Indian government gives official recognition to Esports
There had been a growing demand for Esports to be included in the curriculum of multi-discipline events after it was included in the 2018 Jakarta Asian Games as a demonstration sport
Esports grows with Asian Games, Commonwealth Games inclusion while navigating policy challenges
Esports' growth can be gauged by inclusion at the Asian and Commonwealth Games but the industry continues to see infrastructure and policy issues in India.
Mumbai City FC become first Indian club to field team in FIFA Global Series
Recognising the global reach of Esports along with its ability to bring fans closer to the club, Mumbai City FC, following today's announcement become the first Indian football club to field a team in the FIFA Global Series
From technical failures to freak situations, problems eSports events grapple with
Given the fact that the growth of eSports as well as tech advancements, one would never expect problems such as the server crashing during a game between professionals, especially not when money is on the line for them. However, in the last few months, there have been two big tournaments that faced problems.
No open qualifiers at The International marks end of an era at eSports' premier event
After a no-show in 2020, The International returns this year, but it will not be quite the same as the tournament will no longer have an open qualifier.
Scholarships present a possible gateway to legitimacy for eSports in India
Scholarships, while they are beginning to emerge in India, are too few as of now. However, they present a real possibility to give much-needed legitimacy to eSports in the country.
Brazil's favela gamers dream big: How an eSports project is helping youth in Rio's impoverished neighbourhoods
The global gaming industry is not an easy world to access from the favelas of Brazil, where computers and gaming consoles are far too expensive for poor families' budgets.
Alliance fiasco rekindles debate on in-game coaching in eSports
While there are no correct answers to the controversy, the immediate need is to ensure that all rule changes are properly communicated, as pointed out by Johan "N0tail" Sundstein after his initial outrage against Alliance.
Toxicity in video games: Analysing cause and effects of abusive online behaviour
It is hard to say what would be the most effective solution to removing or reducing toxicity in gaming. One of the most important points to keep in mind would be that most misbehaving players are only doing so because they have been exposed to abusive behaviour while gaming.
Celebrity endorsements and blurring lines between gambling and fantasy sports
We need stricter regulations to ensure that gambling operations do not make use of the loosely-worded definition for real-money gaming to seek legitamacy.
Too easy or too complex: Video games left with tough balancing act to arrest attention
If video games are made less complex, it would certainly increase the number of players in the short run, however, it also means players run out of challenges faster and begin to get bored.
Inclusivity in gaming: Are events for the disabled really the solution?
Given the nature of eSports and the fact that it is often considered an equaliser in terms of physical abilities, should there be separation within eSports at all?
NBA 2K League's collaboration with PS5 underlines the churn in gaming industry
The fact that despite the growth of mobile gaming and PC gaming having generally taken the limelight, a developer has chosen a gaming console shows that the industry might be moving in a new era where the device being used to enjoy the game is less important.
COVID-19 cases at ESL One Singapore raise concerns over conduct of offline eSports events
Despite strict measures being taken and the fact that Singapore was able to host a closed-doors event successfully, there are problems that need to be addressed as far as offline events go.
Why do video games like Cyberpunk 2077, Valorant suffer from errors, glitches at the onset?
The list of problems with Cyberpunk at launch were actually quite large, many of them were patched over before the majority of players even had a chance to play the game.
Netflix's Dragon's Blood may spark potential turnaround for Dota 2
Given the fact that Dota 2 have seen a steep decline in recent years, it is very likely that Dragon’s Blood is a unique new approach thought up by Valve Corporation to boost their dwindling numbers. As is the case with every trend, it is imminently possible that several other big organisations within the gaming industry may attempt to replicate this approach if it proves to be a success.
'Replicating an unequal system': Study suggests nearly 90% of esports scholarships go to male players
“It’s tremendously sad and tremendously not surprising.”
Singapore Major, eSports' first offline event of 2021, promises to set the ball rolling in post-COVID world
Things certainly are beginning to look up for the eSports industry as far as the scope of offline events goes, but their viability and efficacy in times of corona are yet to be ascertained.
Inspiration or duplication, what constitutes plagiarism in gaming industry?
There are many kinds of copying within the world of gaming. The common scenarios include reworks for a game or modifications, sequels, games inspired by an older game, and in rare cases games that very closely resemble an older game.
Choice, coercion, or money, what makes eSports players switch games?
There are a variety of reasons that drive eSports players to change the game they play professionally. Here's an attempt to analyse some of those.