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Category Archives: Rocket League

Defeat Saber receives 6 observe Rocket-League-influenced tunes DLC – The Media Hq

defeat-saber-receives-6-observe-rocket-league-influenced-tunes-dlc

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Out there now on all platforms.

Developer Defeat Games’ wonderful arm-flailing VR spectacular, Defeat Saber, has expanded its song roster when a lot more, this time introducing new paid out DLC tracks influenced by Rocket League.

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Beat Saber’s most up-to-date DLC providing, officially titled the Rocket League X Monstercat Tunes Pack, is obtainable for PSVR, Oculus, and Vive, and introduces a total of six new tracks, each having formerly featured in Psyonix’s well-liked 4-wheeled football game.

Individuals curious to operate the new tunes via their earholes (and admire the accompanying new surroundings) prior to they invest in, can hop around to Conquer Games’ YouTube web site, in which the developer has thoughtfully uploaded gameplay footage of each individual observe. Alternatively, for your ease, you can just click on a track title below to be whisked absent to the applicable online video.

[embedded content]

  • Dion Timmer – Shiawase
  • Slushii – LUV U Need to have U
  • Slushii and Dion Timmer – Take a look at Me
  • Stephen Going for walks – Glide
  • Tokyo Equipment – Play
  • Tokyo Equipment – Rock It

And due to the fact it by no means someway hardly ever ceases to amuse, here is Eurogamer’s Ian Higton furiously waggling (and little by little melting) to Beat Saber at the stop of very last 12 months.

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eSports coming to area schools – Daily Journal Online

A new sport is coming to the Parkland. It requires no ball, glove, bat, helmet or racket. No protective gear is needed.

It’s called eSports, or electronic sports, and is a competitive sport which uses video games. It’s an organized sport that includes multiple video game players.

The world of competitive video gaming is a fast-growing phenomenon.

Streaming services have turned what were casual gamers into competitive gamers.

eSports is competitive, organized online video gaming played in a team setting or player against player. Competitors are usually divided into different leagues or teams and face off in the same games with gamers who play from home. Some of the most common games they play are League of Legends, NBA 2K, Fortnite and Madden NFL.

An eSports player has career statistics just like in other sports. The best players can advance to earn college scholarships or even play on professional teams.

At-home gamers follow their favorite video game players in real time by watching them play games online. According to CNN, it’s estimated that close to 400 million people worldwide will watch eSports this year alone. Most of these fans are from North America, South Korea and China.

West County School District is currently planning to add a new gaming club to begin sometime this spring. Fourteen new high-end computers have been purchased through the 21st Century grant. These computers will be located in the high school’s industrial technology computer lab.

Initially the gaming club will only be for high school students.

West County School District Technology Director Cory Smith is working with other schools including Central, Farmington and Arcadia Valley, along with Mineral Area College, to set up a conference where they will work together to play games each season. Current plans are to focus on Rocket League, League of Legends and Overwatch.

Smith said players will be able to scrimmage each other online without having official eSports teams. Any high school student can participate in the gaming club as space permits. Once an official eSport team is created, there will be a tryout of some sort to create teams of six players.

The gaming club will be an ongoing activity. There is no definitive timeframe to start an eSports team because any official team would need to be board approved. A coach would also need to selected.

Smith said this idea of eSports across the conference evolved after a few area district technology directors came together. The idea was further supported by MAC.

Andy White is director of technology for Farmington. He was a gamer as a teenager and young adult. His oldest daughter and her friends are gamers as well as employees in his technology department.

“I can’t seem to get away from gaming, so why not embrace it?” he said.

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White said he has been working and educating administration on the future of eSports, benefits of competitive gaming, organizing events, funding and coordinating with other districts to get the program started.

Currently there are two programs at Farmington High School that support eSports and competitive gaming. One is an eSports club sponsored by Jason Beffa, one of the tech employees. This club focuses on team-based computer games such as Overwatch, Rocket League and League of Legends. The other is a gaming club sponsored by another employee, Bobby Barnes. This club focuses on individual player games like Super Smash Bros., mostly on consoles.

For tryouts, White hopes MSSHAA will add eSports as an officially sanctioned sport in the near future.

“Until then,” he said, “it will remain a club and accept as many students that are willing to join.”

When it comes to competing against other schools, White said players will be put on teams which will provide them with the best chances of winning. Farmington could currently support several Overwatch teams.

“There is a push among many schools in Missouri to have MSHSAA-sanctioned sports,” said White. “Many exhibition tournaments have been and continue to be put on throughout the state.”

He noted that most recently a tournament in Columbia was organized for high school teams. Southeast Missouri State University is also organizing a tournament exhibition for area schools.

“The sport is quickly growing in popularity amongst universities and colleges and our schools need to be prepared for the requests of qualified and experienced gamers out of high school,” said White.

Central High School has an enrichment time for which students can sign up to participate if their classroom and grades are acceptable.

Chris Warden, technology director for Central, said a video game club started because of that, where students play Nintendo Switches, games on their Chromebooks, and other systems and games.

“eSports has been growing in popularity across the nation and, in particular, in Missouri,” said Warden. “The high school principal, Mr. Johnson, along with the club sponsor, our high school science teacher Kevin Pallo and technology department technician Matt Burgess, have been paying attention to eSports news and have expressed interest in doing more with the club.”

They were able to purchase some higher-end computers capable of running gaming graphics well. These computers have been placed in Pallo’s classroom for during-the-day classwork as well as for the club.

Warden’s role in eSports will be to help manage it and ensure Pallo and Burgess and any other staff members involved have the resources they need.

Central game club members are currently playing Minecraft and Overwatch.

“We are just now in the early stages of trying to work something out so that we are playing other school districts in the area,” said Warden.

Deresinski signs with CMU on eSports Scholarship | Free – Sedalia Democrat

Sacred Heart senior Hunter Deresinski signed with Central Methodist University on an eSports Scholarship and received a $14,000 renewable yearly scholarship. Deresinski excels at Rocket League and Fortnite and is ranked 230th in the world in Rocket League. 

“I started playing for fun my freshman year in high school and began to notice I had a pretty good aptitude,” Deresinski said. “I ran across a game called Rocket League and it really caught my attention. After that, I really started to put in the time and effort to play on a competitive level.”

This year, Deresinski was a semi-finalist in the Fortnite World Cup. The grand prize for the winner was more than $3 million.

Deresinski plans to major in Computer Science and to pursue a career in website development/design. He will be joining 2019 Sacred Heart graduate Andy Bautista as members of the CMU eSports Team.  

“Seeing Andy sign his eSports scholarship to go to CMU last year was also a big motivator for me,” Deresinski said. “The campus really caught my eye and I felt like they could offer me what I wanted to study. CMU had a Rocket League competition last year that had a $20,000 scholarship as the first prize. I ended up getting third in that competition.”

In addition to being one of the founding members of the Sacred Heart eSports Team, Deresinski plays varsity soccer, helps with production of the school play, and is a member of the Math and Speech teams. He has a 3.9 GPA.

Deresinski said a lot of effort went into getting this scholarship and he’s looking forward to the challenge of competing on the collegiate level.

“Being at Sacred Heart made me realize you have to do more than like to play video games,” he said. “You have to have a passion for it but still be able to keep it in perspective. It is important to keep your grades up and participate in other things at your school to remain a well-rounded person.”

Eagle E-Sports Tryouts Kick off Program Week of Nov. 18 – Southern Miss Now

Wed, 11/13/2019 – 08:29am | By: David Tisdale

University of Southern Mississippi (USM) students who enjoy Esports will have the opportunity to show their skills in their favorite online games when the school hosts tryouts for its Eagle Esports program the week of Nov. 18.

Eagle Esports is seeking students to field teams in Rainbow Six Siege; CS:GO; Overwatch; APEX Legends; League of Legends; Rocket League; and Fortnite. Establishment of teams will depend on available athletes and response.

“Esports is a unique, extracurricular opportunity in student life at Southern Miss,’ said Dr. Denny Bubrig, assistant vice president for student affairs at USM. “As we pursue a well-rounded approach for this program, students will have the opportunity to engage in the competitive teams, casual gaming opportunities, and more.

“We are also working on future collaborations with our academic partners on training, certifications, and other professional oriented opportunities. We hope to incorporate these in educating our students and providing opportunities to the greater community regarding the esports industry.

Students interested in trying out for the teams must submit an application at https://usm.presence.io/form/usm-esports-open-tryout-application; have a video on Twitch or YouTube available for viewing in order to see online persona and interaction capabilities; and participate in a live tryout the week of Nov. 18-22, where judges will view in-person applicant interaction with a team. Tryouts will be personal computer (PC) based; participants are expected to bring their own device, and are encouraged to form their own team for the purposes of the tryout. The deadline for the first stage application is set for Nov. 18.

Announcements of teams is set for the week of Dec. 2-6. Shortly after the beginning of the spring 2019 semester, a signing event will be held for the new teams.

For more information, email esportsFREEMississippi.

The Best Christmas Gifts For Gamer Kids Buying Guide – WePC – PC Building Community

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Best Christmas Gifts Gamer Kids

Make sure that you are buying the best Christmas gifts for gamer kids this year by checking out our handy guide full of cool gamer gift ideas. Buying for the younger generations can be hard, but we have broken down what’s popular in the gaming world with young people (including Fortnite, Minecraft, and Overwatch) and highlighted our top picks for gifts this year.

Shopping for someone a little older and need some inspiration? Not to worry, we have a comprehensive gift guide full of Xbox, PlayStation, Nintendo Switch, and PC gaming gift ideas, as well as a list of the best games of this year for any Christmas list.  WePC has you covered this Christmas.

Fortnite Gift Ideas

Fortnite has taken the world by storm. Kids everywhere seem to be obsessed with the Battle Royale phenomenon, and luckily there is a massive list of gifts that would be perfect for any young gamer at Christmas, their birthday, or any time, really. We have compiled some of the best Fortnite gifts here, to save you time trawling the internet – check them out below!

Minecraft Gift Ideas

If you have a kid who loves to game, chances are that you have come across Minecraft a lot. Luckily, just like Fortnite, there are plenty of Minecraft gifts for kids who love to craft out there. We have compiled a few of what we think would be the best, but obviously, you know best. If you see something amazing we haven’t included, be sure to let us know!

Overwatch Gift Ideas

We’re anxiously awaiting the release of Overwatch 2, but in the meantime, there is plenty of Overwatch merchandise to surprise any gamer kid with this Christmas. Tracer, Bastion, and Reaper are all obvious hits – but what are some other Overwatch gift ideas that game-frenzied kids are going to love? Here are a few of our suggestions.

Rocket League Gift Ideas

Rocket League has quickly become the virtual Hot Wheels game that we all dreamed of when we were children, so it’s no surprise that lots of kids love this game nowadays. That being the case, here are some cool Rocket League gift ideas for any kids you might know who love this high paced, cartoony sports title.

Lego Games Series

Nowadays, lots of kids are getting into Lego via their massively popular games rather than the other way around. Lego Batman, Lego Star Wars, and even Lego Harry Potter are all huge, and lots of kids already love the different interpretations that these games deliver. Where to start when it comes to buying the actual Lego sets, though? Here are our top picks for Lego gifts to get this year if you know a kid who is mad for the Lego video games series’.

Final Word

If you’ve got gamer kids in your life, then this list should be all you need to find them the perfect gift. But, if you find something we haven’t featured, let us know in the comments below! Or, head over to the WePC Community and see what fellow game-lovers are getting their hands on this Christmas.

ISPO Digitize broadcasts Rocket League Championship Series – ISPO

Rocket League Chamionship Series ab November auf dem Twitch-Kanal der ISPO Digitize
ISPO expands its involvement in Rocket League and broadcasts the Rocket League Championship Series (RLCS) from November 2019.

From 16.11. ISPO broadcasts the games of the RLCS. The Rocket League Championship Series has been in existence since 2016 and is the championship of the best teams from North America, Europe, Oceania and South America. There is a lot for the teams to win, because the prize pool is around 1,000,000 US dollars.

ISPO Digitize broadcasts from 16.11. the games of the regions Europe and America with German commentary on the Twitch channel of ISPO Digitize as well as ISPO.com.

The transmission dates

– Regional Championship NA – 16.11. 21:00 CET – 03:00 CET
– Regional Championship EU – 17.11. 18:00 CET – 00:00 CET
– Promotion Tournament NA – 30.11 21:00 CET – 02:00 CET
– Promotion Tournament EU – 01.12 18:00 CET – 23:00 CET
– The World Championship LAN Final – 13th to 15th December

ISPO gets support from the eSports consulting agency Force of Disruption and Team FireWall, who have already organized the AMD Masters by ISPO Digitize. Team FireWall takes over the production of the streams and at the same time brings along a large and wide-ranging community in German-speaking countries.

With the talents Jonas “vel” Schaffrick, Arne “Baithoven” Löffler and Pascal “Bass” Brand, all former or even still active Rocket League professionals, ISPO and Team FireWall bring together some of the best known Rocket League talents and moderators in the German-speaking area.

In the current eighth season of the RLCS, numerous well-known eSports organizations are competing against each other. The teams this season are from the big two regions:

North America

•    NRG eSports
•    Spacestation Gaming
•    Pittsburgh Knights
•    Ghost Gaming
•    Birds
•    Rogue
•    Cloud9
•    G2 eSports


Together with the community, the ideas, the schedule and the wishes for a new LAN event in Munich will be discussed in four project phases from October 1st, 2019.

Europe

•    Reciprocity
•    Veloce
•    Renault Sport Team Vitality
•    Dignitas
•    Mousesports
•    FC Barcelona
•    TSM
•    Complexity

Who will win the eighth season of the RLCS can just be guessed. There are a few favorites. Among them, of course, is Reciprocity, as they currently lead the table of the Regular Season in Europe. But the competition is close. Veloce, the only team with a german player in the RLCS, has already qualified for the final and is currently in 2nd place in the table. Against Reciprocity, Veloce has already won this season. Also mousesports has shown good games this season.

From North America, NRG, the longest time best team in the region, as well as Spacestation Gaming are particularly strong. An insider tip for many are probably the Pittsburgh Knights, who were able to celebrate quite unexpectedly great successes at the Dreamhack in Montreal.

Gamers prepare for tournament – The Daily Evergreen

A member from WSU’s Esports Rocket League A team prepares for the inaugural Electronic Gaming Federation’s invitation Tuesday in Chinook Room 25. The event will occur Jan. 18 and 19 in New York City.

A member from WSU’s Esports Rocket League A team prepares for the inaugural Electronic Gaming Federation’s invitation Tuesday in Chinook Room 25. The event will occur Jan. 18 and 19 in New York City.

SERENA HOFDAHL

A member from WSU’s Esports Rocket League A team prepares for the inaugural Electronic Gaming Federation’s invitation Tuesday in Chinook Room 25. The event will occur Jan. 18 and 19 in New York City.

SERENA HOFDAHL

SERENA HOFDAHL

A member from WSU’s Esports Rocket League A team prepares for the inaugural Electronic Gaming Federation’s invitation Tuesday in Chinook Room 25. The event will occur Jan. 18 and 19 in New York City.

JAKOB THORINGTON, Evergreen reporter

Downstairs in the Chinook 25, ten students sit at computer monitors with their headsets and lit up keyboards. Some use the keyboards; others plug in their personalized gaming controllers as they practice the video games Rocket League and Overwatch.

One team practicing is WSU’s Esports Rocket League A team. The team will represent WSU in New York City during the inaugural Electronic Gaming Federation’s invitation on Jan. 18 and 19.

Rocket League is a video game where players control cars with booster jets on a virtual soccer pitch. Players work together to shoot a giant soccer ball into the opposing team’s goal.

The team is led by club president Bobby Belter, senior computer science major. Joining him are James Madamba, junior management information services major and Glen Bennett, junior electrical engineering major.

“It’s not something I would’ve ever expected really,” Belter said. “Having the opportunity to do this is just crazy.”

They will compete against other collegiate teams from schools such as Louisiana State University and Georgetown University. The tournament will be streamed on the organizer’s Twitch page.

The club was founded in 2015 for members to play a wide variety of video games. Belter said the club has grown to a visible presence around campus rather than just being a source for people to play games with people they know.

Belter said he has tried to grow the club ever since he became president by expanding involvement and pushing for the club to participate in more events. The club is also a place for casual gamers, and they have weekly game nights for more easy-going games, he said.

Club members communicate mainly through the app Discord. Belter said they have more than 400 verified students active on their Discord.

“It’s far and away different from how it was when I started,” Belter said.

SERENA HOFDAHL
Members of WSU’s Esports Rocket League A team holds practice to hone their video game skills Tuesday night in Chinook 25. Club president Bobby Belter said the club was founded in 2015 and has grown beyond being a source for people to play video games.

During practice, the teams play games online and call out locations and plays for their strategies. Communication and team comradery are vital to their success, Madamba said.

“It’s really important for us to establish getting together and socializing because it builds trust in-game,” he said. “We have fun when we play together.”

Bennet said the opportunity to go to New York and represent the university against other schools is a unique experience.

“To be on a school team, to represent a school, and to go out and get to play other schools, it really feels like you’re a part of something bigger than just casually playing with your friends,” Bennet said.

All three members said Rocket League is among their favorite games and their most played. Madamba said he has put over 2,500 hours into Rocket League.

“The time that people put into real sports, people like us put just as much time into our games and trying to improve,” he said.

LSU, LSU Athletics to host qualifier for first Power Five Esports Invitational on Nov. 15-16 – The Reveille, LSU’s student newspaper

Calling all video gamers: LSU and LSU Athletics recently announced the first ever Power Five Esports Qualifier will be held this Friday and Saturday.

The Rocket League qualifying tournament is open to all full-time students in good standing at the University. Teams of three will compete in online Rocket League competition. Students interested in competing must sign up by Thursday, Nov. 14.

Rocket League, a vehicular soccer video game, is one of the most popular multi-player games in esports. The game has up to four players assigned to two teams, which use rocket-powered vehicles to hit a ball into the opposing team’s goal and score points. 

The winning team from the tournament will advance to the inaugural Power Five Esports Invitational. The tournament will feature four weeks of preliminary matches in December to determine which teams will advance to the final competition on Jan. 18-19, 2020, in New York. It will also include live coverage streamed on Twitch.

The invitational will feature Rocket League teams of students from member schools of the top five collegiate athletic conferences, including the SEC, AAC, Pac-12, Big Ten and Big 12. The winning team’s expenses for travel to New York will be paid for.

 “While esports is not a recognized sport with the NCAA or with the participating schools, when power five athletics programs get together, the world will be watching and that’s great for LSU,” Senior Associate Athletic Director Robert Munson said in a statement. “This kind of tournament is a first for our campus and required a joint effort with the university, the esports club and many other groups on campus. It’s an exciting opportunity and we are happy to be one part of it.”

Click here to learn more about Rocket League or here to sign up for the Rocket League qualifying tournament. 

Old Dominion University to Launch Esports Program – Spaces4Learning

BUSINESS

Old Dominion University to Launch Esports Program

NORFOLK, VA – Old Dominion University (ODU) will become the first four-year public institution in Virginia to join the world of esports with a new varsity program beginning in the fall of 2020.

Managed by the Department of Recreation and Wellness, ODU’s Esports Program will be a member of the National Association of Collegiate Esports (NACE), which has more than 160 institutional members across the country.

“Formal and informal varsity esports teams have grown significantly across the country over the past several years,” says Grant Deppen, assistant director of intramural sports. “Seventy-five percent of young people between the ages of 13 and 17 play games on a regular basis.”

The rapid growth of esports leagues across North America, Europe, and Asia have made millions in prize money and live-streaming deals. In July, 16-year-old Kyle Giersdorf of Pennsylvania won $3 million as the champion of the Fortnite World Cup. Through varsity esports, ODU students can win prizes or scholarship funds from event organizers based on their performance in worldwide tournaments.

The Webb University Center will be the home of the esports program. Roughly 2,400 square feet will be retrofitted with high-end gaming computer systems and consoles available for recreational use by all students and varsity teams. The space will also include a section that allows the varsity competitions to be broadcast and streamed online.

“There are two large gaming student organizations on campus currently; the ODU Esports Club and the Super Smash Association. The ODU Esports Club plays competitively in Rocket League, League of Legends, Overwatch, Counter-Strike: Global Offensive and others,” Deppen says.

In addition to a section of the space for live streaming competitions of the varsity teams, computers equipped with game design software will support student academic and entrepreneurial game development opportunities.

“We see the esports and gamification phenomenon happening at all levels of education and professional development,” Deppen says. “This program and facility will provide significant opportunities for students to hone their skills for majors such as game design studies, graphic design, sport management, cybersecurity, modeling & simulation, computer engineering and computer science and many of the other academic disciplines that the university offers.”

For more information, contact Grant Deppen, assistant director, Recreation & Wellness, at gdeppen@odu.edu or visit odu.edu/esports.

Is Franchising The Future For Esports? – The Esports Observer

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Franchising has been an important tool in getting traditional sports investors involved in esports in recent years, but the effectiveness of the system itself conversely remains a controversial and hotly debated topic within gaming.

Major video game publishers Activision Blizzard and Riot Games have added franchising systems to their biggest esports leagues in the past three years, decisions that set off a wave of investment from sports owner/entrepreneurs such as Stan Kroenke, Peter Guber and Ted Leonsis. Other publishers are said to now be weighing implementing franchising for some of their games. 

Proponents of the move say that franchising has added investment, a more sophisticated business structure, stability, expertise, and enterprise value to esports. That’s because the ubiquity of the franchising model in traditional sports has helped make the structure of esports leagues more understandable and thus more alluring to prospective owners and advertisers.

But questions remain about whether some of the franchise fees were exorbitant, whether geo-location is the best way to unlock fandom for franchised leagues, and whether some games that are currently not franchised would be best served by staying that way. 

Credit: Robert Paul for Blizzard Entertainment

Sports Business Journal talked to 10 industry experts about whether franchising is the right way to go for all esports leagues or only some, and when team owners can judge whether their initial investments were properly priced.

“What franchising really gives is stability for the teams and a level of commitment to whoever is running the league,” said Bryce Blum, founder of ESG Law and Theorycraft, who serves as a lawyer for many of the top North American teams. “It creates a framework for more collaborative structural decision making and revenue sharing — and for leagues it creates a reciprocal dynamic where teams can’t just walk away. That level of commitment both ways can be very valuable.” 

Activision Blizzard started the Overwatch League in 2018, after selling 12 franchise slots in 2017 heading into the inaugural season — with franchise fees reported to be $20M USD. Activision Blizzard also is moving forward with 12-team,  franchised Call of Duty League next year that will be city-based. Franchise fees were said to be $25M for that property. Riot Games sold 10 franchise slots for its North American League of Legends Championship Series in 2017 for $10M to existing teams and $13M for new teams. 

Several popular esports remain unfranchised, including Dota 2, Fortnite, and Counter-Strike: Global Offensive. Among those that could move to franchised systems in the future are FIFA, Apex Legends, and Rocket League.

Credit: Psyonix

Unfranchised leagues are closer in structure to open tournaments, where any team has the chance to qualify as long as it reaches certain achievements or prerequisites. Some unfranchised leagues also have promotion and relegation.

It is far from a consensus that franchising is the only model.

For example, Jeremy Dunham, vice president of publishing for Rocket League owner Psyonix Studios, said that while franchising is something some of its teams have been interested in, “there’s no outright evidence that says that is the only way to go.” He added that while Psyonix is considering franchising, “there are all sorts of different models to make it bigger and better and still get more opportunities for players to make money, get prestige and have more access to the game.” 

Blum noted that a publisher’s goal for a given game is among the most important determinants of whether an esport should go to a franchise model. Epic Games, for example, is seen as more interested in growing Fortnite as a video game than creating a pure esport, and it has focused more on individual players than teams in its competitions. Fortnite has ever-changing elements within the game that increase the randomness and decrease the need for elite skill to do well. This makes it less likely that the game would move to a franchise model. Other esports simply may not have the fan base to support franchising.

Pictured: 2019 League of Legends World Championship Finals at AccorHotels Arena. Credit: Michal Konkol/Riot Games

“The answer to the question, ‘Is franchising right for all professional esports around the world?’ cannot be ‘yes’ because there’s going to be some games and leagues too small to reasonably justify the type of friction, and massive financial and legal lift, that comes with setting up franchising,” Blum said. “I do think it’s fair to call into question whether or not the cost [of esports franchise fees] matches the risk-reward profile, but that’s a separate question entirely than whether franchising as a structure has the potential to be a good thing for a particular esport.” 

One positive that franchising has provided in esports is stability and security, industry experts say. For example, the League of Legends Championship Series (LCS) dropped its promotion and relegation system after it moved to a franchising model, giving LCS teams the confidence to know they could invest in and plan for the long term since there is no chance the team could drop out of the league. Teams in the Overwatch League know they’ll share in league revenue around media rights and sponsorship.




While unfranchised esports leagues such as Rocket League have set up certain revenue-sharing opportunities for teams, experts say that the biggest potential to distribute revenue from sponsorship and media rights is in the franchised properties, where the team owners help own the league itself.

For example, the OWL has had media-rights deals with Twitch and ABC/ESPN over its first two seasons, and the property is starting to land blue-chip sponsors such as Bud Light, Coca-Cola, and Toyota with regularity. Along with getting local revenue from holding home events and selling tickets to them, getting revenue from these growing streams is part of how OWL teams plan to make their operations profitable in the coming years.

Credit: lolesports/Riot Games

The nonfranchised Rocket League Championship Series lets teams sell certain in-game items such as branded car decals or wheels to people playing the video game as a way to help teams make money. But such revenue, while welcomed, is not seen by teams as massively material, and some in the Rocket League space say they would be happy to see a franchised model be implemented.

Still, industry experts point out that not all esports leagues are necessarily ripe to move to a franchising model for a multitude of reasons. Some critics and fans also feel that franchising takes away a grassroots element of a game’s esports ecosystem by getting rid of open competitions and taking away the ability to have Cinderella stories.

For example, Fortnite’s esports scene is not franchised, and it touted that 60 million people try to qualify for its World Cup event earlier this year. Some in the Rocket League space also said they were averse to the franchising idea after Sports Business Journal reported that Psyonix League was considering the move.

As franchising leads to deals for exclusive media rights, an esport’s distribution could be limited. The OWL in its first two seasons, for example, had deals with ABC/ESPN and Twitch, so its games weren’t on YouTube.

Credit: Paris Legion

There also have been some longtime teams that have dropped out of a game’s esport league after it moved to a franchising model. Most recently, the Call of Duty League has faced some negative headlines over a couple well-known teams from its prior, non-franchised model not switching over to its new franchised system that is debuting in 2020. One of them was the esports organization 100 Thieves, whose founder Matt “Nadeshot” Haag gave an impassioned explanation in a video released on social media where he cited the price of an expansion slot among the reasons for the move.

Haag also noted that 100 Thieves was trying to build a global fan base, which didn’t fully match up with the Call of Duty League’s new city-based model. To that end, the question over whether to geo-locate is another subset of the franchising debate within esports.

While Activision Blizzard’s two franchised esports leagues are trying out the home-team model like traditional sports, Riot Games’ League of Legends franchises are not tied to specific areas, which has led to dual visions on the best way to grow a competitive gaming property. 

OWL owners and executives are reporting early positive results in their bids to build local fan bases, and they see the exclusive territorial marketing rights afforded to them as another benefit of Activision Blizzard’s franchising system.

Credit: Robert Paul for Blizzard Entertainment

Joe Heyer, Spectra’s director of esports partnerships who is helping sell sponsorships to Comcast Spectacor’s new $50M Fusion Arena in Philadelphia (see related story), likes to tell a story from a recent watch party for the Philadelphia Fusion team in the Overwatch League. A Philadelphian walked into the bar where the Fusion was holding the watch party and questioned Heyer on what the fans were watching.

“He didn’t fully grasp it, but then I said, ‘By the way, we’re playing New York.’ And he said, ‘Go Philly and (expletive) New York!’” Heyer said. “That’s the spirit we’re trying to tap into.”

Among the most important business aspects to watch in the franchised leagues over the coming years will be how team owners come to view their investments in relation to their initial franchise fees. Most OWL teams, for example, have yet to turn a profit, so the pressure is increasing to find more revenue and keep costs from skyrocketing.

Ben Spoont, co-founder and CEO of Misfits Gaming, which owns franchises in the Overwatch League, Call of Duty League and League of Legends’ European series (LEC), predicted that team owners will start to know the value of their investment within three to five years. 

Tucker Roberts, president of the Fusion and son of Comcast CEO Brian Roberts, said the Fusion has already seen its value go up, but that “we’re really in the first inning of esports,” and his family maintains confidence that the investment will pay off handsomely in the long run.

Credit: OverActive Media Group

Potential expansion by the franchised leagues is also likely. The OWL would like to expand into Europe, and sources said that the Call of Duty League had more than 12 prospective investors and only stopped at a dozen teams for the first year for competitive structure purposes.

Chris Overholt, CEO of OverActive Media, which owns franchises in OWL, Call of Duty League and League of Legends’ European series, said he remains “a big believer” in the franchising model set up by Activision Blizzard CEO Bobby Kotick and Activision Blizzard Esports CEO Pete Vlastelica.

“We were compelled by the Overwatch League model, and the way Bobby and Pete have put that together has allowed us to participate in the sharing of revenue and enterprise value over time,” said Overholt. “We have a long view to this industry, and we know what it’s going to take to make profitability and enterprise growth a reality.”


Adam Stern is a staff writer for Sports Business Journal, where this article first appeared.


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