viewers has a full-time job. Sixty-two percent of enthusiasts in full time employment. Forty-seven percent of occasional viewers and 50 percent of enthusiasts are classed as high-income earners.
“This makes them a very desirable target group for different parties, especially big brands. Esports Enthusiasts are digital natives, and are more likely to be consuming content online than through traditional media outlets.”
These figures confirm earlier research that esports fans are generally older than the common perception, with higher levels of disposable income.
The Newzoo report includes much additional data, covering tournaments, ticket prices and regional revenue and audience breakdowns.

Overall the report presents a strong case that esports is one of the hottest areas of economic growth in today’s market. via legalsportsreport