Microsoft’s latest acquisition is an esports website.
Over the last few years, we’ve seen Microsoft throwing around its check book to beef up its arsenal of first-party studios. That said, the company’s latest purchase is a bit of a head-scratcher. It’s been confirmed by the tournament-organizing website Smash.gg that they’ve been acquired by Microsoft.
The news quickly spread throughout Twitter on the morning of Wednesday, December 2, following a newly added tab on the Smash.gg website. On the homepage, a banner explicitly states that the website has been acquired by Microsoft. Clicking the banner reveals a bit more information about the deal.
Starting today, NBCLX will provide esports programming from ESR, a U.S. 24/7 esports channel. There will be docuseries, talk shows and tournaments, with industry stars and average gamers alike.
The content airs for free on LX.com without a required log in. It can also be seen on linear TV in 43 U.S. markets, cable and digital platforms like Roku and Apple TV, as well as YouTube TV and Fubo TV, through NBC-owned station apps.
To some, watching others play video games on TV might remind them of simpler days, waiting for a sibling or friend to finish their turn. But to many who help compose coveted young demographics, esports is as engaging, if not more so, than those in real life — or perhaps more fittingly, “IRL.”
“NBC is obviously a really big brand, and LX is a great fit for
Service-disabled Army veteran Jermaine Cohen believes transitioning to civilian life shouldn’t keep anyone from being part of a team.
His new venture is putting that belief to practice. The first annual Veteran’s Bowl Esports Tournament hosted by PRJKT VET — pronounced “project vet” — will livestream Wednesday on Twitch and feature a team of veterans and their supporters in the already-established Madden Championship Series hosted by Electronics Arts.
The EA tournament will center on “Madden NFL,” a video game on Xbox and Playstation that has dominated the National Football League-themed gaming for decades.
“The idea was we wanted to build this online community for these events that ran for a month-long time — Madden, Fortnite — just a few games. But the idea is to make it a yearly event,” Cohen told Military Times.
“We’re just trying to spread awareness and provide some kind of community for veterans to come
Edge Esports, a company developing a smart payment platform aimed at the esports market, has secured $1.5 million in investment. The investment will be used to expand the team so that the Edge Sandbox platform can be scaled up and fully launched, allowing interested parties to easily create smart contracts.
Edge’s investment was led by Blake Picquet, who has invested in a number of early-stage tech and media sports start-ups in the USA along with a key holding in the Texas Rangers baseball team, two early-stage venture capital funds, Green Egg Ventures and Game Tech Ventures, and Robert Reeg, former President of Mastercard Global Technologies for 22 years.
“Having been involved in the payments industry for years and continually looking at innovation for Mastercard across the world, we found that people hated waiting for their money, especially
Without releasing a single game, Apple is one of the largest gaming companies in the world, simply by taking a cut of all transactions on its ubiquitous platform, the iPhone.
But what kicked off as a skirmish months ago when Apple banned Microsoft’s xCloud iOS app offering access to games outside its App Store has evolved into a legal war with Epic Games over its popular battle royale, Fortnite, and a fight to maintain its generous slice of the entire industry — one that has caught the attention of regulators in the U.S. and the European Union.
In a preliminary injunction hearing between Epic Games and Apple on September 28, Judge Yvonne Gonzalez Rogers of the United States District Court for the Northern District of California recommended that Apple and Epic Games consider a trial by public jury. Ultimately, Epic and Apple agreed that Epic’s claims and Apple’s counterclaims should
Global Computer Accessories Market | Growing Popularity Of E-sports to Boost the Market Growth | Technavio
The global computer accessories market size is poised to grow by USD 2.86 billion during 2020-2024, progressing at a CAGR of almost 6% throughout the forecast period, according to the latest report by Technavio. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment. The report also provides the market impact and new opportunities created due to the COVID-19 pandemic. Download a Free Sample of REPORT with COVID-19 Crisis and Recovery Analysis.
This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20201029005759/en/
Technavio has announced its latest market research report titled Global Computer Accessories Market 2020-2024 (Graphic: Business Wire)
The global gaming market has changed drastically with the launch of e-sports leagues. E-sports, on a large scale, are considered to be one of
Instant messaging app Discord has become a go-to social hub across the globe. Much like its online community-driven predecessors – think Instagram, Facebook, and YouTube – more than 100 million people use it to connect and engage on a monthly basis.
Recently, Discord has pivoted to engage new audiences. But at its core, Discord was designed as a home for esports fans and gamers. Beyond those using it for fun and games, there’s a rising tide of esports entrepreneurs using Discord to launch their businesses.
The idea of starting a business with the help of a social network isn’t unique. In fact, 91 percent of U.S. companies use social networking sites for marketing purposes. However, what is unique to Discord is the dialogue-friendly design.
To paint the picture, esports entrepreneurs looking for feedback on their ideas face a common problem when using legacy social tools like Facebook: These sites were
Following the news that China’s esport giant VSPN (Versus Programming Network) has raised close to $100 million in a Series B funding round, led by Tencent Holdings, TechCrunch interviewed founder and CEO Dino Ying via email about his strategy for the company.
Founded in 2016 and headquartered in Shanghai, VSPN was one of the early pioneer in esports tournament organization and content creation out of Asia. It has since expanded into other businesses including offline venue operation.
VSPN began hosting the first large-scale esport event with offline audiences in August, although tournaments now operate under strict COVID-19 prevention measures.
TechCrunch: VSPN has a large content production ecosystem surrounding its esports activity. Can you expand on the detail behind your stated short-form video strategy? Will this involve TikTok?
Ying: VSPN intends to use our world-class video production capabilities and industry insights to create different forms of content. We will