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PlayVS acquires GameSeta to accelerate expansion into Canada

PlayVS, the esports company bringing organized leagues to high schools and colleges, is today announcing its first acquisition. The startup, which has raised more than $100 million, has acquired GameSeta, a Vancouver-based startup that is also looking to provide infrastructure for high school esports teams. The terms of the deal were not disclosed.

The deal will accelerate PlayVS during its growth phase and help it expand into the Canadian market. GameSeta has a partnership with BC School Sports, the governing body for organized school sports in British Columbia, which will transfer to PlayVS.

PlayVS has a similar (and exclusive) partnership with NFHS, the high school equivalent of the NCAA, here in the States. The company has also sprinted into the college market, launching a college product as part of a partnership between PlayVS and Epic Games. Since launching a college offering, total player growth is up 460 percent. The company has also launched a new $900,000 scholarship pool for high schools and colleges.

Founded by Delane Parnell in the beginning of 2018, PlayVS has grown rapidly, brokering partnerships with school sports organizations and publishers alike. In fact, PlayVS title offerings include League of Legends, Rocket League, SMITE, Overwatch, Fortnite, FIFA 21 and Madden NFL 21. PlayVS has served more than 19,000 high schools across all 50 states. It boasts more than 230,000 registered users.

PlayVS acts as a portal for schools to create esports teams and compete against other schools. Traditional sports like basketball and baseball have established systems (and governing organizations) to organize league schedules, playoffs, referees and more. PlayVS has positioned itself as that governing body and organizational system for esports.

Not only does PlayVS facilitate these leagues, but it also offers colleges and esports organizations a much-needed recruitment tool, letting them view games and track metrics of individual players.

As part of the acquisition, GameSeta’s Tawanda Masawi and Rana Taj will join the PlayVS team and lead Canadian operations.

Alongside geographic expansion, PlayVS is also looking to expand beyond high schools and colleges with plans to launch a direct to consumer product.

“We’re going to launch some direct consumer products directly in partnership with publishers to open up the PlayVS ecosystem so people can organize and join competitions, whether they are associated with high schools or otherwise,” said Parnell. “We’re really excited about that. The markets in general have just shown great appetite for gaming as a form of entertainment and content. Obviously, players are really excited about eSports as a form of content and a way to engage in competition and so we want to make sure that PlayVS is a place where people compete more broadly.”

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PlayVS is halfway to recruiting every state into its global esports community

Millions of high school kids play online multiplayer games, but they seldom have crosstown rivals in Fortnite or Valorant. PlayVS wants to make that happen with its platform for school-sponsored esports, and it’s growing like crazy, doubling its staff in the last year and putting thousands of schools on its platform.

PlayVS connects online games with official school administration and branding, elevating esports from hobby to school-sponsored activity.

“I think we’re building the biggest company in gaming,” founder and CEO Delane Parnell said in an interview at Disrupt 2020 this week. With around 20,000 high schools signed up currently and nearly a hundred million dollars in the bank to grow with, it’s not a totally unrealistic statement.

The company collects $64 per player per semi-yearly season, which starts to add up real quick when you have Counter-Strike teams of a dozen people with alternates, or competing League teams at the same school — multiplied by 20,000, of course. A bit of napkin math suggests income from existing customers is easily in the tens of millions.

Parnell offered the following metaphor to explain what the company aspired to.

“Imagine if there was one basketball court, and every kid who ever wanted to play basketball, whether it’s on behalf of their school, or pick-up, or some sort of tournament, that’s the court that they had to play on,” he said. “That’s what we’re building.”

Sure, it sounds a little bit like a monopoly on hoops, but the problem right now is that there really isn’t a shared court at all. Esports is wildly disorganized at that level, if it’s organized at all (and let’s be honest, even at the pro level it’s a bit of a jumble). PlayVS wants to provide the connective tissue so that there’s one place that both players and administrators go when it comes to inter-school competitive gaming.

Parnell explained that the last year has been about learning the ropes and establishing a presence in the also quite confusing world of state school systems.

“We certainly built the base of the business on the partnership with the NFHS — essentially the NCAA of high schools, they govern and write the rules for our high school sports,” he said. But then individual relationships need to be established with districts, financial programs, state leaders and of course the game publishers themselves, which are understandably eager to connect with the younger generation of gamers.

So far schools in 23 states have signed up, and Parnell said they’re on track to get every state in the union on board by 2022.

“Those are partnerships that take a little time to form. It also takes additional time to build the technology that actually enables online esports, which most people think exists today, but it actually doesn’t,” he said. “So we’ve started to invest very deeply into hiring a team to build our product. We have a ton of capital in the bank and we intend to use that very wisely.”

The product build-out is more than buying servers — it’s attempting to create parity with the tools available in the context of sports like football and basketball.

“There’s products and services that we can bake in, things like recruiting, scouting, proven technology, highlights… these are things that would normally exist from independent companies within traditional sports,” he said. “One company does one thing, a thousand companies do ancillary things that make the sports experience better for every stakeholder, a parent, a coach, a player, etc. We’re going to be able to do all of those things within the PlayVS ecosystem, because we’re the league operator and the sole holder of that data. We will effectively have complete control of what that experience looks like and all of the revenue models associated with that.”

For comparison he suggested fantasy sports, now a huge industry but not one dominated by a single entity. “If there was one group, like CBS for example, that could have aggregated all that behavior, that’d be a $40-50 billion a year company. But they couldn’t get in with, you know, the NFL, the NBA, to give them exclusive rights to be the only fantasy provider on the market,” Parnell explained. “Game publishers are willing to do that with us, they’re willing to integrate with our product because they know we can execute. So I think that’s a big opportunity. And one that could be worth hundreds of billions of dollars.”

PlayVS won’t be expanding into pro leagues, he confirmed, saying that the high school and college level work is as much as they can handle right now. But they’re overwhelmed in the best way.

“It’s almost as if the NBA existed for four years, and then they went back and said hey, we need to build high school basketball, college basketball, etc.,” he said. “Obviously there’s a lot of catching up to do.”

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PlayVS founder Delane Parnell is coming to Disrupt 2020

Gaming has always been one of the world’s most massive niches, but as game-streaming and esports have drifted to the forefront of mainstream culture, it’s clear that there’s plenty of room left for the industry to expand. One harbinger of this shift has been the widespread adoption of esports leagues in high schools and colleges across the country, a movement that has pushed online gameplay as just another athletic program schools should be offering.

One of the central catalysts of this change has been Delane Parnell, whose company PlayVS has pushed school districts in the United States to embrace esports, all while courting venture capitalists to shower the startup with tens of millions in funding.

We’re amped to announce that Parnell is joining us at TechCrunch Disrupt in September to discuss the future of esports competition and gaming’s continued mainstream drift.

Parnell started PlayVS in 2018, hoping to bring high schools into the fold of esports competitions. Through an exclusive partnership with the NFHS (the NCAA of high schools), PlayVS enables schools across America to build teams and compete against neighboring schools on its platform.

Last year, the company picked up a $50 million Series C, bringing their total funding to a whopping $96 million. With the COVID-19 pandemic threatening the future of in-person sporting events at school districts, esports leagues are likely to be less impacted, an outcome that could gather even more momentum for the company’s platform.

Hear how it all got started, and what’s next in the world of online gaming, from Parnell at Disrupt 2020 on September 14-18. Get a front-row seat with your Digital Pro Pass for just $245 or with a Digital Startup Alley Exhibitor Package. Prices increase next week, so grab your tickets today!

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Fortnite just officially became a high school and college sport

Fortnite, one of the world’s most popular games, will now be an official high school sport and college sport, thanks to an LA-based startup called PlayVS.

The company has partnered with Epic Games to bring competitive league play to the collegiate and high school level. This also marks PlayVS’s entry into colleges and universities.

PlayVS launched in April of 2018 with a mission of bringing esports to high school, with a league akin to traditional sports like basketball or football. Through a partnership with the NFHS, high schools (or parents, or the students themselves) can pay $64/player to be placed in a league to compete with neighboring schools, just like any other sport.

But PlayVS partnerships go deeper than the NFHS (the NCAA of high school sports), as the company is also partnering with the publishers themselves. This is the part that puts PlayVS a step ahead of its competition, according to founder Delane Parnell .

While other companies are setting up paid competitive leagues around video games, very few if any have partnerships at the publisher level. This means that those startups could be shut down on a whim by the publishers themselves, which own the IP of the game.

PlayVS is the first to score such a partnership with Epic Games, the maker of the world’s most popular video game.

These publisher partnerships also allow PlayVS to productize the experience in a way that requires almost no lift for schools and organizations. Players simply sign into PlayVS and get dropped into their scheduled match. At the end, PlayVS pulls stats and insights directly from the match, which can be made available to the players, coaches, fans and even recruiters.

For PlayVS, the college landscape presents a new challenge. With high school expansion, the NFHS fueled fast and expansive growth. Since launch, more than 13,000 high schools have joined the waitlist to get a varsity esports team through PlayVS, which represents 68% of the country. PlayVS says that just over 14,000 high schools in the United States have a football program, to give you a comparison.

The NFHS has a relationship with the NCAA, but no such official partnership has been signed, meaning that PlayVS has to go directly to individual colleges to pitch their technology. Luckily, they’re going in armed with the most popular game in the world, and at a time when many colleges are looking to incorporate esports scholarships and programs.

And it doesn’t hurt that PlayVS has quite a bit of cash in the bank — the company has raised $96 million since launch.

Unlike the rest of the PlayVS titles, the first season of Fortnite competition will be free to registered users, courtesy of the partnership with Epic Games. Registration for the first seasons closes on February 17 for high schools, and February 24 for colleges and universities. The season officially kicks off on March 2.

The format for competition will be Duos, and organizations can submit as many teams of two as they like. The top teams will be invited to the playoffs with a chance to win a spot in the championship in May.

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PlayVS picks up $50 million Series C to build out high school esports

PlayVS, the platform that allows high school students to compete on varsity esports teams through their school, has today announced the close of a $50 million Series C led by existing investor NEA. Battery Ventures, Dick Costolo and Adam Bain of 01 Advisors, Sapphire Sport, Michael Zeisser, Dennis Phelps of IVP and co-founder of CAA Michael Ovitz participated.

This brings the startup’s total funding to $96 million, the vast majority of which was raised in the last 13 months.

PlayVS launched in April of 2018 under founder and CEO Delane Parnell, who believes that the opportunity of esports is fundamentally broken without high school leagues. Through an exclusive partnership with the NFHS (the NCAA of high schools), PlayVS allows schools across the country to create esports teams and participate in leagues with their neighboring schools, just like any other varsity sport.

PlayVS also partners with the game publishers, which allows the platform to pull stats directly from the PlayVS website and track players’ performance across every game.

The startup charges either the player, parent/guardian or school $64 per player to participate in “Seasons,” PlayVS’s first product. It was launched in October of 2018 in five states and expanded to eight states this spring.

Since launch, 13,000 schools have joined the waitlist to get a varsity esports team through PlayVS, which represents 68% of the country. PlayVS says that just over 14,000 high schools in the United States have a football program, marking the idea of varsity esports as a relatively popular one.

With the upcoming fall Season for 2019, all 50 states will have access to the PlayVS platform, with 15 states competing for an actual State Championship in partnership with their state association. These states include Alabama, Alaska, Arizona, Arkansas, California, Colorado, Connecticut, Georgia, Hawaii, Kentucky, Massachusetts, Mississippi, Rhode Island, Virginia and Washington D.C.

States that have not gotten an endorsement from their state association will still compete regionally for a PlayVS championship. PlayVS supports League of Legends, Rocket League and SMITE, with plans to support other games in the future.

Not only does PlayVS offer high school students the chance to play organized esports, but it also gives colleges and esports orgs a recruitment tool to scope and scoop young talent.

But what about that funding? Well, Parnell says that the new round gives the company a war chest to not only hire aggressively — the company has gone from 18 to 41 employees in the last year — but also to consider mergers and acquisitions as a means of growth.

Perhaps most importantly, the company will use the funding to explore products outside of high school, with eyes squarely focused on the collegiate market. With esports still in its infancy, there is a huge opportunity to provide the infrastructure of these leagues early on, and PlayVS is looking to capture that.

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Delane Parnell’s plan to conquer amateur esports

Most of the buzz about esports focuses on high-profile professional teams and audiences watching live streams of those professionals.

What gets ignored is the entire base of amateurs wanting to compete in esports below the professional tier. This is like talking about the NBA and the value of its sponsorships and broadcast rights as if that is the entirety of the basketball market in the US.

Los Angeles-based PlayVS (pronounced “play versus”) wants to become the dominant platform for amateur esports, starting at the high school level. The company raised $46 million last year—its first year operating—with the vision that owning the infrastructure for competitions and expanding it to encompass other social elements of gaming can make it the largest gaming company in the world.

I recently sat down with Founder & CEO Delane Parnell to talk about his company’s formation and growth strategy. Below is the transcript of our conversation (edited for length and clarity):

Founding PlayVS

Eric P: You have a fascinating background as a serial entrepreneur while you were a teenager.

Delane P.: I grew up on the west side of Detroit and started working at the cell phone store of a family friend when I was 13. When I turned 16 or so, I joined two guys in opening our own Metro PCS franchise. And then two additional franchises. And I was on the founding team of a car rental company called Executive Rental Car.

Eric P: And this segued into tech startups after meeting Jon Triest from Ludlow Ventures?

Delane P: He got me a ticket to the Launch conference in SF, and that experience inspired me to start a Fireside Chat series in Detroit that brought in people like Brian Wong from Kiip and Alexis Ohanian from Reddit to speak. Starting at 21, I worked at a venture capital firm called IncWell based in Birmingham, Michigan then joined a startup called Rocket Fiber.

We were focused on internet infrastructure – this is 2015-ish – and I was appointed to lead our strategy in esports. So I met with many of the publishers, ancillary startups, tournament organizers, and OG players and team owners. Through the process, I became passionate about esports and ended up leaving Rocket Fiber to start a Call of Duty team that I quickly sold to TSM.

Eric P: What then drove you to found PlayVS? Did it seem like an obvious opportunity or did it take you a while to figure it out?

Delane P.: What esports means is playing video games competitively bound to governance and a competitive ruleset. As a player, what that experience means is you play on a team, in a position, with a coach, in a season that culminates in some sort of championship.

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With investors knocking, PlayVS opens the door to a $30M Series B

PlayVS, the company bringing esports infrastructure to high schools across the country, has today announced the close of a $30.5 million Series B financing. The round was led by Elysian Park Ventures, the investment arm of the L.A. Dodgers, with participation from five existing investors, including New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo.

New investors also joined in on the round, including Adidas (the company’s first esports investment), Samsung NEXT, Plexo Capital, as well as angel investors such as Sean “Diddy” Combs, David Drummond, DST Global partner Rahul Mehta, Michael Dubin and others.

It’s certainly worth noting that PlayVS raised a $15 million Series A just six short months ago. Founder and CEO Delane Parnell explained that this Series B was an opportunistic raise, as the company received a lot of inbound from investors to get a slice of the next round.

“This gives us much more stability and runway so that we can hire more senior employees and leadership,” said Parnell. “It also gives us a bit of a war chest to let the team go out and work their strategies.”

Alongside the raise, PlayVS also announced new game partnerships, bringing Rocket League and SMITE into the company’s portfolio. Rocket League and SMITE join League of Legends, which was added to the platform two months ago.

PlayVS launched early this year with a relatively novel approach to the esports world. Instead of focusing on the current esports space, PlayVS realized there was a huge opportunity to bring infrastructure to the esports landscape in high school. As more and more esports careers are created through investment by colleges (via scholarships) and esports orgs, PlayVS gives students a place to show off their skills and get in front of recruiters.

The first step in the process was establishing a partnership between PlayVS and the NHFS, which is essentially the NCAA of high school sports. Through that partnership, PlayVS handles team schedules, district league schedules, coaching clinics and referees, and sets up an in-person live spectator event for the State Championship at the end of the year.

Right now, the company is in the midst of its Season Zero, testing out the platform with a small number of states — Connecticut, Georgia, Kentucky, Massachusetts and Rhode Island — in preparation for the official Inaugural Season, which will begin in 2019. Today, PlayVS is adding Alabama (AHSAA), Mississippi (MISSHSAA) and parts of Texas (TCSAAL).

But the growth of the company is largely dependent on states and school districts, which is why PlayVS is announcing the launch of Club Leagues. Club Leagues is identical to the PlayVS sports league product, except there is no State Championship at the end. Still, students who do not yet have access to the official PlayVS sports league can create teams, join up and play matches.

Eventually, Parnell says, the company will phase out Club Leagues as soon as official sports leagues are available to those players.

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PlayVS taps League of Legends in launch of high school esports platform

PlayVS, the startup bringing an e-sports infrastructure to the high school level, has today announced that it will partner with Riot’s League of Legends for its early-access season.

High school students across five states, including Connecticut, Georgia, Kentucky, Massachusetts, and Rhode Island, will be able to sign up to play for their school in Season Zero, which begins in October 2018.

Around 200 colleges and universities across the U.S. and Canada are offering esports scholarships, but without any infrastructure around high school esports, those recruiters are left at the mercy of the publishers and a grueling tournament schedule.

Meanwhile, young gamers who want to go pro are forced to gain a following via Twitch, or hit up all those tournaments and find a way to shine.

PlayVS offers access to recruiters while giving high school students the chance to play competitive esports at the high school level. The startup, backed by Science with $15.5 million in funding, has partnered with the NFHS (essentially the NCAA of high school) to offer turnkey competition through its dashboard.

PlayVS partners with publishers, and lets players sign up, receive team and league schedules, check standings and stats, and actually play the game all within the PlayVS online portal.

PlayVS has a no-cut policy, letting high schools submit as many unique teams as they like. Given that the company makes money from players themselves ($64/season/player), it makes sense that the company would take a ‘the more the merrier’ approach.

The company then divides up those teams into conferences, and the teams play to be conference champions, advance to semi-finals, and eventually head to the state championship. All the games will be played from the students’ own school through the online portal, except for the State Championship tournament which will have a live spectator audience.

This season, which includes five states, gives PlayVS a chance to roll out the platform to a smaller pool of players and work out any issues ahead of the inaugural season, which starts February 2019.

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PlayVS CEO Delane Parnell to talk high school esports at Disrupt SF

The gaming world is evolving at a rapid clip. No longer is the idea of the lonely gamer a reality. Twitch and Discord have brought gamers together and given everyone the opportunity to see just how talented some of these young players are. Meanwhile, publishers and esports organizations have built out an infrastructure.

But there is plenty left to do, and PlayVS founder and CEO Delane Parnell is well aware of this.

We’re amped to announce that Parnell is joining us at TC Disrupt SF in September to talk about how high school esports could pave the way for even more growth in this industry.

PlayVS is a startup that has partnered with the NFHS to bring esports to the high school level, providing infrastructure around scheduling, refs, rules and state tournaments. Not only does this allow high school students to get extracurricular experience doing what they love (playing video games), but it offers a new way for esports orgs and colleges to look at the bright young talent coming up through the ranks.

PlayVS launched in April after securing its partnership with the NFHS. Through this partnership, the company will be able to bring organized esports to more than 18 states and approximately 5 million students across 5,000 high schools.

The company has since raised $15 million in Series A, and the inaugural season begins in October of this year.

We’re absolutely thrilled to get the chance to sit down with Parnell to discuss the launch of the platform and hear about how high school esports could set the tone for the industry as a whole.

Passes to Disrupt SF are available here at the Early Bird rate until July 25.

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