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INSIGHT ESPORTS - BAYES ESPORTS


Tere are almost none. Because of the digital nature of esports, comprehensive and accurate data of everything that has happened in any given esports match already exists, which means calculating betting odds and providing appropriate betting services is actually easier than it is for traditional sports betting.


Te problems of esports betting do not lie on the technical side and are instead caused by a lack of understanding for esports in general and the differences between esports and more “traditional” sports.


What can make esports more unpredictable and what can make betting odds difficult to calculate are the patches that frequently happen in esports titles. Patches are updates to the game that help keep the game fresh and interesting, but that can also change the game dramatically. So much so, that it sometimes becomes nigh on impossible to exactly predict which strategy will work best and which team will be able to adapt to it first.


Does esports merit its own tab on the sportsbook?


No, it does not merit its own, singular, tab. It deserves multiple tabs for multiple different game titles. Viewership numbers in esports already rival those of more “traditional” sports, with the most recent World Championships in League of Legends drawing in close to a hundred million viewers.


Esports already is a global phenomenon and we expect it to grow significantly larger each year, we just still got work to do to draw out its potential


Does esports need a single regulatory body?


Such a body would help esports represent itself and would allow for regulations and infrastructure that could be beneficial for a multitude of esports titles to be set up more easily. Te question would just be how such a regulatory body would actually look like.


Tere are massive differences between for example League of Legends and CS:GO, yet we consider competitions in both to be esports. Both titles require differences in regulations and infrastructure. Tis also means having different sets of experts that can put these regulations in place, since just because you are an expert in one game does not mean you know the ins and outs of another game.


Setting up a single regulatory body for esports would be equal to setting up a single regulatory body for all ball sports. But since for example football and basketball are so different to one another there are regulatory bodies for both sports individually.


Doing so for every esports title could be very


tricky indeed, as the games developers would have to be an essential part of the regulatory body of their respective game.


In a sense, game developers and publishers have been the regulatory bodies of their own games so far, but this has at many times led to discussions about the power they have over esports competitions in their games and what can be done if this power is misused or at the very least not used in the interest of players and fans (i.e. the Super Smash Bros. series, where the game’s publisher Nintendo refuses to host their own tournaments and has forcibly shut down community driven projects that made hosting competitions in those games easier), so this is not an ideal solution either.


Tis is probably yet another case where esports is simply different from its “traditional” counterparts.Instead of trying to make the solutions we found in traditional sports work in esports, we will have to find unique solutions that are more tailored to the specific challenges of esports.


How exactly these solutions would have to look like in regards to its regulations is something no


“There are massive differences between for example League of Legends and CS:GO, yet we consider competitions in both to be esports. Both titles require differences in


regulations and infrastructure. This also means having


different sets of experts that can put these regulations in place, since just because you are an expert in one game does not mean you know the ins and outs of another game.”


“In a sense, game developers and publishers have been the regulatory bodies of their own games so far, but this has at many times led to discussions about the power they have over esports competitions in their games and what can be done if this power is misused or at the very least not used in the interest of players and fans.”


one has an answer to yet, but most definitely is something that needs to be discussed.


Why hasn't Overwatch succeeded as well as other titles as a betting product?


Because Overwatch has not really succeeded as an esports title in general. Tere are many esports titles like Overwatch that simply do not have the viewership numbers that would allow them to be successful as a betting product.


After all, betting products rely heavily on how much interest is shown in them and while Overwatch draws in a couple hundred thousand viewers at its peak, titles like CS:GO and League of Legends have, on average, viewership numbers in the millions.


Te release of Overwatch 2 might cause it to come back as one of esports biggest titles and might cause it to succeed as a betting product, but that remains to be seen.


Where are the most lucrative esports markets and which hold the most potential?


Esports' most lucrative market would have to be Asia, more specifically South Korea, as well as China. Esports is much more established in society in these two countries as opposed to any other country, with sponsorship deals and infrastructures in place that are still unheard of in Europe or North America.


When it comes to which regions hold the most potential, one would have to mention South America and Africa.


Both of these regions are still mostly underdeveloped in regards to esports, yet are massive in terms of interest and potential viewership. Some titles and platforms, such as FIFA, are much more popular in Africa than they are anywhere else, and South America has a rich history of popular esports teams and players that have gone mostly under- appreciated.


With the right infrastructure and support in place, we could expect some of the biggest events to take place and some of the most successful players to come out of these two regions


What is the future for esports in Brazil as licences are handed out?


Brazil’s future in esports shines bright. Already some of the most prolific players in esports (like FalleN, fer or coldzera in CS:GO) are from Brazil and some teams (like Pain Gaming or RED Canids) have found success on international stages. Additionally, at the beginning of November, IEM Rio 2022 will take place, the first CS:GO MAjor to take place in South America. As esports continues to develop, Brazil will be one of its major regions.


WIRE / PULSE / INSIGHT / REPORTS P119


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