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NASEF Takes the Helm of United States Esports Federation (USEF)

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NASEF is now leading the United States Esports Federation (USEF) and will be taking U.S. gamers into the worldwide esports competition arena. The Board of Directors of the International Esports Federation (IESF) recently voted for NASEF to manage the United States Esports Federation. USEF, now a wholly owned subsidiary of NASEF, will strive to develop a competitive powerhouse with talented, hardworking, principled U.S. esports athletes.

“IESF has great confidence in NASEF as it takes charge of USEF and leads the way for U.S. athletes in our world esports (WE) competitions. There is great potential in the United States to build highly competitive esports teams and generate excitement for worldwide events. NASEF is poised to apply its principles and experience to spearhead growth and spirited engagement in the competitive arena,” Vlad Marinescu, President of IESF, said.

NASEF History

NASEF’s high standards and core philosophies are a key foundation as it oversees competitive events for esports professionals. These athletes will compete for titles and earn prize money by representing the United States in the World Esports Championships and other worldwide events in 2023 and beyond.

In the past year, as IESF’s worldwide education partner, NASEF has provided significant value to member countries and leaders. Its model of building an esports ecosystem with varied career pathways built around a magnet of gamers and gameplay has become a core educational focus for many IESF member nations. NASEF continues its firm commitment to this model in K-12 schools. NASEF now will also shape the structure and implementation of United States professional esports as the exclusive pathway to IESF world championships. Elite gamers will have the opportunity to enter tournaments where winners will represent the United States of America and compete in worldwide title events.

NASEF Board Chair Todd Harris has been a leader in the games industry for decades, as founder and developer of popular video games and companies, a pioneer and architect of Atlanta’s scholastic esports movement, and currently co-founder of a video and event production company.

Harris said: “Global esports competition is thriving, and the U.S. should be well-represented. NASEF is thrilled to take the helm of USEF and foster positive growth and a winning spirit among competitive players.”

“NASEF has always focused on helping students build life and career skills through esports. For a select number of elite players, professional competition is their path to success. We’re excited to bring USEF into the NASEF family and have it serve as the pathway for U.S. players to compete around the world,” said Gerald Solomon, Executive Director of NASEF and now also serving as President of USEF.

Tournament Plans

NASEF assumes leadership of the USEF immediately, with Clint Kennedy as Managing Director. USEF plans to send teams to the upcoming IESF World Esports Championships in Romania in the following titles: Mobile Legends (MLBB), DOTA 2, Tekken 7, eFootball 2023, CS:GO (M), and CS:GO (F).

NASEF will be working with U.S. and global partners to strengthen USEF to be the proud platform for US esports athletes. NASEF will build strong ties with game developers and sponsors to ensure a solid foundation for personal, team, and federation growth, and to serve as a platform for U.S. esports athletes.

eSports

CAPCOM’S STREET FIGHTERTM 6 GOING TO COLLEGE THIS FALL

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College conference Street Fighter 6 champions will punch their ticket to the national Collegiate Esports Commissioner’s Cup (CECC) & May Madness in 2025

 

  • CSMG will create and operate College Street FighterTM Tour in North America for the 2024-25 academic year
  • College conference Street Fighter 6 champions will punch their ticket to the national Collegiate Esports Commissioner’s Cup (CECC) & May Madness in 2025
Collegiate Sports Management Group (CSMG) announced today during the kick-off of its Collegiate Esports Commissioner’s Cup (CECC) Texas presented by McDonald’s that it has joined forces with Capcom to launch the College Street FighterTM Tour during its 2024-25 academic year with the finalists competing at CECC Texas in 2025 throughout its May Madness event. Street FighterTM 6  will join Super Smash Bros. Ultimate, Overwatch 2®, Rocket League, and VALORANT as part of the official game titles for CECC.
“We are immensely excited to welcome Capcom into the CECC family and provide a path to glory for student athletes to showcase their skills in Street Fighter 6,” said Michael Schreck, Chief Executive Officer for CSMG. “In our fourth year of building May Madness, we continue to listen to our players, coaches and fans on how to make our event more inclusive, and the partnership with Street Fighter 6 is a resounding success.”
“The Street Fighter franchise is a multi-generational and global game series, so it’s important for us to continue to grow that fandom at the collegiate level,” said Michael Larson, Head of Esports at Capcom USA. “CECC continues to set the standard for competition and community, so it’s a natural format for expansion, and we’re eager for College Street Fighter Tour competitors across North America to show off their skills and join us in Texas next year.”
”The vision for the College Street Fighter Tour is a publisher backed esports series that integrates into the existing infrastructure of The Collegiate Esports Commissioners Cup, a bracket style event series that takes place every year and has been coined May Madness. The path to championship includes invitational bids to national and regional level conferences as well as official CECC qualifiers held regionally,” said Angela Bernhard Thomas, Chief Esports Officer for CSMG’s ESPORTSU.
Every college or university from a 2-year or 4-year institution can participate through their conference or through select qualifiers. Wim Stocks will serve as the Commissioner of the College Street Fighter Tour and bring his 20 years of experience in college esports to create a dynamic and engaging format of competitive gaming.
“Since the launch of Street Fighter 6 in June of ’23, it is clear the rich legacy of Street Fighter is stronger than ever and helping lift the fighting game community to still greater heights,” said Stocks. “Having a structure now for a national collegiate competitive series, league, and events, Capcom and ESPORTSU are building a phenomenal ecosystem and mechanism for developing up and coming Street Fighter 6 competitors.”
More details on the College Street Fighter Tour will be shared later this year.
CSMG welcomes 84 teams (up from 64 in 2023) this weekend from a record breaking 19 conference champions to the largest scholastic esports festival globally. They will compete at Esports Stadium Arlington on May 3-5 for the chance to hoist one of the coveted trophies. Fans can watch the CECC Texas on ESPORTSU’s Twitch channel at https://www.twitch.tv/esportsu.
CECC Texas 2023 was also recently awarded LAN Event of the Year during the inaugural Scholars Awards in Las Vegas, which are produced in partnership with the Esports Awards.
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R&D rethink needed for sportsbooks to harness esports’ power

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Esports betting is still grappling with a perception problem amongst operators. Despite the leaps and bounds in product development made by suppliers – particularly in the last two years – esports hasn’t shaken off the image built in the late 2010s.

Our good friend, Oliver Niner, Head of Sales at PandaScore, has been kind to share the below article with us.

There’s scepticism around esports betting’s value, how well it can actually perform and what’s needed to make it appeal to bettors. A big part of that comes down to perception, which shapes the research and development (R&D) choices made by each operator.

Self-fulfilling prophecy?

Operators who have put the research and development (R&D) resources into esports are seeing excellent growth, while others are still treating it like part of a long tail. The lack of a uniform approach to esports often translates into hesitancy to be bullish and invest in esports.

Whereas in the United States, post-PASPA sports betting has exploded and operators are seeking to capture as much territory and market share as possible because in most cases, you switch the lights on and the money comes in. It’s, of course, good business sense to take opportunities like this – you can apply the same templates used elsewhere on an incredibly lucrative market.

This kind of approach has been attempted for esports and hasn’t found the same success. Granted, the legislation for betting on esports has been somewhat slower than that of sports betting and iGaming.

However, bullish operators have acknowledged the fact that esports hasn’t found the same success in regulated states and asked what can be done differently, while for others, esports has been thrown into the too-hard basket or relegated to the bargain bucket.

For the latter, the fate of the esports vertical becomes a self-fulfilling prophecy – especially if an operator already using a budget esports product that throttles its very growth.

It takes two to tango

When esports is discussed in broader betting circles, you’ll often hear different versions of the same talking point: the problem with esports is no one is doing it well, it doesn’t innovate.

This argument is a case of the pot calling the kettle black. Esports is a driver of innovation, and it is sportsbook R&D that is holding it back.

Multiple suppliers on the market are investing significant resources into R&D, and bullish operators are leveraging these product innovations to acquire new customers and create engagements made for the internet age.

There are understandable reasons why sports betting doesn’t innovate. It’s largely because operators focus on acquisition, entering new territories and spending money on data rights. But the actual R&D on sportsbook products is left lacking, with ever-increasing cost-per-acquisition (CPA) numbers a clear symptom of this.

It means that if an operator does decide to use or acquire an esports specialist supplier but does little to cater its product and attempts to just lay the sports betting template over the top, of course performance will be throttled.

It’s like putting a Ferrari engine in a Prius – no offence to Toyota or Prius owners.

The same problem exists on the platform supplier front. Platforms are understandably focused on compliance and getting customers live, not necessarily improving models or their products.

Even the idea that if you just acquire an innovative company the problem is solved or you have found the solution, doesn’t hold water. In many cases, the company is acquired and plenty of noise is made about it, but there’s little organisational investment in R&D afterwards.

It’s not just in esports

These problems extend to customer acquisition and marketing for most emerging markets, not just esports. There’s a rush to use the same old playbook in newer sectors because it’s easy.

The fantasy vs. house sector in the US is already experiencing an acquisition arms race. As analyst Dustin Gouker points out, deposit match bonuses for new users on fantasy vs house products have jumped from $100 to as high as $500 in some places.

This is the same race that played out in sports betting and despite the costs, there’s little effort from most operators to try something different. There’s less work when you just put the same acquisition template on an emerging sector and call it a day. This seems to be an accepted practice in the industry, for better or for worse.

Esports betting success requires ongoing dialogue

Rather than attempting to wedge esports into hegemonic sportsbook approaches, sportsbooks need to take a completely unique approach.

The fact is the betting sector has barely scratched the surface – communities of esports fans are still dormant. Canadian operator Rivalry has built a successful, esports-first business by embracing the ever-changing internet culture that esports inhabits. French esports organisation Karmine Corp recently sold out a 30,000-person stadium for an event with no prize money up for grabs.

Innovative products developed on the supplier side like microbetting and betbuilders are only half of the equation.

Maximising esports revenues requires institutional investment, ongoing R&D and collaboration between suppliers and operators to create products and experiences. This includes having staff on the operator side that can drive and push the product further, and crucially, rethinking current sportsbook strategies and practices.

Building experiences for betting’s greatest emerging market – one that caters to your future core audience – takes investment, innovation and a willingness to experiment. If the industry wants to make the most of the Millennial and Gen Z audience that will become its primary customers, investment into R&D and close collaboration between suppliers and operators is needed. Many hands makes light work.

 

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North Star Network Acquires Um Dois Esportes

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North Star Network has acquired Um Dois Esportes, a sports coverage and analysis site created from the merger of Gazeta Do Povo and Tribuna do Paraná in 2020.

Julien Josset, co-founder of North Star Network, said: “Thank you to the team at GRPCOM for their faith in us to take the brand forward. Um Dois Esportes is an established and renowned site in Paraná State, and we’re excited about the challenge of developing this asset.

“We’re happy to maintain the collaboration with the existing editorial team, and look forward to working with them, bringing our unique NSN approach, to take UDE forward.”

NSN’s signing of Um Dois Esportes is the media house’s fourth acquisition of 2024, following the recent deals to purchase UK-based SportsMole and MrFixitsTips, as well as Chilean site AlAireLibre, which was announced in March.

The latest addition to the North Star media portfolio joins existing assets including Top Mercato, Afrik-Foot, and Vringe. The Paris-based company already oversees a significant Brazilian operation, delivering over 6 million sessions per month, from the likes of Trivela, Premier League Brasil and Lakers Brasil.

NSN will retain Curitiba-based journalists from the Um Dois Esportes legacy team to maintain the asset’s unique tone and popular coverage of the Paraná sports scene across site and social.

Rafael Mello, Director of GRPCOM, said: “We were surprised by the interest, and initially had no intention of selling Um Dois, but as the conversations evolved, we realised this was a serious group with good intentions. We were very happy to see our project being valued by a large international group and going global, demonstrating the quality of the content we produced.

“We’re also proud that North Star inherited our journalists, who are truly responsible for the success of the product we offer readers every day.”

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