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ESIC Publicly Addresses False Narrative That the Commission Works for the Esports Betting Industry

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The Esports Integrity Commission has, over the past few years, mistakenly been accused of working for the esports betting industry or being an organisation formed by the betting industry for the betting industry’s purposes. Whilst we have historically tried to address this misconception privately, it has now surfaced again in a way that damages the integrity of esports and the Commission in a way that needs to be publicly addressed.

 

BACKGROUND CONTEXT OF STATEMENT

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First: In Nevada a Bill being sponsored through the State Senate by Senator Ben Kieckhefer, SB 165, seeks to establish an Esports Commission for the regulation of esports related activities in the State. In the sponsoring process, the Judiciary Committee considering SB 165 were told that ESIC, (who has worked with the Nevada Gaming Control Board since 2016 and was a founding member of the Nevada Esports Alliance) was in favour of the Bill. This is false. ESIC opposes SB 165 and has now taken steps to provide explanations to the Committee relating to its position. However, quite apart from certain parties purporting to speak on our behalf without authority, an underlying narrative emerged that: ‘ESIC’s views should be dismissed because the Commission is a servant of the betting industry’.

Second: The same false narrative was put forward to the Entertainment Software Association (“ESA”), the body representing most video game publishers and developers and all of those who publish titles prominently used in esports, by some of its members urging the ESA not to engage with ESIC because ESIC was alleged to “work for the betting industry”.

Third: Disaffected players banned by ESIC for betting related offences and some of their supporters have been reported to be coordinating a broad effort to spread this same false narrative that ESIC works for and serves the betting industry in an attempt to undermine the legitimacy of competitive integrity in esports. This coordinated effort has been reported to ESIC to include rhetoric such as ‘ESIC falsely asserting certain matches are fixed so that the betting operators don’t have to pay out the winning bets on those matches’. This is both an ignorant and damaging narrative not only to ESIC but to the integrity of esports broadly. Such assertions would be entirely antithetical to the purpose and demonstrated work ESIC has undertaken for the sake of competitive integrity in the esports industry for more than five years.

 

STATEMENT

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Despite the differing points of origin and the various malicious motives of those propagating them, all of these narratives need to be addressed and resolved and so ESIC Commissioner, Ian Smith, has considered it prudent to make the following statements:

“ESIC is neither for or against betting on esports. We are not advocates for betting nor crusaders against it.

It is noted, however, that betting on esports is a form of entertainment for most bettors and drives sponsorship revenue and fan engagement for the esports ecosystem. Conversely, the existence of betting opportunities does also raise challenges including, of particular concern to ESIC and central to our mission, the incentive for punters to commit betting fraud by match-fixing. In this respect, our role is to protect the esports industry from that danger.

ESIC exists for the esports industry; primarily for the protection of the players who would be the first and main casualty of any match-fixing scandal (please refer to the detrimental effects that match-fixing has historically had on the competitive Starcraft2 esports scene following the 2015/16 match-fixing scandals in Korea).

When betting fraud is perpetrated, competitive integrity is tarnished (among other negative outcomes). Coincidentally, the legitimate esports betting industry also suffers loss when betting fraud is committed. Therefore, it is of common and synergistic interest to both the esports industry and the betting on esports industry to address the issue of match-fixing through ESIC.

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In fact, it is impossible to combat match-fixing without working with the legitimate esports betting industry. Betting data is at the heart of determining whether or not a match might be fixed and betting data is the key evidence in any prosecution of a match fixer. Furthermore, every traditional sport works with the betting industry to combat match-fixing and relies upon such data in a similar manner. This approach is not unique to ESIC.

ESIC is a not for profit members association – we are owned by our members. We have two categories of membership: Our esports members (primarily Tournament Organisers) and our Anti-Corruption Supporters (primarily betting operators, but also government and state gambling regulators, law enforcement, monitoring companies, data providers and industry bodies). From a constitutional point of view, the two do not overlap. Only the Esports Members determine the strategic aims and priorities of ESIC. The Anti-Corruption Supporters participate in our Suspicious and Unusual Betting Alert Network in service of ESIC and our Esports Members. In other words, ESIC works with the betting industry on behalf of the esports industry; we do not work for the betting industry. Accordingly, this dynamic serves only to promote competitive integrity and legitimacy of esports competitions.

Contrary to some assertions, the betting industry does not use us to avoid making legitimate payouts. The primary benefit for betting stakeholders which engage with us is access to what our Suspicious and Unusual Betting Alert Network sees (a network which they also contribute data to).

Importantly, some players are asserting that their betting activity on the game that they play professionally was “innocent”. With respect, that is either naive or disingenuous. No traditional sport allows its professional participants to bet on the sport they play for a living. In the cases ESIC has dealt with, the players against whom we have taken action have bet on the game, league, tournament or match in which they have participated. There is no scenario in which this is acceptable and we will continue to prosecute players who do so where we have jurisdiction. At the highest level of any esports game, the players all know each other, have played with and against each other and have both inside information and the potential to influence each other in a way that gives them an unfair advantage in betting markets and undermines the perception of competitive integrity. In many countries it is also illegal or criminal. Consequently, we are unapologetic about our rule prohibiting betting on the game they play professionally or semi-professionally. This is for the protection of the esports ecosystem and the players in particular. It is not a service to the betting industry but a service to the esports industry broadly in the interest of youth protection, competitive integrity and commercial longevity.”

Conclusion

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Individuals attempting to propagate the narrative that ESIC works for the betting industry either have their own adverse agenda or are naïve about the realities of betting and the relationship between esports and betting on esports.

ESIC accepts that the existence of betting in esports is a contentious matter for some people and that they would rather it didn’t exist, but that is not an excuse to ignore the challenges posed by its existence. Any extension of opposition to betting in esports which operates to prohibit or hamper ESIC from effectively engaging with and mitigating the issue of match-fixing through sourcing data from Anti-Corruption Supporters, however, should be entirely discouraged and expelled from the industry. The stark reality is that match-fixing poses a real and demonstrable threat to the youth, competitive integrity, and commercial viability of the esports industry globally. Accordingly, ESIC implores all stakeholders Interested in the common good of esports to work together to combat such threats. Indeed, that includes, of necessity, close cooperation, via ESIC, between the esports ecosystem and the esports betting industry.

 

NOTE: THIS STATEMENT DOES NOT CONSTITUTE THE INTENDED RELEASE RELATING TO THE AU CS:GO INVESTIGATION. A SEPARATE RELEASE WILL BE MADE RELATING TO THAT INVESTIGATION IN DUE COURSE.

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ESIC Announces Establishment of Global Esports Industry Advisory Board

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The Esports Integrity Commission (ESIC) is pleased to announce the establishment of its Global Esports Industry Advisory Board, designed to enhance integrity and ethical practices across the esports landscape. The Advisory Board will serve a pivotal role by providing expert advice to ESIC’s Chief Executive Officer on a range of critical industry issues. 

The primary function of the Advisory Board is to create a robust framework for integrity and fairness, setting a global benchmark for ethical conduct and fair competition in esports. The board will offer strategic insights, help shape policies governing fair play, liaise with key industry stakeholders, and act as ambassadors advocating for ethical practices. 

ESIC has appointed two highly esteemed members to inaugurate this board: 

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  • David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG), joins the Advisory Board with over fifteen years of experience in the video games industry, including significant roles at Activision-Blizzard and Electronic Arts. David’s profound impact on international and public affairs initiatives makes him an invaluable addition to the board. 
  • Robbie Douek, CEO of BLAST, also joins the Advisory Board, bringing a wealth of experience from his roles at Google and Disney, along with his leadership through major acquisitions. Robbie is celebrated for his strategic leadership and his instrumental role in elevating esports to a significant global entertainment platform. 

The formation of the Advisory Board is an engagement that underscores the commitment of its members to upholding and promoting the highest standards of integrity within the esports industry. The board will meet as required to address strategic challenges and ensure that ESIC’s initiatives effectively meet current and future industry needs. 

“Both David and Robbie bring a remarkable depth of knowledge and a passion for advancing the integrity of esports,” said Stephen Hanna, CEO of ESIC. “Their expertise will be crucial as we navigate the evolving landscape of esports and strive to maintain the integrity that our community expects and deserves.” 

Robbie Douek, CEO at BLAST, said: “I’m honoured to be given the opportunity to support the Global Esports Industry Advisory Board and ESIC in their ambition to create the best and fairest environment possible for players, teams and fans.” 

David Neichel, Senior Vice President of Public & International Affairs at ESL FACEIT Group (EFG) also commented: “It is a true honour to join the Global Esports Industry Advisory Board and support ESIC’s successful journey. Fairplay and integrity are at the core of esports. We owe it to the players and to the fans and for a better endemic industry governance” 

The post ESIC Announces Establishment of Global Esports Industry Advisory Board appeared first on European Gaming Industry News.

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How Team Vitality Utilises Abios Data to Create a Better Fan Experience

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Abios has partnered with leading eSports club Team Vitality to help fuel its fan engagement application V.Hive with eSports data. With access to coverage on more than five of the largest eSports titles from Abios, Team Vitality can ensure that fans can stay engaged and updated with results, schedules and statistics from its latest matches.

Abios, an enterprise eSports data and technology provider, has agreed to a long-term deal to supply its eSports data to Paris-based eSports organisation Team Vitality.

The major-winning eSports team will deploy Abios’ data to fuel its prediction tool, which allows fans to score points by successfully predicting how Team Vitality will perform in upcoming matches. The scores will be posted to a leaderboard where the best contenders can win prizes including merchandise and money-can’t-buy experiences with professional players.

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Driven by Abios’ rich performance and scheduling data, the prediction tool is part of a wider effort by Team Vitality to create an immersive fan experience, following V.Hive app launch in November of 2022 jammed with features geared to building a digital community around the team with news, mini-games and custom avatars.

With rosters in several eSports titles, Team Vitality will use Abios’ extensive coverage to include data for matchups in the most popular eSports titles including League of Legends, Starcraft ll, Counter-Strike, Rocket League, EA Sports FC and Valorant.

The founder and Chief Executive Officer for Abios, Oskar Bonnevier Froberg, commented on the partnership: “Team Vitality is one of the oldest and most prestigious eSports teams in Europe and we’re proud to be able to supply it with top-tier eSports data.

“With high-performing rosters across many eSports disciplines, Team Vitality has millions of fans all over the world. It is fantastic to see its dedication to its fans and how it brings added value to its followers and we are excited to power Team Vitality with our extensive data and help it to deliver the next generation of eSports fan experiences.”

“Through Abios’ interfaces, we are able to provide our fans an immersive experience that goes beyond just watching matches,” the Brand and Revenue Diversification Director for Team Vitality, Amelie Canet, said. “Together, we’re creating an environment where fans can interact, predict outcomes and feel even closer to the eSports action. Its tech overlay allows us to engage our fans and offer them a more entertaining experience.”

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The post How Team Vitality Utilises Abios Data to Create a Better Fan Experience appeared first on European Gaming Industry News.

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ESL One Birmingham powered by Intel®: Unstoppable Team Falcons Reign Supreme at Resorts World Arena

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ESL One Birmingham Powered by Intel® reached its peak tonight, with the unstoppable Team Falcons seizing the crown in a thrilling Grand Final clash at Resorts World Arena, Birmingham. Defeating fierce competitors, BetBoom Team, Team Falcons emerged victorious, etching their name in esports history.

Team Falcons had a near-flawless run to the trophy, finishing top of Group A without dropping a series. Despite a slight stumble against Tundra Esports in the Upper Bracket, they flew through the lower bracket, dispatching Team Liquid and OG, before getting their revenge on Tundra Esports in the Lower Bracket Final. With their incredible performance, Team Falcons took home $300,000, 6,400 of the all-valuable EPT Points and the coveted trophy.

With this win, Team Falcons have now secured their spot at Riyadh Masters at the Esports World Cup in summer 2024.

Europe’s biggest Dota 2 esports event in six years, ESL One captivated audiences worldwide and saw a peak viewership of over 327,000*, with over 18,000 fans from across the world attending Resorts World Arena in Birmingham on the final three days of the tournament.

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Group Stage

Making a triumphant return to Birmingham for the first time since 2018, the tournament commenced on April 22 with the Group Stage, where 12 world’s best teams were split into two groups of six.

DreamLeague Season 22 champions Team Falcons went unbeaten and topped Group A, with BetBoom Team finishing a close second. Team Liquid and G2.iG eked through in third and fourth place, respectively, with Team Liquid also unbeaten.

In Group B, local UK hero Matthew ‘Ari’ Walker and his OG side finished at the top of the group, with fellow UK team Tundra Esports finishing a narrow second. Xtreme Gaming and HEROIC qualified for the Lower Bracket.

Playoffs

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In the first matches of the Upper Bracket, UK representatives Tundra Esports took the win against Team Falcons to secure their spot in the Upper Bracket Final against BetBoom Team, who knocked OG to the Lower Bracket.

The first day at Resorts World Arena saw Team Liquid take on HEROIC in a tense matchup which saw HEROIC become the first team to be eliminated from the Playoffs. Later in the afternoon, G2xiG battled their way through a tough Xtreme Gaming opposition, with one of the longest series in the competition, clocking in at nearly three hours of thrilling gameplay. In the final matchup of the day, Team Liquid’s momentum from their earlier win was quashed by Team Falcons, who took the match 2-1.

Hometown hero Ari returned to the stage in the first match on Saturday, as OG took on G2.iG, with OG advancing to the Lower Bracket Semi-Final in the first 2-0 sweep of the Playoff stage. BetBoom Team were back in action to take on Tundra Esports, facing off for a spot in the Grand Final and crushed their opposition to emphatically secure their place. Tundra’s Lower Bracket final opponents were decided in the next match, where OG, despite battling bravely, fell to a 2-1 against a rampant Team Falcons.

In the Lower Bracket Final, it was Team Falcons who brushed Tundra Esports aside with a 2-0 sweep, setting the stage for a blockbuster finale against BetBoom Team.

Grand Final

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With both teams making short work of their previous-round opposition, both BetBoom Team and Team Falcons won a spot in the Grand Final, eliminating some world-class organisations on the way. The last time these teams faced off was in the Group Stage where the match finished in a 1-1 draw, but at DreamLeague Season 22 earlier this year, Team Falcons took a clean 3-0 sweep over BetBoom Team, leaving them hungry for revenge.

After a rocky start in the first game, Team Falcons managed to rally quickly to dispel BetBoom Team’s chances of opening the scoring in the Grand Final. Team Falcons continued this form into the second game, where, despite some early setbacks, they managed to overpower BetBoom Team to increase their lead to 2-0.

Almost directly replicating the DreamLeague Season 22 Final, Team Falcons resumed their dominance into the third game, sweeping BetBoom Team away to continue their almost flawless start to 2024.

“We’re super happy with this win, we’ve been working so hard this year and it’s really showing with our performances” said Wu ‘Sneyking’ Jingjun from Team Falcons. “The fans were brilliant, and we’re looking forward to seeing what else we can achieve this year with this great team”.

“It was absolutely brilliant to be back in Birmingham, where our journey in British Dota began six years ago,” said Shane Clarke, Director Game Ecosystems for Dota 2. “The community here is one of the most loyal, passionate, and committed to the scene. It’s always great to witness the historic moments and feel the electric energy of the crowd cheering on their favourite teams and players – it’s an experience like no other. Birmingham holds a special place in our hearts, and we are grateful to be a part of the Dota 2 esports legacy once again.”

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Qiddiya Cosplay Showcase

Amidst the intense battles, ESL One Birmingham embraced the creative spirit of the community with the Qiddiya Cosplay Showcase. Enthusiastic cosplayers from around the globe brought beloved Dota 2 characters to life, adding an extra layer of excitement and spectacle to the event.

Dota 2 fans from around the globe can look forward to more high-level action as the ESL Pro Tour for Dota 2 will soon continue with DreamLeague Season 23 taking place online on May 20 – 26.

The post ESL One Birmingham powered by Intel®: Unstoppable Team Falcons Reign Supreme at Resorts World Arena appeared first on European Gaming Industry News.

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