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An Overwatch hacker in South Korea just got sentenced to a year in prison

A 28-year-old man in South Korea faces a year in prison for hacking Overwatch . The sentence, reported by South Korea’s SBS News and Dot Esports, handed the hacker one year in prison and two years of probation for illicit activity related to the hit online multiplayer game. The particularly steep sentence is a result of both the ongoing nature of the activity and the fact that the individual generated 200 million Korean won (almost $180,000 USD) from Overwatch-related hacks.

The hacker’s charges stem from the violation of two Korean laws: the Game Industry Promotion Act and the Information and Communication Technology Protection Law. In the last year, Overwatch developer Blizzard Entertainment has worked with the Seoul National Police Agency’s cybersecurity department to crack down on hacks that compromise the integrity of the high-profile game, particularly due to its prominence in the esports world.

“Cheating on the Asian Overwatch server is endemic and widespread,” Kotaku reported in a story on Overwatch hacking last year. “On the Battle.net forums and Reddit, complaints about hacking South Korean players’ too-accurate headshots, immediate gun-downs and even DDOS attacks against winners in competitive mode are widespread.”

Hacks for a game like Overwatch can take many forms, including scripts that enable perfect aim, match-fixing and a rank manipulation practice known as boosting.

“Doing anything to manipulate your internal MMR or Skill Rating (i.e. Boosting or Throwing) is not fine,” Overwatch Creative Director Jeff Kaplan wrote in a forum post last year. “Penalties for boosting and throwing are about to increase dramatically.”

The new sentence isn’t the first to be handed down by the Korean government for game-related hacking, but given the fact that sentencing usually results in large fines, it is notably harsh. Laws meant to deter gaming hacks went into effect in the country last year and stipulate that violators may face up to $43,000 in fines and up to five years in prison.

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PlayVS, bringing esports infrastructure to high schools, picks up $15 million

PlayVS, the startup building esports infrastructure at the high school level, has today announced the close of a $15 million Series A funding round. The financing was led by New Enterprise Associates, with participation from existing investor Science, as well as CrossCut Ventures, Coatue Management, Cross Culture Ventures, the San Francisco 49ers, Nas, Dollar Shave Club founder Michael Dubin, Twitch cofounder Kevin Lin, and others.

PlayVS first publicly launched out of the LA-based Science startup studio in April. The company partnered with the NFHS, the equivalent of the NCAA for high school-level sports, to build out leagues, rules and more around high school esports.

Most high school sports are governed by the NFHS, which writes the rules, hires referees, schedules seasons and determines the format of playoffs and state championships. That same infrastructure might carry over from one high school sport to another, but esports represents a new challenge for the NFHS.

PlayVS brings to market a platform that schedules games, helps schools hold try-outs and form teams, and pulls in stats real-time from games thanks to partnerships with game publishers.

In October, PlayVS will launch its inaugural season, bringing organized esports to more than 18 states and approximately 5 million students across 5,000 high schools.

As esports continue to grow, colleges and professional organizations have already started investing in scholarship programs and pro teams respectively. But whereas other high-level teams look at high school athletes for recruiting, the same infrastructure has not yet been put into place for esports.

PlayVS wants to change that. The new round of funding will go towards expanding the product and the team to eventually put PlayVS in every high school across the country. The company has yet to announce which schools will participate and which games will be available during the first season, but PlayVS has confirmed that the games will be PC-based and will come from the Multiplayer Online Battle Arena, Fighting and Sports genres.

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Epic Games will pump $100 million into Fortnite esports competitions

Epic Games doesn’t want the party to stop.

The gaming company announced today that it plans to funnel $100 million into Fortnite esports competitions for the “2018-2019 season,” a move that will undoubtedly drive talent and enthusiasm to the battle royale title.

The company announced the investment in a short blog post:

In the 2018 – 2019 season, Epic Games will provide $100,000,000 to fund prize pools for Fortnite competitions. We’re getting behind competitive play in a big way, but our approach will be different – we plan to be more inclusive, and focused on the joy of playing and watching the game.

Fortnite has had an explosive period of growth over the past several months since the release of its battle royale flavor following the popularity of PUBG, but Epic Games seems to be doubling down on ensuring the continued popularity of the recent multiplayer gameplay trend.

Unlike a lot of popular esports titles, Fortnite is available across a pretty wide variety of platforms beyond just the PC, with console and mobile flavors also available. Epic hasn’t released much in the way of usage numbers lately, but the game hit 2 million concurrent players in January and it has undoubtedly surged in popularity since then.

Whether the young title can continue to draw attention and crowds in the face of fresher talent  moving forward will depend heavily on streamers and esports leagues continuing to show interest, but $100 million in investment in prize pools will almost certainly prove to be quite helpful.

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Quarterback lets top esports gamers and streamers create their own fan-based leagues

In an effort to tie the top gamers and streamers more directly with their fans, a new company called Quarterback has just raised $2.5 million to create and manage fan-based leagues for the superstars of the esports and streaming world.

The company raked in its seed round from investors led by Bitkraft Esports, which is quickly building one of the most complete portfolios of gaming-related startups in the industry. Additional investors include Crest Capital Ventures, Deep Space Ventures, UpWest Labs and angel investors.

Essentially, it’s a platform for creating gaming leagues and content driven not by game publishers, leagues, or existing streaming sites like Twitch, but by the gamers themselves. It gives streamers and players a new way to reach their audience, the company claims.

Founded by serial entrepreneur Jonathan Weinberg, who acted as the chief executive for Round Robin and held a leadership role in the mobile game studio Spartonix, Quarterback is the latest attempt to get more revenue into the hands of gamers. 

Leagues created on Quarterback can host daily challenges, give away prizes and compete against fan clubs devoted to other top players.

Esports streamers and gamers are among the most bankable influencers, pitching to a new generation of consumers that don’t track traditional media sources. The ability to host and own their own channels gives these streamers an ability to create their own game libraries, cultivate a next generation of talent and encourage one-to-one interactions on platforms they control.

“Most streamers and pros struggle to monetize their fan-base and lose touch with their audience when the fans break away to play their own games,” says Jens Hilgers, a founding partner of Bitkraft Esports Ventures. “Quarterback solves this problem in a unique way by helping streamers become an integral part of their fan’s game-play.”

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Esports Overwatch League heads to hipster Brooklyn for its finals

What could be more perfect than moving the inaugural championship finals for an esports league from its Los Angeles home to Brooklyn?

For Overwatch League, the esports conference created by fiat from Activision Blizzard, the move is the first step in its plans for housing esports teams in cities around the country.

Heading from sunny Burbank, Calif. to the hipster heartland of Brooklyn conjures up echoes of the famed Dodger franchise move (in reverse) while tapping into one of the few other markets in the U.S. that might rival LA for esports popularity.

When the Overwatch regular season ends on Sunday, June 17th, six teams will face off in the league’s first post-season playoffs. Those games are set to begin July 11th and will take place in Burbank at the company’s “Blizzard Arena Los Angeles.”

After the playoffs, the final teams will fly to New York to compete for the largest share of a $1.4 million prize pool and the first Overwatch League trophy. The games are slated to begin Friday, July 27th and continue on the 28th.

“The Overwatch League Grand Finals will be an epic experience for fans and viewers,” said Overwatch League commissioner Nate Nanzer in a statement. “We want this to be the pinnacle of esports, and holding it at a world-class venue like Barclays Center, in a global capital like New York, will help us celebrate not only the league’s two best teams, but the fans, partners, and players who have joined us on this incredible journey.”

Overwatch is taking a geographic approach to its franchises with teams sponsored by cities in the U.S. and major esports hubs around the world like London, Shanghai and Seoul.

Eventually the league is looking to set up stadiums in locations outside of Burbank. With league play requiring teams to travel — like a traditional sports league.

The move to Brooklyn could be a test of how well the Overwatch experience travels and a precursor to the league starting to take its show on the road in earnest.

Tickets go on sale on Friday, May 18th, at 10 a.m. EDT, and can be bought on ticketmaster.com and barclayscenter.com, while tickets to the first two rounds of the Overwatch League postseason at Blizzard Arena Los Angeles go on sale Thursday, May 10th, at 9 a.m. PDT via AXS.com.

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The Las Vegas strip’s first legit esports arena just opened for business

On the south end of the Vegas strip, a different kind of gaming is taking root. At the Luxor casino, the Esports Arena Las Vegas just opened its doors, occupying the former home of the LAX nightclub. Following a special event on March 22, the arena, owned by Allied Esports, opened for regular operations on Monday, March 26.

Allied Esports is a joint venture of Chinese gaming companies Ourgame International, KongZhong and iRena that aims to build a global network of at least 10 esports arenas over three to five years. The effort is just the latest sign that yes, esports is mainstream now and its momentum — and its accompanying business ventures — will only ramp up from here.

The 30,000-square-foot space is custom-built to accommodate the flashy, massive events that have come to define the esports world, including an in-house “network TV quality” production studio replete with 24 cameras and a two-story LED TV wall. In addition to console and PC gaming stations, the arena also boasts competitive VR gaming via two immersive Virtuix Omni machines and free retro gaming. The modern forward or backward-gazing gamer should have plenty to do, even beyond events like a kick-off weekend Super Smash Bros. tournament with $25,000 on the table.

In true Vegas fashion, the space is accompanied by a gamer-themed menu from chef José Andrés, an avid gamer himself. The space will host big events while also being open to normal non-pro gamers, who can buy a $25 all-you-can-play gaming pass. The fresh space in the Luxor joins other major dedicated gaming venues like Blizzard’s new LA area Overwatch arena and Allied Esports sibling spaces in Orange County, Beijing and Shenzen, with another location set to open next month in downtown Oakland.

Dedicated competitive gaming spaces, oddities just a few years ago, are now springing up all over, moving esports away from traditional sporting venues and into increasingly high-profile purpose-built spaces.

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Facebook lets all PC games live stream and reward viewers

Facebook is challenging Twitch and YouTube for video game live streaming supremacy with the release of its new Games SDK for PC. After testing Live streaming from games like Overwatch from developers like Blizzard since 2016, today Live broadcasting from PC games to the News Feed opens to all developers. And Facebook will let them reward fans who watch by providing in-game items or bonuses. For example, beneath the comments reel, users might see a promotion like “Watch Paladins streams for a chance to earn random loot to use in-game.”

The potential for viral growth and sales could convince tons of game developers to bake in Facebook’s new SDK, while players could use the simple broadcasting feature to reach a big audience — though one not as dedicated to gaming as on other platforms. Viewers might choose to watch on Facebook because they get rewarded there. Facebook meanwhile benefits because game streams create compelling niche content that can drive long viewing sessions, helping Facebook monetize viewers in the moment with ads while locking them deeper into the platform long-term.

Facebook is also hooking up developers with deeper analytics through custom “app events” that are now available on PC as well as web and mobile. Game developers can also integrate Facebook’s enhanced Friend Finder feature that lets them play with friends and now see “Key Player Stats” about other people they want to join up with to keep playing together. Developers who want access to the SDK can sign up here.

Facebook got a late start in the game streaming world but has been rapidly developing features and signing deals to grow its viewer base and content catalogue. It inked a deal with esports league leader ESL last year, and just added streaming from tournaments of top games like Counter-Strike and DOTA. It’s brought Live streaming to Messenger games. Facebook also recently started testing a way for viewers to tip cash to their favorite streaming stars, and has even hired some of them for its games team.

The question will be if a catch-all mainstream social network can succeed in such a niche content space. 800 million people play Facebook-connected games each month. But not everyone’s real-world friends care about video games or want to watch their buddies play, so broadcasts could fall flat if they don’t find the particular subset who love gaming. On networks like Twitch or corners of YouTube, people are there specifically to watch game stream. So Facebook will have to use rapid feature development, and it’s size and potential for audience growth to attracts streamers, viewers, and developers. Otherwise gamers might stay where they never feel embarrassed about their passion.

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Discord partners with esports teams to launch Verified Servers

 Discord, the voice and text chat app for gamers, is today announcing a new partnership with a number of esports teams for the launch of Discord Verified Servers. Verified servers ensure that users know they’re communicating with an official source, similar to verified accounts on other social media platforms like Facebook, Twitter and YouTube. Read More

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Madden NFL 18 esports are coming to Disney XD and ESPN

 With the Super Bowl just a few weeks away, the world of football has some relatively unexpected news. Madden NFL, one of the most popular gaming titles in the world, is going even more mainstream. ESPN2 and Disney XD will broadcast Madden e-sports tournaments thanks to a new deal inked by EA, Disney, and the NFL. Madden NFL 18 is one of the top ten best-selling games in the last 12 months, and… Read More

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Protecting intellectual property rights in the billion-dollar world of virtual gaming

 It’s clear that the days of esports being merely a spectator sport are numbered, as soon users won’t just be sitting and watching the story unfold on a computer screen, they’ll be immersed in it. What challenges will this immersion create when it comes to protecting one’s intellectual property rights to the contents of a game and the innovative technologies involved,… Read More

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