Train2Game News Crypto Currency Trading Card Game

gumi Asia Pte. Ltd. (Location: Singapore) has started recruiting participants for the Closed Beta Test phase of Financie, a Blockchain x Trading Card Game that allows fans to support eSports players.

Interested participants can sign up for closed beta access at the Financie website: https://financie.io

Financie leverages blockchain technology and is currently in the research and development stage as a trading card game. gumi is planning to run Financie’s beta test in collaboration with teams and players from various parts of the world, and will be continuing to recruit eSports players who will be featured on the trading cards on an ongoing basis.

In addition to supporting their favorite eSports player by collecting their cards, fans will be able to experience various other perks and special rewards just for them as well as be able to purchase eSports Players’ trading cards during the closed beta.

Features and Benefits in Development

1. eSports players will appear on trading cards in this game. Fans will be able to purchase and use their trading cards to support them in their activities. The value of the various cards will be determined by the fans themselves in Financie.

2. Fans will be able to collect the cards and trade them with other fans. Using cards obtained will grant fans special perks, such as receiving one-to-one advice on gameplay. gumi will also continue to provide fans with more avenues to use their cards.

3. Cards are managed on the Ethereum (ERC20) Blockchain. As such, proof of ownership will always be publicly available, eliminating the potential for fraudulent activities. Fans will also be able to participate in Financie with confidence as personal information will not be disclosed during transactions such as purchasing cards.

The Closed Beta Test will run during June and July, 2018. Details will be sent to registered email addresses as they become available.

Train2Game News Play2Live let’s watchers control you

Decentralised streaming platform for eSports fans and gamers, Play2Live has today announced the introduction of interactive tasks for streamers, which will be set by viewers of the platform.

Viewers will be able to set tasks for streamers choosing different conditions, whilst utilising an advanced task manager. By introducing interactive tasks, Play2Live presents a new level of interaction between platform users and helps to establish the LUC (Level Up Coin) token economy – the sole mean of payment within the platform.

Implementing algorithms for real-time monitoring of video streaming, recognition of complex objects and video content all based on a neural network, viewers can set the price for their favourite streamer to perform a specific task. Tasks can include challenging the streamer to complete the game on the hardest difficulty level, or to use a specific weapon, equipment or skills within given period on a specific location, keep streaming for three hours straight or to start a stream on a different game, etc.

Tasks are voted on using LUC tokens and any other user can support the tasks with further LUC tokens, or by assigning a streamer their own tasks. The streamer can then decide to perform one, or all tasks being set and this will determine the number of LUC tokens they shall receive – In case of failure all tokens are returned to the viewers.

The use of a neural network will help to determine whether a task was accomplished by the streamer or not. The network will monitor the stream and with the highest precision decide if the task was accomplished. The task itself is formed as a smart contract with a deposit in LUC tokens, which is an analogue of the escrow function, with a deposit being made in LUC for the time the task is performed by the streamer. Most actively involved users will also receive rewards in LUC. This allows for gamification of the entire platform; the more actively users participate in various activities, the more tokens they earn.

Alexey Burdyko, CEO and founder at Play2Live said: “Play2Live facilitates numerous ways of interaction between a streamer and a viewer including a bilateral system of tasks, enhanced content generation process and many others. Compared to the simplistic chat communication and donation options provided by the existing platforms, it is a real step forward in terms of interaction. We use Computer Vision algorithm to analyse streaming videos. These are neural networks, trained for recognition on their own datasets, including Time Series and OCR, and HUD of games. We performed global optimization of algorithms to fasten system operation time. This will allow launching the analysis of the stream even on the equipment without GPU. In future, this will also allow to perform analysis on tape drive equipment, rather than on Play2Live servers, and transmit along with the video stream meta information with results of the analysis. We are pretty sure that implementation of such functionality will help to change the pattern of watching this kind of content forever.”

Vladislav Arbatov, CTO at Play2Live, has been responsible for training the neural network. Arbatov continued “Interactive tasks will be developed for each popular game, and by the end of the year such functionality will be available for more than 300 games. The internal system of the neural network training will allow to add new types of events as quickly as possible. We also plan to work closely with the user community – we will ask fans what tasks would be the most interesting for the particular game.”

Play2Live aims to combine blockchain technology with its streaming services, whilst offering 15 sources of revenue for participants – three times more compared to the streaming industry leaders. Streamers will be able to monetize their content in 11 ways versus the 4-5 available on existing platforms.

For more information please visit www.play2live.io

Train2Game News Will eSports be at the 2020 Olympics?

With eSports tournaments expected to feature in some form in the run-up to the 2020 Tokyo Summer Olympics, and millions of pounds of prize money up for grabs for existing tournaments, it is no surprise that the popularity of viewing competitive multiplayer video gaming is on the rise.

According to the latest Harris 24 survey conducted by Harris Interactive, almost half of UK respondents aged 16-54 believe they have great potential for a mass audience in the future (49%), while a fifth of those polled (19%) agree that eSports should form an official part of the Olympic Games.

Awareness of eSports

The latest study, which aimed to investigate the UK’s awareness and perception of eSports and the impact on brands who sponsor such events, reveals that over three-quarters of those surveyed (76%) have heard of the term “eSports” and that two-fifths (39%) are interested in watching.

Streaming services – such as YouTube Gaming, used by almost half of eSports viewers (48%), and Twitch (39%) – are rapidly driving awareness.

Fortnite, a relative newcomer, stands out as the compelling eSports title, together with long-standing franchises FIFA and Call of Duty. Such games are helping to broaden its audience, which remains a niche – 18% of the UK currently watch eSports – according to the study.

Deeper coverage of the top competitions and its inclusion in the Olympics could be the core drivers to create more of a mass-market appeal. While the latter is not without its controversy (only 19% agree it should be included and 45% have concerns about violent eSports games), there is broader agreement (38%) that having eSports in the Olympics would make the games connect better with younger generations.

Brand opportunities

The survey highlights hugely enticing brand sponsorship opportunities in the coming years. Over half of all UK respondents (51%) and over three-quarters of those who were eSports viewers (76%) say they are happy for brands to sponsor eSports.

Furthermore, over half of those questioned (53%) and over three-quarters of those who were also eSport viewers (76%) agree that brands who sponsor eSports benefit from the association.

Crucially, almost three-fifths of the 2,030 respondents (58%) claim that eSports can help sponsor brands connect with a younger and tech-savvy audience.

For players and teams involved in eSports, there is the appeal of major prize money. The International Dota 2 Championship saw teams battle for a fund in excess of $20m, while Epic Games recently announced a $100 million prize pool for eSports events featuring battle royale game Fortnite.

“It’s fair to say that entertainment is a driving force for watching eSports, with almost two-fifths (37%) of the public agreeing that they are very entertaining,” commented Steve Evans, Head of Entertainment at Harris Interactive. “What’s more, we can see from the survey that viewers are extremely receptive to brand association, which should encourage brands to invest in sponsorship opportunities afforded by popular eSports events, leagues and tournaments. The potential for brands to tap into younger, tech-savvy audiences is huge, and will only increase further as its popularity intensifies.”

A link to the full research can be found at: http://www2.harris-interactive.com/esportsreport

The eight-minute online survey was completed by 2,030 participants and was conceived, designed, fielded and analysed using the Harris 24 ultrafast polling service during May 2018.

Results are weighted to be representative of UK demographics by gender, age and region. To find out more, visit: http://harris-interactive.co.uk/solutions/harris-24/.

Train2Game Caffeine and eSports

Caffeine announced a deal with ESL, the world’s largest independent esports company, to bring esports content to Caffeine’s social broadcasting platform.

Live coverage kicks off this week with Counter-Strike: Global Offensive at the Intel® Extreme Masters (IEM) World Championship in Katowice, Poland on March 3 -5, 2018.

Caffeine was co-founded in April 2016 by Ben Keighran and Sam Roberts. The company is developing a social broadcasting platform that aims to fundamentally change the way people create, consume, share, and monetize live entertainment.

The partnership will see the formation of three social broadcasts of ESL content on the Caffeine platform: a live broadcast featuring AAA esports tournaments (Caffeine.tv/ESL_Live), a 24/7 Greatest Matches broadcast (Caffeine.tv/ESL_Replay), and a 24/7 Highlights broadcast (Caffeine.tv/ESL).

A “Made for Caffeine” esports talk show, The Magazine, will premiere later this spring. Each broadcast will use Caffeine’s social, real-time features to bring a more personal and friendly experience to live-streamed esports.

“We couldn’t be more thrilled to be working with ESL. We want to bring friends together around the content they love in a casual, friendly way, and what better way to do that then to host the world’s most popular esports gaming company’s content on Caffeine,” said Ben Keighran, CEO of Caffeine. “This week, fans from around the world will be able to join each other and tune in to ESL live coverage, with highlights of the best events from this year and previous years following close behind.”

“Caffeine brings a new type of social experience to ESL’s esports content,” said Nik Adams, Senior Vice President, Global Media Rights & Distribution of ESL. “ESL is at the frontier of new streaming concepts and new technologies. One of ESL’s goals is to expand esports to new audiences and the partnership with Caffeine brings us one step closer to our goal.”

As a social broadcasting platform, Caffeine users find content based on the people they follow in their social circles and come together to share that content. Personal conversations between friends and broadcasters are given preference, enabling more meaningful social engagements while disposing of toxic chatter and endless feeds of meaningless comments. Since Caffeine is built on its own infrastructure, it will deliver ESL’s content and conversations with no latency, allowing broadcasters to answer questions in real-time and build stronger relationships with their fans.

To watch ESL on Caffeine and get notified of upcoming events, fans need only sign up for a Caffeine account, follow the ESL account of their choosing, and then invite their friends to join them as they tune in.

ESL on Caffeine:
– Live content of AAA eSports tournaments.
– Recent highlights from global tournaments.
– Replayed broadcasts from some of ESLs greatest matches, shown “live” for the first time on Caffeine.
– “The Magazine”, an eSports talk show that will premiere later in 2018, which allows broadcasters to present the latest esports news live, and to react in real-time to audience questions.

For more information or to start broadcasting your content, visit www.caffeine.tv .

Train2Game News British Esports partners with Enemy of Boredom Academy


The British Esports Association has entered into a partnership with the Enemy of Boredom Esports (EOB) Academy, a series of workshops for young people backed by the Prince’s Trust.

The EOB Esports Academy offers education programmes for 14-30 year olds, which are designed to help young people and unemployed people learn new skills, access new opportunities and find work.

The courses aim to build confidence and provide a qualification. They promote teamwork and communication skills through League of Legends, and also include game design, journalism, 3D printing, virtual reality and social media skills.

Each workshop or course is hosted by WUWO Media, an agency which has been designing educational programmes for the creative industries since 2012.

EOB Esports Academy Watford has been in operation since May 2017, while the London Academy opened in September 2017. Another academy will launch in Birmingham in 2018.

Enemy of Boredom is also planning on hosting after-school clubs for younger pupils as well as holiday clubs. In addition, it’s running a one-week game design course in Peterborough in October, including Rocket League training.

WUWO Media is also working on the EOB League, a grassroots esports schools league for secondary schools and 6th forms, which will start with four schools in South London taking part.

The initiative aligns well with the British Esports Association – the not-for-profit national body set up to support grassroots esports – which held a series of esports clubs for children in the summer at Maida Vale Library, promoting communication, teamwork and cognitive skills.

The British Esports Association will be working with WUWO Media/EOB to help shape and promote the academies and to give talks at events. In particular, the association’s projects executive Rob Allen – who has extensive League of Legends coaching experience – will be working closely with the workshops.

Steven Godwin, creator of the Enemy of Boredom Esports Academy, commented: “It’s a great feeling to be teaming up with others to create a positive and strengthened future. WUWO Media’s EOB Esports Academy is delighted to be partnering with the British Esports Association.

“We share a common goal, and that’s to promote esports, educate young people and provide grassroots participation. Having the knowledge and skills available from British Esports helps the young people at the EOB Esports Academy build confidence, gain qualifications and gain careers.”

Andy Payne OBE, chair of the British Esports Association, added: “The work of Enemy of Boredom is important and aligns well with our goals at the British Esports Association – to promote, improve and inspire.

“Getting people interested and involved in esports from a young age can not only help bolster the industry in the long-term, but it also gives something positive back to the community, promoting teamwork, communication and development.”

The Prince’s Trust said in a statement: “We are delighted to partner with WUWO Media on their EOB Esports Academy to help young people gain the skills and experience they need to forge a career in the esports, digital and cyber industries. By attending events, hearing from guest speakers and learning from experts, this course will inspire the group and open their eyes to different employment opportunities within the digital world.”

Train2Game ESports beneficial for children


The British Esports Association, the not-for-profit national body set up to support grassroots competitive gaming, has found that esports can be a beneficial activity for children when played in moderation.
The Association partnered with Westminster City Council and DinoPC for a free two-hour after-school esports training club, running every Tuesday for a month at Maida Vale Library.

The idea was to bring in 10 different children each week from local schools, aged 8 to 14, and give them a taster session on esports, including the careers available and the skills it can develop. The training club featured games of Rocket League, coaching, casting (aka match commentary) and journalism segments, followed by a Q&A.

British Esports has published a video and extensive PDF report reviewing the event, stating some of the key findings.

The pilot scheme was a sellout, with more children and parents signing up to attend than space would allow, showing there is real demand for more regular clubs in schools and libraries in the future. It also secured national and specialist press coverage.

Children and organisers identified several benefits and skills that the esports pilot promoted, including strategic thinking, teamwork, communication, leadership, performance skills and confidence. These skills are transferable and can benefit children in other areas, such as schoolwork, physical sports and general wellbeing.

Nic Carnelutti, marketing manager for DinoPC – which provided the systems for the esports sessions – said: “We believe the educational aspects of what the British Esports Association aims to achieve are highly beneficial to children and younger audiences.

“This scheme encourages young people to learn teamwork and participate in a challenge – building up their social skills which can then be used in other aspects of life.”

British casters Harry “DocDa” Evans and Ryan “Flakes” Oliver were on hand to teach the children commentating techniques.

One of the children, 13-year-old Mohammed Badamasi from Paddington Academy, added: “I think it was extremely fun and I really enjoyed casting and working with my team to win. Commentating is fun, Rocket League is fun – we had to work as a team to score. I would absolutely love to do this again 1000%.”

All of the children that took part in the pilot scheme said they would like to take part in a more regular esports club, either at their own school, nearby library or at a similar event in their area. For more feedback from the participants, please read British Esports’ full library PDF report.

Nick Fuller, Tri-borough Libraries Children’s Services Manager, Schools Library Service, Maida Vale Library, commented: “The new initiative between The British Esports Association and Westminster Libraries offers children a new and exciting experience, which is not only popular and fun, but also develops important skills for such as their strategic skills, emphasizing the need for teamwork and making computer gaming more social. 

“The initiative will help to raise the profile of libraries to young people and a wider audience that libraries are a community space, offering new, exciting and fun activities that many would not associate with libraries. It also gives the children involved the opportunity to mix with other children from different schools and backgrounds.

“The Library Service is hoping that the partnership with British Esports will grow and that the esports offer can continue and be rolled out to more libraries, envisioning thriving leagues and competitions in libraries and across the service.”

Each child received a British Esports certificate, T-shirt and cap after the event.

Going forwards, the Association aims to help other schools and libraries roll out their own esports clubs for children.

Dominic Sacco, Content Director at the British Esports Association, said: “The idea is to better educate Britain regarding the benefits of esports, and to show parents, teachers and children there are viable career paths within the industry.

“There is a real demand for regular clubs at libraries and schools. And by targeting the younger demographic, we are looking at the bigger long-term picture with the goal of creating more British esports talent in the future.

“Also, with the likes of Ukie hosting the Digital Schoolhouse children’s esports tournaments, and several universities starting to offer esports modules, it’s a very exciting time for esports in Britain. We look forward to future developments.”

Train2Game News eSports affecting PC Hardware sales

​Technology management consulting firm Jon Peddie Research has added an eSports hardware analysis to its PC Gaming Hardware report series and forecasts the market to reach $856 million in 2017. 

Growing at a blistering 42% CAGR, eSports influenced PC Hardware purchases will reach over $2.2 billion in annual sales by 2020.

Ted Pollak, JPR Senior Video Game Industry Analyst said, “Much of the current eSports research focuses on advertising and event revenue as well as game sales influenced by eSports tournament creation or adoption. Often overlooked is the fact that eSports is increasing hardware revenue in multiple ways. The first and most important factor is that eSports is minting new customers. Their initial system and peripheral purchases often measure over a thousand dollars. Additionally, hardware marketing via team sponsorships are encouraging new and existing gamers to select better parts and accelerate upgrades and rebuilds which also enhances the market.”

From high refresh/resolution displays, to mice and keyboards, to headsets and entire systems, the eSports influenced PC Gaming Hardware market comes in many forms.

Jon Peddie, President of JPR noted, “Our analysis not only measures eSports influence across hardware segments, but it drills down to pricing tiers within each segment and does this for all major geographic regions globally. If one adds our data to even the most conservative advertising, software, and event revenue, the market has already breached $1.5 billion. eSports is about and for the gaming community, not just who’s selling ads, or running conferences.”

Pricing and Availability

The Worldwide PC Gaming Hardware Market report series by Jon Peddie Research covers 33 countries, notebooks, desktops, DIY, and accessories, comes in three versions: High-End, Mid-Range, and Entry-Level, with each version selling for $7,500 and the set of three for $15,000. JPR also offers annual subscriptions, consulting and custom analysis, and discounted packages across multiple services.

Train2Game News Esports not a sport

“Esports is not a sport, but a credible activity in its own right,” the British Esports Association has said.
Following last week’s reporting by the BBC – The State of Sport week – many listeners and readers have debated whether esports (electronic sports) is an actual sport or not.

Some have argued that esports should be classified as a sport partly because recognising it officially would grant it access to sports funding. However, esports is competitive video gaming: it is currently classified in the UK as a game (like chess and bridge) and not a sport.

The British Esports Association is also keen to emphasise that when done in moderation, esports can have positive cognitive, social and communicative benefits.

It can help to increase perceptual skills, decision making, reaction times and multitasking, and help stimulate brain growth. Playing and watching esports is very engaging to younger audiences, and esports is also a beneficial alternative to watching passive media like television.

Attempts have been made in the past to classify certain games, such as bridge, as a sport in the UK, and having learned from these experiences, the British Esports Association feels that the time is not right for such action for esports. Instead, we want to focus on educating the Government, media and general public on making sure esports gains the credibility it deserves and move away from the ‘esports isn’t a sport’ debate.

British Esports founder and CEO Chester King said: “I can see why there is a bit of confusion as millions of people play and watch esports; there are many professional teams, managers, coaches and tournaments. There is no international standard classification either as in some countries such as Poland, esports, chess and bridge are classified as sports.

“The ‘sport’ in esports may be misleading, but like traditional sports, competitive video gaming involves training, long-term dedication, determination, exceptional skills and reaction times, teamwork and coordination, and fun for all the spectators, casters, commentators and fans involved.”

In the UK, the British Esports Association positions esports as a modern mind game, celebrated at all levels of play which should not rival or replace traditional sports.

King added: “It’s time to get away from the ‘esports isn’t a sport’ debate and start realising esports’ true benefits and potential.

“Whether or not esports is or is not a sport does not change the fact that the esports industry has enormous creative potential. We must educate audiences to realise its benefits, such as gaining cyber skills and the many career paths it offers, like becoming a professional player, commentator, journalist, manager, or coach.”

Train2Game News Performance Gaming Wear

KontrolFreek® today announced its Performance Gaming WearTM apparel line, the first to be specifically designed for gamers and eSports professionals.
Items in the collection include the Icon Performance Gaming Hoodie and Icon Performance Gaming Shorts and feature DRYV® Technology, a patented system that blends ultralight, high-performance moisture-wicking fabrics with an absorbent outer layer, allowing gamers to easily dry hands and stay cool.  

   -The Icon Performance Gaming Hoodie is designed with an oversized hood to accommodate headphones while still giving players a sense of enclosure, increasing their ability to focus.
    -The Icon Performance Gaming Shorts have extra-deep storage pockets and a low-waist design that falls just above the knee when sitting, maximizing player comfort.

    -Implemented DRYV® moisture-absorbent panels featuring patented technology provide multiple areas for gamers to easily dry their palms and fingers, mitigating thumb slippage to increase control and accuracy.

    -All pieces of Performance Gaming Wear apparel were developed with input from top eSports teams like The Rise Nation and Team Kaliber to ensure they met performance standards of the best professional gamers.

    -KontrolFreek unofficially debuted its line of Performance Gaming Wear apparel during the Major League Gaming (MLG) Vegas tournament in December 2016. Throughout the event, The Rise Nation and Team Kaliber wore KontrolFreek’s Performance Gaming Wear apparel while practicing and competing. The Rise Nation went on to win the event’s Call of Duty World League invitational. 

“Our extensive research indicated there was a need within the eSports community for performance garb tailored to the gaming lifestyle,” said Ashish Mistry, CEO of KontrolFreek. “When developing our Performance Gaming Wear apparel, we coordinated directly with top gaming professionals to ensure our apparel met the specific needs of the competitive gaming community. We strategically placed DRYV® Dry Hand Zones in our garments to provide multiple areas where gamers naturally reach to dry their palms and fingers. With DRYV®, we decrease thumb slippage and, therefore, increase accuracy and control. Grip and accuracy are hallmarks of the KontrolFreek brand.”

The leading developer of Performance Gaming Gear™, KontrolFreek’s mission is to create high-quality products that increase player comfort and performance to enhance the overall gaming experience. Its products range from Performance ThumbsticksTM and KontrolFreek GripsTM for PlayStation 4 and Xbox One controllers to apparel and accessories like the recently announced  KontrolFreek 12FT Gaming CableTM.   

“Just like traditional athletes, eSports players want to maximize their competitive advantage with the gear they use; this includes what they’re wearing in practice or during competition,” said Rodger Saffold III, Co-Founder of The Rise Nation and offensive guard for the Los Angeles Rams of the National Football League. “Success in eSports is driven by precision and speed. A fraction of a second can be the difference between winning a championship or going home empty handed. KontrolFreek knows that the details matter and it really shows with their new Performance Gaming Wear.”

KontrolFreek’s first line of Performance Gaming Wear is now available for sale online at KontrolFreek.com.

Train2Game News British eSports Association Board and Website

T​he British Esports Association (British Esports) – the UK’s esports national body – established to support, promote and instil good governance for amateur esports players and teams – confirms its Advisory Board and launches its full website.
Led by British Esports Chair, Andy Payne OBE, the board for 2017 includes:
    Paul “ReDeYe” Chaloner, Veteran Esports Host, Caster and Presenter
    Richard Lewis, Esports Journalist of the Year
    Michael “ODEE” O’Dell, President Team Dignitas
    Craig “Wizzo” Fletcher, Founder Multiplay
    Chris Mead, Twitch’s UK Director of Partnerships
    Ryan Hart, World Champion Esports Player
    Ceirnan “ Excoundrel ” Lowe, Colour Caster
   Josh Williams, Founder, National University Esports League  
    Carleigh Morgan, Academic
    Andrew Nixon, Partner at Sheridans

The board, which possess a wealth of experience across all aspects of esports and are some of the leading figures within the industry, will discuss developments and areas of focus for the British Esports Association, and offer their guidance and advice to constantly develop esports in the UK. The first board meeting will take place in January 2017 and each member will sit on the board for a minimum of 12 months.

“I am really proud and honoured to be taking this role on for British Esports at such an exciting time for the industry. We have assembled a really talented group of esports professionals to interact with the community and guide our activities. There is much to do, but given the talent assembled, we will be able to make a significant difference over the coming 12 months, bring it on.” commented Andy Payne.

The brand new website www.britishesports.org will be an information hub, providing expert advice and support from grassroots levels and up, across the esports spectrum. There will be articles educating about jobs in the industry, to wellbeing, guidance for parents, to finding out the latest esports events, who are the event organisers, key figures in the industry and how to get involved in competition both locally and nationally here in the UK plus much more. British Esports wants to help existing gamers and nurture future British talent in becoming global champions.