eSports
USA Take Victory At Red Bull Campus Clutch 2022
Red Bull Campus Clutch, the global student VALORANT tournament, concluded tonight with an explosive finale that saw USA take victory at the epic Estádio do Pacaembu, Sao Paulo, Brazil. The Grand Final put an exclamation mark on the tournament that saw over 30,000 participants, 400 events and an international LAN final that for many players is the biggest stage they have ever played on. 50 teams arrived in Brazil on December 13th, and the following four days of intense gameplay proved USA the champions, taking home bragging rights, €20,000 and an exclusive VIP experience at a 2023 VALORANT Tournament event.
The Red Bull Campus Clutch World Final saw 135 matches over 4 days, with official streams across three separate languages (English, Spanish, Portuguese), with 42 total streams and 39 co-streams.
Friday kicked off with the two Semi Final matches, USA vs Macedonia, and Canada vs Poland. Canada and Poland started the action first, with a back and forth affair that saw Canada take the first map 13-6, Poland come back in game two with a 13-6 victory on Haven, before a tight third game that saw Canada take out Poland 13-10.
USA more easily found their path to the Grand Final, outclassing the underdog Macedonia 13-8 and 13-10. The energetic Sao Paulo crowd tried all they could to support Macedonia from the stands, however USA were in a different class as they stormed through the opposition, hungry to meet Canada for an all-North American Grand Final.
USA kicked off the best of five Grand Final with a quick 13-4 win, a sign of things to come. Canada clawed back a victory on the second map, Icebox, however once again the stamina and class of USA came through as they took the next two maps, and the trophy, with 14-12 and 13-7 wins on Haven and Bind respectively. A win for a team that has not spent a great deal of time playing together, their talent and confidence meant that they put on a dominant performance against some of the best student teams the world had to offer.
On what a win at Red Bull Campus Clutch meant, Micheal ‘Dark3st’ Herrera said “Honestly, we put so much effort into this, we put so much time into playing together, and it feels amazing.” Ali Salahedin followed up on the experience “It was honestly great. The locals were all very nice to us, everyone in Sao Paulo has been very nice and welcoming. Thank you all for coming out to support us, it means a lot!”
Alex “Vansilli” Nguyen said on the Grand Final “I don’t think I was expecting a North American final. We’ve seen Egypt, defending champions, coming in from last year. So many teams and so many matches, even in the group stages, that went into overtime. This game is only two years old, going into the third year, and we’re already seeing that from all these regions around the world they’re bringing that competition. I don’t think there’s one strong region for VALORANT, either in VCT or collegiate events such as Red Bull Campus Clutch.”
Red Bull Campus Clutch is a grassroots esports initiative bringing up-and-coming student VALORANT players of every skill level together as they team up and experience competitive gaming as they have never before. In its first year, the tournament showcased up-and-coming talent who went on to establish a career in the pro scene. Now wrapping up its second year, the 2022 tournament saw over 30,000 participants and more than 400 separate events, culminating in an epic LAN finale in the Estádio do Pacaembu, Sao Paulo, Brazil.
The Red Bull Campus Clutch World Final was also supported by the tournament’s four outstanding partners. Intel NUC, renowned for packing high-powered gaming rigs in small form factors, supported with their top-notch Gaming PCs. SteelSeries, the worldwide leader in gaming and esports peripherals, is the official Peripheral brand of Red Bull Campus Clutch equipped students with award-winning gaming headsets, keyboards, and mice. Backforce, the new Gaming Chair partner, provided ergonomic chairs that can boost performance and help maintain high-level gaming over long, competitive sessions. And the official Monitor Partner, AGON by AOC provided high-performance gaming monitors for the event.
eSports
Community Gaming Joins Forces with Moonton as Official Esports Partner for Mobile Legends: Bang Bang
Community Gaming (CG), the leading esports platform for automated tournament payouts and sponsor of the Mobile Legends: Bang Bang’s professional league for the Latin America Region, MPL LATAM, now supports developing esports communities in Latin America in collaboration with Moonton.
This partnership is a significant boost to CG’s existing advantages associated with its grant program, a partner-backed initiative to provide organizers with economic resources based on the performance and growth of their local gaming communities. Tournament organizers can apply to receive platform support, prizes, in-game currency, items, and tournament professional assistance including “Tournament Mode,” a special setting on Mobile Legends: Bang Bang that grants organizers enhanced features, such as unlocking all available skins in the game for players to fully enjoy a complete and unique MLBB pro tournament experience.
Wei Xu, regional esports operation manager at Moonton, said: “We are excited to announce the partnership with Community Gaming. Community Gaming is the most accepted esports platform in our community in Latin America. We hope this partnership brings new experiences to the players.”
As MPL comes to its end this year, CG will also be collaborating with MLBB professional teams for a flash $4000 prize tournament set to enhance the visibility of the company’s services. This event marks a pivotal moment set to highlight CG’s preparedness to impact the professional MLBB scene.
Community Gaming and Moonton are no strangers to mutual cooperation. In the past both companies have partnered to develop the Dawn of Heroes Series, a set of events in 2021 and 2022 that offered qualifying slots to MLBB’s Signature Competition, Liga LATAM. The companies have also worked together on Peru’s University Tournament INTERU 2023 and currently Community Gaming hosts significant activity of MLBB Tournaments from over 12 countries on a monthly basis.
eSports
Esports player age verification should be simple
Despite the continuing professionalisation of esports, misconceptions about player age persist – particularly of underage pros playing in professional esports.
Back in 2021, the PandaScore whitepaper dug into the data around player age in professional esports and found that the average age of a pro player was just under 24 years old. By comparison, the same report noted that the average age for a men’s professional footballer was about 26 years old.
While there is no great gulf in player ages between esports and traditional sports, there’s more apprehension around this topic once there’s a keyboard or controller involved. There are good reasons behind this focus, but the truth is that a simple and straightforward product makes player age verification easy.
The reason behind the focus on player age
Compliance with player age requirements has been a particular concern as legalised sports and esports betting rolls out across the US. These are completely reasonable concerns, partly because of the state-by-state nature of American regulation, but also due to past compliance issues in the likes of ITF tennis.
Age compliance isn’t a challenge unique to esports. It does have younger players in the same way tennis does, so it’s a space that operators consider a potential risk area based on precedent. While it’s understandable to be vigilant about ensuring age compliance across your whole book, the reality in esports is it’s just like any other sport.
However, with this greater attention, it’s crucial for esports suppliers to have a simple, high-quality solution that is flexible for any jurisdiction – and not just treat it as a spreadsheet-based, tack-on service.
Importance in the US
It’s abundantly clear that if you want to ensure compliance in the US space, player age verification isn’t a nice to have, it’s an integral part of your product. Across each jurisdiction player age verification can vary – something we’ve seen in Europe as well such as Sweden’s rule that a match must have 60% of players over the age of 18 for an operator to offer match bets.
In sports, it’s fairly straightforward to implement but has been an oversight from sports data providers in the past. It’s quite easy to provide, it just requires collecting data from multiple, reputable sources outside of the match itself.
PandaScore has been collecting player age verification data since it was founded in 2017 to ensure compliance no matter the regulation, no matter the jurisdiction.
Embedding player age verification in your product
Ensuring age compliance was a founding principle for our product suite – we included it as a key datapoint in our API, which is the bedrock of our broader offering. Suppliers should have this embedded in their products, rather than an additional service.
PandaScore believes that offering player age verification as part of an API and integrated into your service means you can be more confident in your compliance not just for individual esports titles, but from match to match.
For us it’s simple: one of PandaScore’s founding principles is to not rely on only one single data source, but leverage multiple quality data sources that we can trust. We have a longstanding and highly developed process that guarantees a level of accuracy for player age verification that’s in line with regulation and gives operators the confidence that they’re compliant. Our practice of using multiple data sources means that double and triple-checking information to ensure player age compliance is in our nature.
With player age verification built into an API, operators can leverage the data to match the compliance needs of any given jurisdiction. This can be done by integrating player age data via the API, it can be included in their feed via our odds product with the flexibility to add exclusions where necessary, or if an operators wants it in a simper form, it can be done via request.
Player age verification might seem like a simple item, but is a compliance matter that’s essential to operating in a proper fashion. Noting the concerns and greater focus on player ages in esports, it’s something that’s important to get right: player age verification should be entrenched in esports products themselves to give operators the flexibility and simplicity that they need.
Author: Oliver Niner, Head of Sales at PandaScore.
eSports
CS2 Intel Extreme Masters Rio 2024 SuperComputer: NaVi to bounce back after Blast Fall Final loss
Final: Natus Vincere (36.5%) to beat Team Vitality (28.1%)
Semifinal 1: Natus Vincere (52.6%) to beat MOUZ (16.3%)
Semifinal 2: Team Vitality (47.7%) to beat G2 Esports (18.7%)
Quarterfinal 1: G2 Esports (39.8%) to beat FaZe Clan (32.8%)
Quarterfinal 2: MOUZ (35.9%) to beat Eternal Fire (24.7%)
Group stage:
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Natus Vincere – 48.7% to finish 1st; 17.0% to finish 2nd; 84.1% to make playoffs
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Team Vitality – 40.8% to finish 1st; 17.4% to finish 2nd; 77.7% to make playoffs
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G2 Esports – 19.3% to finish 1st; 20.4% to finish 2nd; 56.7% to make playoffs
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MOUZ – 14.5% to finish 1st; 21.8% to finish 2nd; 53.0% to make playoffs
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FaZe Clan – 13.9% to finish 1st; 21.0% to finish 2nd; 50.2% to make playoffs
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Eternal Flame – 40.7% to finish 1st; 16.2% to finish 2nd; 40.7% to make playoffs
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Liquid – 16.3% to finish 7-8th; 35.7% to make playoffs
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Virtus.pro – 15.4% to finish 7-8th; 29.9% to make playoffs
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Astralis – 28.9% to finish 9-12th; 31.5% to make playoffs
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The MongolZ – 32.7% to finish 9-12th; 25.4% to make playoffs
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Complexity – 34.3% to finish 9-12th; 21.2% to make playoffs
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Heroic – 26.8% to finish 9-12th; 23.5% to make playoffs
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paiN – 36.5% to finish 13-16th; 21.0% to make playoffs
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FURIA – 36.4% to finish 13-16th; 20.9% to make playoffs
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9z – 44.7% to finish 13-16th; 14.6% to make playoffs
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Imperial – 49.1% to finish 13-16th; 13.9% to make playoffs
It has been quite the run for NaVi despite their loss with back to back grand finals in recent weeks but CSDB.gg’s predictive model suggests there will be no let up for the Ukrainian esports organisation.
G2 will also be looking to build more momentum in preparation for Majors season with NiKo on a quest to finally get over the line this year to win his first major title. Hopefully Rio won’t have to see a repeat of his reaction in the semifinals at BLAST Premier Fall Final 2024 where he punched a hole in a table after losing out to Team Vitality in a key moment.
However, the hosts of Intel Extreme Masters Rio 2024 may want to lockdown any nearby furniture and reinforce their desks if G2 are set for disappointment at the semifinals stage as predicted by the CSDB.gg SuperComputer.
A victory in Rio could be even more consequential for how the end of the year shapes up for the leading teams on the circuit. The Valve Global rankings have both teams close at the very top (NaVi at 1988 and G2 at 1953) meaning a win for either team could hand them a key advantage when it comes to who enters the Majors as top seed.
Back-to-back wins in T1 events for G2, should they prosper in Rio, would set the Berlin-based team on an incredible trajectory going into the winter months.
Meanwhile, Brazilian hopes for glory look slight according to the CSDB.gg SuperComputer with FURIA, the team co-owned by Neymar, having only been given a 20.9% chance of even making the playoffs.
They are the leading contenders to make an impact for the home crowd but there are other teams flying the flag for Brazil with paiN and Imperial also set to give it their best to give local fans something to cheer on.
In terms of forecasted matchups of note, G2 and FaZe Clan could offer up a fascinating encounter in the quarterfinals should both teams qualify, with each organisation rated as having a strong chance of making the semis with little to separate them should they meet.
How was the CSDB.gg CS2 Tournament SuperComputer created?
The CSDB.gg CS2 Tournament SuperComputer is a predictive model created using world ranking points, team quality ratings and performance trends. An element of randomness is also included in the model to avoid the best teams and players always winning, to reflect the fact that upsets can happen.
Every tournament is simulated 1,000 times with the results aggregated into a percentage rating of the chances teams or players have to achieve the predicted result.
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