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APAC / AMERICAS Registration Date Extended & Tournament Date Changes

To all WCG participantsAfter listening to our community, the WCG Committee have decided to delay the end of registration date of all three regions to April 2, 11:00 AM (UTC).This will ensure participants have sufficient time to register. Also, we are changing the dates of the National Qualifiers and Regional Qualifiers. All tournaments are held on weekends and not Fridays.Dates for the 22 countries within the APAC and AMERICAS regions will now be as follows<Date Changes for National Qualifiers><Date Changes for Regional Qualifiers>1. APAC    AS IS: APR 13 - 14, 2019    TO BE: APR 27 - 28, 20192. AMERICAS    AS IS: APR 20 - 21, 2019    TO BE: APR 27 - 28, 2019The revised dates will be published on the WCG homepage and Battlefy as soon as possible. We will also be sending an email out to all registered players so they are informed.Thank youWCG Committee 

General2019-03-26 Views 44

Changes for Hearthstone APAC Region Server

To all Hearthstone PlayersAfter receiving community feedback about server regions for Hearthstone APAC region, we have decided to change the server regions to the following (with guidance from Blizzard’s Hearthstone Esports Team)Country/DistrictServerAustraliaAmericasChinese TaipeiAsiaHong Kong (China)AsiaIndiaAmericasIndonesiaAmericaJapanAsiaMacau (China)AsiaMalaysiaAmericasNew ZealandAmericasPhilippinesAmericasSingaporeAmericasSouth KoreaAsiaThailandAmericasVietnamAmericasDue to special circumstance for the APAC region, during the Regional Qualifier and Regional Final, WCG will provide tournament accounts for all participants before the tournament begins. At which time, players will compete on the ASIA server.*Please note, this is only for the Hearthstone APAC region. The Americas and Europe regions must play Regional Qualifiers and Regional Final tournaments using personal accounts.Details on how to receive tournament accounts will be announced to designated participants at a later date.Thank youWCG Committee

Hearthstone2019-03-26 Views 33

Behind-the-Scenes Look at the WCG Legends Video!

 It’s the morning of February 24, and a barber shop in Seongsu-dong, Seoul is bustling with people. This barber shop, outfitted with a vintage wooden interior and filled with props, is the filming location of WCG Legends, a film celebrating the return of the WCG legends.The film crew and staff arrived before 6 in the morning to make preparations before filming began at 8 a.m. It was a tight schedule, especially for a weekend, but the area was filled with energy.The cast included the Counter-Strike legend, ‘Neo’ Filip Kubski; the top-ranking CrossFire player ‘18’ YueQiang Dai; and the legendary ‘Moon’ Jang Jae-ho of Warcraf 3 fame. The cast represented Europe, China, and Korea and included renowned players from the past to the present. The video storyboard was short but impressive. The film opens with Jang Jae-ho and Filip sitting on chairs watching TV and talking about the former glamour of the WCG as scenes from the past flit across their TV screen. YueQiang Dai, who hopes to become a new legend, soon appears, and another player also appears, foreshadowing the advent of a new legend.Due to the scheduling of the shoot, Jang Jae-ho and Filip had to arrive early in the morning to get their makeup done. Despite the early hour, they seemed fired up for the shoot. They greeted each other, and even took some selfies together.Although it was strange to see these legendary gamers in suits and makeup, it was also very heartwarming to see them together, and they truly looked terrific. Where else could you possibly see such a scene? YueQiang Dai arrived at around 8:30 a.m. to get his makeup done.All three men were dressed in sharp suits and had natural-looking hairstyles. One thing that stood out was that each actor sported a suit with its own unique colors and style.Jang Jae-ho’s style was mainly neat and sharp, while YueQiang Dai boasted parted hair and a patterned necktie. Filip wore a black shirt and white suit for a fiercer look, and he stood out the most at the shoot since his outfit seemed to go perfectly with his beard.  The cast members were quite busy even when they were not filming because they had short interviews scheduled for whenever they had time. When the ‘action!’ sign was given, everyone—even those who were in mid-interview—had to stop speaking, and once they heard ‘cut,’ they were able to speak again. It was quite difficult to interview each player.Sometimes they had to stop talking for over a minute and so at times, they forgot the question. However, eventually, all three gamers were able to complete their interviews. YueQiang Dai jokingly said, “This was the quietest interview I ever had,” which sparked laughter among everyone else on set. Whenever they had time, the legends spoke with each other and took photos. Filip was the most energetic of them all. When he was on standby, he checked out different parts of the film that had already been shot, and found scenes of himself that he liked, expressing his satisfaction. He watched a few scenes and said that he looked like a movie star.It’s easy to understand how Filip felt, especially when you look at the scene where Filip and Jang Jae-ho turn and stand up; this scene has a particularly cinematic quality.  The most important scene, where the three players appear together on a single screen, was difficult because of the broad filming composition. The film crew struggled to stay out of the view of the camera while doing their work.Since filming was done in such a small area at various angles, people and equipment had to be moved constantly, and each and every second of the shoot had to be conducted with the finest of care. Even those holding the rear cameras had to be extra careful. Thanks to the dozens of people who worked together in perfect harmony, the shoot was finally completed. The cast was free to leave at about 6 p.m., but the film crew had to keep working. After the cast left, the film crew worked on other scenes in which the actors did not appear. The shoot was finally completed later in the evening. Although the final product is only a short video, the day showed everyone involved just how much work and effort it takes to make a video. Filming started early in the morning and lasted until nightfall and involved gathering legendary gamers together to breathe new life into gaming legends.In addition to the cast and film crew, there were also numerous people running around in the background day and night who made this film a reality. The film represents the collective passion for the resurrection of the WCG.Who will the new legends be? The doors to your dreams are wide open. July 2019, Xi’an. (Storyboard)(Filip gets a shave, which is also part of one of the scenes)(The actor who plays the barber takes a selfie, saying that it is an honor to meet Filip)(Interpreters ran around everywhere helping with the shoot) (YueQiang Dai speaks with the staff during a break)(Jang Jae-ho listens attentively as the crew explains the scene)(The many people working hard behind the scenes)

General2019-03-20 Views 57


General2019-03-20 Views 53

Global Esports Market Trends by Continent

Esports, which began as a game for young people, has now become a cultural phenomenon.According to the global investment bank Goldman Sachs, there are 167 million Esports viewers around the world. This figure is expected to grow to 270 million by 2022. Of all the sports finals aired in the United States last year, only the Super Bowl recorded a higher number of viewers than the League of Legends World Championship.The streaming site Twitch invested approximately KRW 100 billion in the broadcast of Blizzard’s Overwatch, and Riot Games signed a broadcasting contract worth about KRW 360 billion until 2023. Universities in the USA are introducing new Esports scholarship programs and traditional European sports clubs are organizing Esports teams to win over young fans. In the recent Asian Games in Palembang, Esports was adopted as an official event, showing that Esports has gone beyond being a cultural phenomenon, and has been recognized as an actual sport. Esports is expected to become a favorite cultural and sports genre for the next generation. The rapid growth of Esports is evident worldwide, but its trajectory differs based on the environment and culture of each continent and country.Here’s an overview of the Esports trends that are developing in the countries and continents with the most significant Esports growth.USAEsports Scholarship Programs Based on Club ActivitiesThe United States has the largest sports market and industry in the world and often acts as the standard for global sports trends and changes. Esports in the US is following the commercial success formula of the American sports market. The growth of grassroots Esports seen spreading throughout schools is especially impressive.Various Esports scholarship programs are being introduced in the US, where students can be accepted to college and receive scholarships just by being a skilled player. High schools and universities are also establishing Esports teams, paving the way for a unique Esports ‘club activity culture.’ The friendly rival match between Stanford and UC Berkeley at the 2016 Intel Extreme Masters, in particular, was symbolic of the spreading popularity of Esports in the US.LoL - Stanford vs. UC Berkeley - Showmatch - IEM Oakland 2016The long-established NCAA (National Collegiate Athletic Association) is considering adopting Esports as an official event. The University of Akron in Ohio decided to construct the world’s largest Esports facility, and Ashland University is focusing on attracting talented competitors by building a state-of-the-art game center and offering scholarships for Fortnite players.The number of streaming viewers for the first season of the North American Overwatch League reached 10 million, with a per-minute average of 280,000 viewers. “Watching games,” including single-person media and game leagues, has become a common leisurely activity, and these types of games have been receiving massive corporate sponsorships and investments in the United States. Many prominent global companies such as T-Mobile and Toyota are also participating in gaming events as sponsors. According to a survey by Forbes, the US Esports market is expected to earn USD 1 billion in profits and procure 300 million viewers this year.EuropePrestigious Sports Clubs Organize Esports TeamsIt is common knowledge that the most popular sport in Europe is football. The most noteworthy characteristic of Esports growth in Europe is that sports clubs with many years of tradition are now racing to organize Esports teams.In particular, world-famous European football clubs such as Real Madrid, Paris Saint-Germain, Schalke 04, and Arsenal have already or are in the process of establishing Esports teams. An Esports version of “El Clásico” may soon be held in the very near future. ⓒ psg-esports.comEuropean Esports is being led by the traditional powerhouse, Germany, while Spain and the UK have recently made moves to catch up. The online game market in Spain has been growing rapidly since 2015 and with the Internet infrastructure spreading throughout Europe, the leisure lives of many people are beginning to change. Prestigious sports clubs and communications companies are also discovering the potential of Esports as a new field of entertainment and are looking toward gaining a head start in each of their respective fields. The rapid growth of Esports in Europe among citizens was preceded by Esports support policies by national governments. Germany, which has been a leading advocate for adding Esports to the Olympics, is the annual host of the global game fair Gamescom. Germany is a forerunner in the European Esports market largely because it recognizes the potential of the Esports game market, invigorates the market through policies and investments, and is also constructing a system for the market.ChinaMassive Support and InvestmentsEsports in China can be described as a culmination of ‘power and resources’ since Chinese pro gamers have the most resources and power in the entire Esports gaming world. This movement is expressed as the ‘Esports spring’.China has shown a willingness to make huge capital investments in Esports, moving massive amounts of human resources and capital to do so. Owners of large corporations are also investing heavily in Esports by aggressively recruiting foreign talents and adopting technologies to raise the stakes of Esports games. As a result, the Esports market in China exceeded 65 billion yuan (approx. KRW 10 billion) in 2017 and is expected to reach 86 billion yuan (approx. KRW 14 billion) in 2018.CFS - Crossfire esports is one of the successful esports competition inEven just a few years ago, China had a very poor Esports infrastructure compared to its large size; however, thanks to government support policies and massive investments in the Esports sector, things changed almost overnight. In the case of the League of Legends Pro League (LPL) in China, a system of region-based teams was adopted and home and away games were held, with each team building its own Esports home stadium. Though more development is still needed in the communications sector due to China’s vast geographical size, the Esports environment of most major Chinese cities has reached a world-class level.Also of note is that various platform tournaments are growing thanks to China’s huge population. There is a relatively large number of mobile game Esports games, which are extremely popular across all platforms. Provided that there are no huge changes in the direction of government policy in the future, China is expected to be the market with the most potential for creating the largest Esports culture and fandom.Southeast AsiaRapid Growth of Mobile EsportsOf all the Esports markets, the Southeast Asian market has recently shown the most growth.  Growth has been especially apparent in low-end online games and mobile Esports. Many countries in Southeast Asia have a highly developed café culture due to their hot and humid climate, and due to recent economic growth, the Internet infrastructure is being improved and smartphone distribution is also growing. This in turn, has led to increased demands for mobile games and Esports.The most recent League of Legends World Championship final recorded 370,000 viewers on the YouTube Vietnam channel alone, proving Southeast Asian consumers’ high level of interest in Esports and the market potential of Esports in the region. The Vietnamese, Malaysian, and Thai markets are especially promising, and the Malaysian government, in particular, is providing its full support to the Esports industry. When also considering India and Indonesia, the growth potential of the Southeast Asian market is almost limitless, which is why the market has become a focal point for global gaming companies. AirAsia successfully strengthened its brand awareness in the SEA market through esports investment.Although the region’s immediate purchasing power is relatively weak, Chinese, Korean, and other global game companies are engaged in various activities to spearhead the Southeast Asian market with their games and are racing to host various Esports tournaments. Due to its vast potential, the Southeast Asian market is known as the ‘department store of Esports games.’ Since it is difficult to know how the market will develop over time, the Southeast Asian market is expected to become a huge variable in the future of Esports.South KoreaOrganized Management and Fostering as the ‘Incubator of Pro Gamers’Gaming is so prevalent among the youth of Korea that it has given rise to the term ‘PC Café Youth.’ Just as Brazilian children can be found playing football in every alley, the PC cafés that can be found in every neighborhood are the most common playgrounds for Korean youths. Children play games as if they were second-nature and discover their talents, moving on to become amateur players or professionals engaged in systemized training. The Esports training system is similar to that of prestigious sports youth systems.There is a reason why Korea, a single country with a small population, has been able to continue its legacy as a powerhouse of Esports. Due to urbanization resulting from Korea’s high population density and concentrated investments in the IT industry led by the government, Korea was able to build the world’s best Internet infrastructure in the late 1990s. As a result, PC cafés, game tournaments, and an ecosystem for pro gamers took root early, and an efficient player fostering and management system was naturally created.WCG is one of the most successful esports competition brand that originated from South Korea.The nationwide popularity of Blizzard’s StarCraft contributed greatly to the development of Esports in Korea. The game not only spurred the growth of PC cafés in Korea, but also accelerated Korea’s IT industry. In Korea, a country with a population of 50 million people, StarCraft sales were upwards of 4.5 million, and Korea never failed to snag a gold medal at the StarCraft World Championship Series. Thus, StarCraft has had great significance in the history of Korean Esports. This is the most well-known success case of cultural contents leading to technological development. Through StarCraft, the Internet began to spread more quickly, and communications businesses and online game development investments became more active.After the huge success of StarCraft, large conglomerates began organizing professional Esports teams, and Korea’s method for fostering pro gamers became the standard for Esports clubs around the world. Korean players also began joining famous overseas Esports teams and, even now, are also being recruited as managers and coaches, serving as further proof that Korea’s systematic management and fostering methods are being recognized globally.

General2019-03-14 Views 100