Yearly Archives: 2018

Dexerto esports network hits 10 million monthly users; social media grows to 4 million
In April 2015, four co-founders took Dexerto from a hobbyist website into a full-time, fully fledged esports-centric media outlet. Since then, we’ve grown to 50 members of staff based across seven countries, producing editorial, video and live broadcasting content in four languages. We are lucky and grateful to have such a dedicated and hardworking team. This...
149 million dollars in prize money awarded in 2018
In 2018 almost $149 million dollars were paid in esports tournaments. We take a look at the biggest esports tournaments this year. For the fourth year running, leadership in the most rewarding tournaments is held by The International for Dota 2. If in 2014 the prize fund was $11,000,000, in 2018 $25,500,000 were played in...
The U.S. Army Uses Video Games to Recruit
In 1999, a colonel named Casey Wardynski revolutionized the Department of Defense’s strategy toward gaming not by using it for simply for training, but for recruitment. At a Best Buy one day, Wardynski noticed that his three kids would linger in the games section and put up a fight when it was time to go,...
Lineage 2: Revolution topped 30 million global players
Video games are growing faster than ever. Lineage 2: Revolution will break $1B in its first year.  It debuted in December 2016 in South Korea, and it went worldwide in November 2017. The game is also a big deal because the players spend a lot of money. The title generated $176 million in its first...
Solving Fortnite’s Disaster
As Forbes writes, not all games are suitable as an eSport. Games reward competitors based on having the highest score, or in the case of Fortnite, being the last player standing. Winning by having the highest score is much easier to understand and convert to eSport tournament and scoring formats. But as written by Paul...
Fortnite’s Challenges as an “eSport”
As Forbes writes, not all games are suitable as an eSport. Games reward competitors based on having the highest score, or in the case of Fortnite, being the last player standing. Winning by having the highest score is much easier to understand and convert to eSport tournament and scoring formats. But as written by Paul...
Valve’s $4.3B Ecosystem
Valve is a powerful player in the video game industry. Take a look at how How-To-Geek.com views their operations. Valve, the game developer behind franchises like Half-Life and Portal, as well as the company that owns the virtual PC game store Steam, has around 360 employees (as of 2016). In 2017—a year in which Valve released no games—the Steam store...
Collegiate Esports Is Uncharted Territory
In the past five years, collegiate esports programs have been popping up at schools all over America, and these programs have also become a way for smaller schools to stand out from the pack. SUNY Canton, a state college in the upper tip of New York half an hour from the Canadian border, announced its own esports...
400M+ Have Played PUBG
Like many of the 50-odd million people who have bought PUBG since it went into early-access in spring of 2017, and the 400-odd million who have played it, Moseley was taken by the heart-stopping tension of a fight to the last man. He began streaming the game on Twitch and uploaded videos to YouTube. His popularity rocketed with...
Activision is Betting on eSports
This article from SeekingAplha.com hits on the high points of how Activision/Blizzard is betting on the income they can achieve through eSports. Activision Blizzard could be the best-positioned entertainment company to generate enormous returns for their shareholders consistently over the foreseeable future. Robert Kraft and Jeff Wilpon own Overwatch teams, which shows that the owners...
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