The launch of Google’s Stadia cloud gaming service last week may have been sub-optimal, but two thirds of senior gaming executives believe that games companies will need to offer cloud-based games within five years or be left at a disadvantage at a ...
E-sports phenomenon, League of Legends, is finding interest from the LVMH-owned maison, which has announced that it will be designing in-game skins and a trophy case for the world champion’s cup, in a sign of e-sports’ continuing ascendancy.
Gaming is growing, and advertisers have an opportunity to reach gamers in new ways. Bidstack’s James Draper argues that in-game advertising brings the scale of mass-media exposure without ruining playing experiences.
The development of e-sports has been earmarked as a “city-level strategy” in Shanghai, according to Yu Xiufeng, director of Shanghai’s culture and tourism administration, speaking at ChinaJoy, Asia’s largest gaming and ...
Since being launched in 2009, League of Legends has evolved in a way that other games have not, becoming a “full sports vertical” that supports professional leagues and attracts brands in much the same way that regular sports do.
There are many similarities with traditional sports when it comes to sponsoring e-sports but marketers also need to understand the significant differences in this fast-growing market, an industry figure advises.
With over 200 million registered players, celebrity and sports aficionados, Epic Games’ Fortnite and mass participation video games that function across platforms are gaining traction among Generation Z in particular.
The current thinking and reading on Super Bowl advertising, an event for which the advertising has become as important as the sport, but the way in which people watch is changing – brands must be ready.