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CAN VIDEO GAMES HELP SCHOOLS CATCH UP WITH THE DIGITAL WORLD?

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CAN VIDEO GAMES HELP SCHOOLS CATCH UP WITH THE DIGITAL WORLD?

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The Interactive Software Federation of Europe (ISFE), has published the results of its Games in Schools project. 

It comes in advance of next week’s publication of the European Commission’s updated Digital Education Action Plan. The Games in Schools project includes a new teachers’ handbook, a resource created for teachers, in collaboration with European Schoolnet (a network of 34 Ministries of Education).  

It is designed to provide educators with training on how to use commercial video games for teaching support in the classroom – to support student engagement and the development of digital competences, boost digital literacy and help fill the digital skills gap in Europe. 

Discussing the project ISFE CEO, Simon Little, said: 

“There is a wealth of evidence that the use of video games in the classroom boosts important 21st century skills: teamwork, communication, problem solving, critical thinking,  analytical skills and much more. 

“Video games are central to today’s society, and the European Commission should use the Digital Education Action Plan to encourage all national governments to embrace the opportunity for digital growth and employment in Europe that they represent and to follow the Polish Government’s example by adding them to the school curriculum. 

“Europe’s video games industry is worth €21.6bn and it has grown 55% over the past five years. Europe’s educators need to catch up and prepare our young people for the jobs of the future.”

 

The European Commission cites the Action Plan as a key instrument in the COVID-19 recovery process.  A recent Ipsos MORI study commissioned by ISFE found that one in five parents agreed that video games had helped with their children’s education and schooling and a high proportion of parents agreed that playing video games had a positive impact on mental health during lockdown. Video games were a valuable tool for people to stay connected with friends and family online, for education, fitness and entertainment during the worst of the pandemic.

European Schoolnet Executive Director, Marc Durando, commented, : 

“The pandemic has shone a light on the importance of supporting teachers to use digital tools in a pedagogically effective way. Video games have the potential to not only engage students in learning but to also turn them from passive consumers of digital media to creators and developers that shape the digital media of tomorrow. 

“The Games in Schools project has provided teachers with training and guidance on how to achieve this shift through pedagogically grounded learning activities which make use of video games in the classroom.’’

 

The results of Games in Schools, which successfully reached more than 4,200 teachers across Europe in 2019, and the new teachers’ handbook will be presented on 29 September at a free online event, “Learning by Playing”, supported by Sabine Verheyen, Chair of the European Parliament’s Culture and Education Committee with a keynote speech by Antoaneta Angelova-Krasteva, Director for Innovation, International Cooperation & Sport, DG EAC, European Commission.

 

AYO.NEWS says:

We’ve often argued that education, at least in the UK, Europe, and North America, is failing students and preparing the ground for a skills crisis in the long-term. 

Though there are many factors contributing to this, one of the most apparent is the sloth-like pace of change in the public education systems, meaning teachers lack current knowledge and skills, and courses are often obsolete by the time they are launched. 

However, the video games (and esports) industries, embody precisely the opposite qualities – being extremely informed, dynamic, and willing to embrace new ideas and ways of doing things. So, it makes sense that video games can play a pivotal role in education – not only in helping engagement and digital skills, but also in fostering a proactive, 21st century mindset. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

With several years experience in the igaming and sports betting industries in Malta under his belt, over the last few years Oliver has developed a passion for blockchain and an interest in esports. He’s also a published novelist and has a background in art and photography.


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NINJAS IN PYJAMAS BOLSTERS BUSINESS TEAM WITH MORE KEY HIRES

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Image credit: Ninjas in Pyjamas

Swedish esports organisation Ninjas in Pyjamas has announced two new hires in the form of Vincent Lutz and Anton Fagerhem.

Lutz is joining the Ninjas as Head of Community and Growth, while Fagerham is new Head of Communications and Public Relations. 

Lutz was previously with gaming peripherals brand HyperX, where he spent four years overseeing things like influencer marketing, social media, and content creation for the EMEA region. Fagerham was most recently Creative Director at esports production company Black Molly Entertainment. 

Commenting on the hires, Chief Operating Officer at Ninjas in Pyjamas, Jonas Gundersen, said:

“Getting the right people in the right seats is critical to keep building on our momentum, while sustaining a small and agile organisation. We have a lot of very exciting things coming up, and will keep investing in our people and infrastructure as we further expand our organisation across all departments.”

 

Brazilian former professional Rainbow Six Siege player, Lucas “yuuk” Rodrigues, has also joined NiP as its latest content creator and streamer. 

Commenting on joining NiP, Rodrigues said:

“To be able to say that I’m an official streamer for Ninjas in Pyjamas, wow, it’s hard to describe what I’m feeling right now. I left my professional career to become a full time streamer, and now I get to join one of the most legendary organizations in the world. Lets go, new home and new battle cry!”

 

Ninjas in Pyjamas currently field players in Counter-Strike: Global Offensive, DOTA 2, VALORANT, FIFA, and Rainbow Six. The organisation is partnered with major betting operator betway, electronics giant Panasonic, gaming peripherals brand Xtrfy, digital trading card platform Epics.gg, and ASUS’ Republic of Gamers gaming brand. 

 

AYO.NEWS says:

With so many industry shedding jobs by the thousands right now, it’s great to see esports organisations are continuing to invest talent – both on the business front and content creation side of things. It’s been quite a busy year for NiP so far in terms of hiring, so we wouldn’t be surprised to see more before the year is out.

 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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VIDEO GAME STREAMING AVERAGE WEEKLY HOURS WATCHED ECLIPSES 0.5 BILLION IN Q3

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Valkyrae

Stream Hatchet has reported a 73% increase in year-on-year weekly streaming viewership for Q3 2020. 

The video game streaming, esports and influencers analytics company says that, although streaming consumption did drop a little from its Q2 high (which coincided with the height of the global lockdowns), viewership is continuing to see significant growth year-over-year. 

Viewership across Twitch, YouTube, Facebook Gaming, and Mixer (pre-closure), rocketed 73% year-on-year in the third quarter of 2020, with more than 500 million average weekly hours consumed. 

Though Twitch was still out in front as the streaming market leader during the quarter, with 4.7 billion hours watched, compared to YouTube’s 1.7 billion, it did see a ‘slight’ drop of 375 million hours. YouTube Gaming saw the strongest growth, adding more than 150 million hours, while Facebook Gaming also registered strong growth, surpassing 1 billion quarterly hours. 

The most popular game was, unsurprisingly, League of Legends, while Fortnite came in second, and PUBG Mobile had to settle for third place. 

In terms of esports events, the most watched was LCK 2020 Summer Season, coming in at 33.3M hours watched, closely followed by PMWL – Season 0: East, at 33.2M hours, and then LEC 2020 Summer Season at 28.9M. 

Stream Hatchet also noted that xQc was the most watched streamer overall, with 100 Thieves’ Rachel “Valkyrae” Hofstetter (signed exclusively to YouTube) the most watched female streamer  – she was followed by saddummy, and Pokimane (signed exclusively to Twitch). 

 

 

AYO.NEWS says:

Perhaps no metric better reflects the growth of esports and video gaming in general than streaming viewership, and though a slight drop was expected after the COVID-19 lockdowns eased and millions of people returned to work and more normal daily routines, a 73% year-on-year growth it still quite spectacular. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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VULKANBET BACKS GAMBIT ESPORTS’ CS:GO, DOTA 2, & APEX LEGENDS ROSTERS

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Image credit: Gambit Esports

Malta-based betting platform VulkanBet has been confirmed as title sponsor of Russian organisation Gambit Esports. 

The partnership will see VulkanBet sponsor Gambit’s CS:GO, Dota 2, and Apex Legends rosters through October 2021. 

Discussing the collaboration Chief Gaming Officer at Gambit Esports, Konstantin Pikiner, said:

“VulkanBet sports book has already made a name for itself in the esports industry, and we are happy to have this modern and innovative company among our partners. We have ambitious goals and we are certain that it will be easier to achieve them together! Welcome on board, VulkanBet!”

 

While Director of Communications at VulkanBet, Anna Dmitriyeva, added:

“Gambit Esports is a successful professional team that has been present at the international scene for a long time and is a medalist of many tournaments. Strong line-ups, presence in multiple disciplines, dynamic games, passion for esports and strive to win – these are the things that VulkanBet is looking for. We are certain that this partnership is mutually beneficial and will strengthen both brands in the new esports season.”

 

Gambit Esports also has commercial partnerships in place with Abios, Cougar, LG Electronics, MTS, and WASD TV. 

In addition to Counter-Strike: Global Offensive, Dota 2, and Apex Legends, Gambit also competes in Fortnite, League of Legends, and VALORANT. 

 

 

AYO.NEWS says:

Despite also offering traditional sports betting and online casino, VulkanBet is typical of the new breed of betting platforms, placing a strong emphasis on esports – and we’re sure the partnership with Gambit will help grow their user base, particularly in the important CIS region. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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BECKHAM’S GUILD ESPORTS COMPLETES £41.2M LONDON STOCK EXCHANGE LISTING

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Image credit: Guild Esports

Guild Esports has successfully completed its public market flotation on the London Stock Exchange (LSE), with a market cap of £41.2 million (€45.5/$52.3 million).

The London-based esports organisation, which is co-owned by football legend David Beckham and raised an initial £20m since launching in June 2020, is the first esports franchise to list on the LSE. 

According to Fieldfisher, the law firm specialising in gaming, sports and tech deal, which advised Zeus Capital and Mirabaud Securities in their capacities as joint bookrunners and brokers on Guild Esports initial public offering, we can expect to see more IPOs and buyouts of esports businesses in the near future. 

Fieldfisher corporate partner Anthony Brockbank, who led the legal team advising Zeus Capital and Mirabaud Securities, commented:

“We are excited to have been involved in the first UK-listing of an esports business and to have assisted our longstanding broker clients on delivering a highly successful IPO for Guild.

“While the Covid-19 pandemic has been a testing time for many companies, it is inspiring to see new businesses emerge from and capitalise on the changes in habits brought about by the lockdown.

“Anecdotal evidence suggests the curtailment of other leisure opportunities is driving consumers towards at-home pursuits and activities that do not involve mingling or travelling.

“We expect to see more transactions in this area as other esports companies look to follow Guild in embarking on deals to expand their activities and market share.

“The London IPO market is showing signs of heating up again and is proving attractive to new kinds of businesses like esports looking for ways to extend their reach and accelerate their growth.”

 

As previously reported, Guild is initially fielding teams in Rocket League, FIFA, and Fortnite, and is planning to use the proceeds from its IPO to fully establish these teams, build its brand, and expand into more titles and activities. 

 

AYO.NEWS says:

We absolutely agree with Fieldfisher’s take on esports. Though many observers still dismissed esports as a fringe sector, or ‘flash in the pan’ driven by hype, even into the first few months of the COVID-19 crisis, it is now clear that the crisis could drag on for many more months or even years, and that even when the pandemic has passed there will be no return to the old normal. Things have changed, and video gaming and esports are now firmly at the heart of entertainment and pop culture. 

 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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RIVAL TEAMS UP WITH DETROIT PISTONS & HIRES FORMER ESL EXEC. PAUL BREWER

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Gaming platform developer Rival has partnered with the NBA’s Detroit Pistons, and announced a new key hire. 

The Pistons are the first pro sports organisation in the US to partner with Rival and launch a gaming community for their fans – a place for Pistons fans to communicate, compete, and earn reward points that can be exchanged for team merchandise and other prizes. Games supported include popular sports titles like NBA 2K, Madden, EA NHL, and FIFA, on both Xbox and PlayStation. 

Based on Rival’s white label back-end tech, the Pistons new Motor City Rivals esports community will launch with an NBA 2K21 tournament, sponsored by Gamestar, in November. In addition to cash prizes, fans can get the chance to play online against Pistons guard Bruce Brown, or another mystery NBA player. 

Rivals has also announced the appointment of former ESL Senior VP/Brand Partnerships, Paul Brewer, as executive vice president of global business development. Brewer has previously held positions with ESPN, Turner Broadcasting, and Samsung. 

Commenting on his new role, Brewer said:

“The traditional sports side is trying to get younger and engage with different audiences, and they’re trying to figure it out through gaming and esports and haven’t really done that yet …  (Rival) hits on that white space or empty space for traditional sports teams because of what the product is and what the platform can do to engage traditional sports fans who we know are gamers.”

 

AYO.NEWS says:

With fans still unable to attend games in many places due to the ongoing COVID-19 crisis, it’s never been more critical for sports organisations to embrace digital to engage with their fans and keep their communities strong. Creating an online community where fans can enjoy esports and hang out with each other, while still engaging with their team, seems like a fantastic solution, and we’re sure other pro league teams will follow the Pistons’ lead. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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GLOBAL ESPORTS FEDERATION “AMPLIFIES VALUE” WITH NIELSEN PARTNERSHIP

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The Singapore-based Global Esports Federation (GEF) has announced a partnership with US-based data and measurement company Nielsen. 

Under the strategic partnership, Nielsen will provide research, data, and insights, to help “amplify the value of the GEF and its efforts in convening the world’s esports ecosystem.”

Discussing the collaboration COO of the Global Esports Federation, Paul J. Foster, said:

“The collaboration with Nielsen offers the Global Esports Federation access to best practice measurement methodologies and extensive global research experience in meeting the needs of the GEF and the community we serve. The world is experiencing a tremendous acceleration in the development of esports to connect, entertain and excite the world at an ever-increasing pace.

“We are able to leverage on Nielsen Sports’ expertise in providing relevant insights and data that will help focus the GEF, our members and partners to guide our work as we look to the future for esports.”

 

While International Managing Director at Nielsen Sports, Marco Nazzari, added:

“With longstanding expertise in media consumption measurement and valuation, combined with an unparalleled view of the esports ecosystem, Nielsen Sports is uniquely positioned to help the Global Esports Federation succeed in its mission to further elevate competitive gaming. This new collaboration, leveraging our best in class data and insights will ensure the brightest possible vision of esports.”

 

AYO.NEWS says:

Despite a string of high-profile appointments and partnerships focused on the traditional sports world, the GEF has yet to demonstrate any real connection with, or impact on, the global esports ecosystem. 

There’s no doubt the GEF has some lofty ambitions, but some of its partnerships, like the one announced last month with the Arab Esports Federation (ARESF) – an organisation headed by HRH Prince Faisal bin Bandar bin Sultan Al Saud – raise serious questions about how in-touch its leadership really is. 

The latest deal with Nielsen could be very useful, but we doubt it will make much difference until the GEF gets a grip, dumps its stuffy, painfully bland corporate image, and tries to connect with esports organisations and communities, rather than focusing almost entirely on the traditional sports world. 

 

‘AYO.NEWS says’ features the opinion of the author and does not necessarily reflect the views of Pentagon Digital Limited or its affiliates or associates. 
All original content featured on this site is © Pentagon Digital Limited, 2020

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