Monday, 29 April 2019

Dr. Janine Brandt steps forward to promote gender equality in gaming.

Out to make a difference - Dr. Janine Brandt.
Having been a Registered Player since 2017 with Mind Sports South Africa (MSSA), Janine has many years of experience in gaming.

Having started at a young age with the first Nintendo Entertainment System, progressing through console gaming and settling finally with PC gaming. A varied and wide-reaching interest in all types of games; MOBA’s, MMO’s, RPG’s, FPS’s, strategy based games and more, playing popular titles such as League of Legends, Counter-Strike: Global Offensive, Fortnite, PUBG, Rainbow 6 Siege, Tomb Raider, Borderlands and more.

Janine has not limited herself to a single playstyle, and has committed herself to life long-learning. Having started outin casual gaming, Janine has since entered into the vast world of competitive esports and taken part in local, provincial, and national tournaments.

Very passionate about the gender equality in the gaming industry and making more opportunities available for females, as well as promoting health, healthy living and the health benefits associated with gaming in fellow gamers. Currently focused on a competitive esports career in the popular title League of Legends.

With the resignation of Blair Hamberger (due to personal reasons), MSSA's Board has co-opted Janine to oversee the role of Womens' Desk.

The position itself calls for a person of strong character and resolute in purpose. The holder of the position is to evaluate all rules and processes to ensure that the right of women are enforced and that gender equality is enforced.

MSSA President, Amanda Pakade, is delighted with the addition, and has stated, "That with the inclusion of Dr. Janine Brandt onto the Board, MSSA will climb to even higher heights."

Also read:


Thursday, 25 April 2019

WADA WELCOMES SIGNIFICANT DECISION BY COURT OF ARBITRATION FOR SPORT


Montreal, 24 April 2019 – A newly developed method for detecting the use of prohibited substances in athletes has led to a significant and unprecedented 29 March 2019 decision by the Court of Arbitration for Sport (CAS) in favour of the World Anti-Doping Agency (WADA).
 
CAS issued a final award confirming Anti-Doping Rule Violations (ADRVs) in the cases of the Ukrainian track and field athletes, Olesia Povh and Olha Zemliak. Both athletes were convicted of using a prohibited substance based on the detection of non-physiological levels of testosterone in their blood serum samples following analysis in the WADA-accredited laboratories in Lausanne, Switzerland, and Seibersdorf, Austria.
 
The testing was initiated by the Athletics Integrity Unit (AIU) of the International Association of Athletics Federations (IAAF). This led to the subsequent investigation, which resulted in these important convictions. The measurement of testosterone levels in blood serum constitutes a further tool for Anti-Doping Organizations (ADOs) to detect and prosecute doping, even where urine samples might be reported as negative.
 
WADA Director General Olivier Niggli said: “WADA welcomes this decision by CAS, which could have a long-term positive impact on clean sport. I would also like to commend the AIU for their excellent work which led to this outcome. The decision sets an important precedent and this new method of detecting doping represents another way for ADOs to secure Anti-Doping Rule Violations against those who choose to cheat. It is a significant victory for clean sport and for athletes around the world.”
 
Significantly, CAS ruled that there could be no doubt on the evidence that the method used in measuring testosterone in blood serum was scientifically valid, paving the way for further examples of this method being used in the future.
 
Olesia Povh was sanctioned with a four-year period of ineligibility for intentional doping while Olha Zemliak received an eight-year period of ineligibility as it was her second violation.

Wednesday, 24 April 2019

Brazil is on the right path.

Paulo Ribas as seen at CBGE's Brasil Esports Forum held at Marriot Copacabana hotel.
"It is vital for esports to grow, but it can only grow in a structured and regulated system". This was the opinion as expressed by International Esports Federation (IESF) president, Colin Webster. The view was further endorsed by Hernán Berisso (Diputado de la Nacion - Argentina), who has expressed his personal desire to see esports promoted by the existing national federation as a sport in his home country of Argentina.

The Brasil Esports Forum was thus an absolute success in uniting the opinions of delegates from Argentina, Brasil and Chile.

Without doubt, South America is a slumbering giant in the world of esports, and Brasl, with a massive population of 212 million (out of 431  million for  the whole of South America).

Thus it is with much joy that the esports world is able to see the founding of a nati
onal federation (CBGE) by no less than five (5) of the twenty-nine (29) states that make up Brasil.
Paulo Ribas - deep in conversation.

Under the guidance of Paulo Ribas, the CBGE seems to be makinng all the right noises.

Having implemented good governance and democratic systems, CBGE is desireous of affiliating to IESF.

Such affiliation will see Brazil enter into the IESF family of nations, and will assist Brazil to further promote esports as a fully accredited sport.

It is already believed that the sporting of authorities in Brazil have great interest in seeing esports regulated by a national federation.

Mind Sports South Africa (MSSA) president, Amanda Pakade, has also expressed her interest i
n seeing Brazil enter membership of IESF. "Should Brazil become a member of IESF, all five (5) BRICS nations shall have active esports federations, and there is no reason whatsoever for the five great nations to not work closely together to further promote esports", Amanda stated.

WADA AND ANTI-DOPING FORM KEY PART OF IOC INTERNATIONAL ATHLETES’ FORUM

© IOC/Fabrice Coffrini

The World Anti-Doping Agency (WADA) was strongly represented at the International Olympic Committee’s (IOC's) International Athlete Forum, which brought together around 350 athletes from more than 200 countries in Lausanne, Switzerland, on 13-14 April 2019.

As part of a panel on the protection of clean sport featuring representatives from the IOC, WADA, the International Testing Agency and the Court of Arbitration for Sport, Chair of the WADA Athletes Committee Beckie Scott spoke in particular about the work of the committee in the fight against doping and highlighted some of the group’s current priorities, including the development of the Anti-Doping Charter of Athlete Rights and of a strategy to ensure that the committee continues to strengthen the athletes’ voice within WADA and the wider anti-doping movement.

Also speaking in this panel, Chief Operating Officer Frédéric Donzé updated the forum on recent developments in WADA’s activities.

He told the meeting that real progress had been made by WADA in light of the Russian doping crisis, particularly in the areas of WADA’s compliance monitoring of World Anti-Doping Code Signatories, investigations and whistleblowing, and review of the World Anti-Doping Code and International Standards.

He said: “While work is ongoing in terms of the authentication and analysis of the data retrieved from the former Moscow Laboratory in January, we have tried to use the lessons learned in the past few years as much as possible to help rebuild a strong and credible Russian Anti-Doping Agency and to further enhance our programs for the benefit of clean sport, in partnership with the global anti-doping community.

“We as a community need to continuously look at new and creative ways and means to better protect clean athletes, and the involvement and input of the athlete’s community is a critical part of this work.”

The Athlete Committee was also represented by member Ben Sandford, who brought the forum up to speed on the development of the Anti-Doping Charter of Athlete Rights, which will be further discussed at the May meetings of WADA’s Executive Committee and Foundation Board.

Lastly, WADA Deputy Director, Standards and Harmonization, Stuart Kemp gave athletes an update on the latest developments regarding the revamp of the Anti-Doping Administration and Management System (ADAMS). He indicated, in particular, that the first phase of this overhaul was close to completion, which will see a brand-new athletes’ whereabouts application rolled out shortly.

During the International Athlete Forum, as well as the World Olympians’ Forum held on 15 April at the same venue, hundreds of athletes visited the WADA outreach booth to ask questions and interact with the WADA Athlete Committee and WADA Management members present in Lausanne.

This year’s IOC International Athlete Forum brought together athletes representing the IOC, the International Paralympic Committee, WADA, Olympic Continental Associations, International Federations, National Olympic Committees, Organizing Committees of upcoming Olympic Games, and the World Olympians Association. This Forum is usually held every two years.

Why is everyone talking about Esports? What is it all about? Is this a passing fad?

Almudena Berzosa Peñaranda
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Almudena Berzosa Peñaranda

Performance & eSports Psychology / Market &Competitive Intelligence. Business I... See more

To keep it short and simple, Esports (electronic sports) is competitive video gaming at a professional level with organized competitions.

Video-game competitions have been around for quite some time, to find the first official video-game competition on record we need to go back to 1972 (take that Millennials!); it happened at Stanford University, where players were invited to compete in a space combat game called Spacewar, to win a prize of a one year’s subscription of Rolling Stone magazine.

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In 1980, video game competitions became known to a wide audience when Atari organized the Space Invaders Championship and Walter Day created Twin Galaxies.
Competitive gaming had worked its way into popular culture in the 1980’s, but it’s growth really accelerated in the 1990’s when the internet opened up a whole new world of possibilities.
Nintendo Entertainment System (NES) took the controls, graphics, gameplay and accessibility of video games to a new level and also boosted the growth of competitive gaming. They ran the Nintendo World Championships in 1990 and in 1994.

Some of the first esports leagues were founded in the late 1990’s including the Quakecon , the Cyberathlete Professional League and the Professional Gamers League. Games like Counter-Strike, and Warcraft were already featured in those days.

But we could say that the flourishing of this industry happened in the 2000s when we saw the launch of the World Cyber Games and the Electronic Sports World Cup. These major international tournaments helped to set the tone for the kind of big competitions that would later come to define the esports world.

Many things happened in those years, but I want to underline the importance of the release of xBox live in 2002, bringing online play to consoles. Halo 2 was the first game to be broadcasted on a national TV and sponsors made competitive gaming a lucrative career choice. This was a game changer. From then, esports really took off.

The majority of the esports revenue comes from brand investments, which can be categorized as sponsorships, advertising and media rights.

The esports industry has grown at a tremendous pace, I feel it’s safe to say that over the last decade it has become one of the fastest growing industries worldwide, benefiting from traction from new video game social media content, products and gaming events around the world.

No alt text provided for this imageTaking a look at the past few years, it is clear that esports has become a multi-billion dollar industry spanning every corner of the globe.

Recently Newzoo estimated esports revenue will eclipse $1 billion in 2019. There is a growth rate of 22.3% year over year; the prediction is that revenue will reach $1.79 billion by 2022.

Can we consider this a passing trend? Absolutely not. The esports industry has passed the status of a fad and has become a serious industry with investors betting their money on this business, given the potential it holds. Hedge fund managers point to the rising popularity of esports events as an indicator of the market opportunity.

You may ask yourself “but why?”, “why is this activity moving so much money?” 

The answer is simple: because of the number of people watching. 

This multi-billion dollar industry attracts not only passionate spectators (we are talking about millions of fans) but also major media outlets and even celebrities. Esports are here to stay.

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Esports audiences can watch events by either visiting the arena live or online through gaming broadcasters. According to the World Economic Forum, the global esports audience reached 380 million last year, made up of 165 million dedicated esports fans and 215 million occasional viewers.

Millennials and Generation Z are the force driving this industry unlike any other.

To better illustrate this, just take a look at the top of the following table: 46 million people watched the IEM Katowice in 2017. Yes, this is not a typo: 46 million people.

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There are many type of games and a variety of eSports franchises, but certain titles dominate this market (below are just some examples, please do not bombard my private inbox with complaints that your favourite game is not on the list)

League of Legends


LoL remains one of the most popular eSports games today in which teams battle to destroy the enemy’s nexus. It is a multiplayer online battle arena video game developed and published by Riot Games for Microsoft Windows and macOS.  The Prize Pool of LoL in 2018 was $14.12M (Source: esports observer)

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Fortnite


With more than 200m players worldwide, the chances are either you, your friends or your children or your children’s friends are already playing or watching it. This online video game was developed by Epic Games and released in 2017. The Prize Pool of Fortnite in 2018 was $19.96M(Source: esports observer).


The Fortnite World Cup in 2019 will have a prize pool of $100 million. 


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Defense of the Ancients 2 (DOTA 2)


This is a multiplayer online battle arena video game developed and published by Valve Corporation in 2013. 


Valve hosts an annual tournament called The International where the world's best DOTA players compete for prizes. The Prize Pool of Dota 2 in 2018 was $41.26M (Source: esports observer).


The International 2017 broke the record for the largest prize pool in eSports history at $24,787,916.


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Counter-Strike: Global Offensive


CS:GOis a tactical multiplayer first-person shooter video game (part of the Counter-Strike series) developed by Hidden Path Entertainment and Valve Corporation released in 2012 for Playstation 3, Xbox 360, Microsoft Windows, and OS X and later Linux as a downloadable title.


The Prize Pool of CS:GO in 2018 was $22.47M (Source: esports observer)


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Other top esports games are Call of Duty, Overwatch, Hearthstone, Starcraft or Rainbow Six. 

I do not want to forget Mobile eSports games like: Clash Royale, Honor of Kings, Arena of Valor, VainGlory, Summoners War, Mobile Legends or the new comer: Brawl Stars. 

If you are not already a fan, you are probably starting to be curious and wondering: where can I watch esports?

They can be seen online via Twitch, Mixer, Youtube or even Facebook (all for free) and as we just said, you can also attend live competitions in dedicated esports venues. No alt text provided for this image

Esports has yet to achieve popularity in the conventional entertainment industry but the phenomenon is fast approaching an inflection point where it will certainly happen. Esports tournaments continue to grow in audience and economic impact, and each year brings these competitions closer to the level of popularity and acceptance enjoyed by traditional sports. 

Observing the trends as described above, I am inclined to assume that esports is definetly not a passing fad. 

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Almudena Berzosa is a member of the Executive Team at the Swiss eSports Federation.

For more content like this, follow her on LinkedIn, Twitter @A_berzosa and on Facebook at Facebook/BuildingYourBackbone

This article was also published in the Website of the Swiss Esports Federation

Tuesday, 23 April 2019

IESF’S PLAYERS’ COMMISSION INVITES ALL PLAYERS TO PARTICIPATE


Athletes proudly bearing their national flags at IESF’s 10
th World Championships – Kaosiung.

To create better communication between International Esports Federation (IESF) and all the esports athletes it serves, IESF’s Players’ Commission, hereby invites all athletes who have participated in member federation’s teams in IESF events to join IESF’s Players’ Commission discord and Facebook Group page.

All such athletes are encouraged to join both the Discord and Facebook Group page so that any and all concerns raised by athletes can be raised at Board level in order to help IESF improve the experience.

The Discord and Facebook Group page is reserved entirely for such athletes, and is a safe space for athletes to voice concerns or comment about anything. IESF’s Players’ Commission will do its very best to solve any issues any athlete may have.

Amanda Pakade, MSSA president, has also stressed the importance of all South African players who have attended IESF World Championships to join the various platforms.

"Ony by taking ann active role in directing the affairs of IESF, can athletes take true ownership of esports, said Ms. Amanda Pakade.

All questions or concerns must be directed to:

ELECTIONS OF IESF’S PLAYERS’ COMMISSION SET FOR 2019

Jason Batzofin (of MSSA) is IESF’s current Players’ Commission Chairman

It is IESF's duty to protect all players who participate in IESF events. 

The IESF Player's Commission was created in 2016 for this very purpose. Each member on the Player's Commission serves a 3 year term. It is now coming up to the end of 2019 and thus, the end of the three year term for all who are currently serving in the Players' Commission. 

The Players' Commission has no role in any selection disputes, disciplinary hearings or anti-doping involving athletes. The Commission serves a far greater purpose and that is to represent the athletes' best interests to the IESF Board.

The founding and current Players' Commission consists of 
Jason Batzofin (Mind Sports South Africa), Koen Schobbers (Netherlands), and Madeleine Leander (Sweden). This will be the end of their full term and thus a new election will be held.     


Each National Federation’s Players Representative shall have one vote each and shall elect six members of which half shall be male and half shall be female.


The voting shall take place at IESF’s 2019 World championships, and IESF shall make a venue and time available for all the National Federation’s Players’ Representatives to meet.


It is at such meeting that the various National Federation’s Players’ Representatives shall state which of their number are making themselves available for election.


Only should there not be sufficient numbers for any one gender, then members of such gender may offer to stand for election even though they are not National Federation’s Players’ Representatives, but as long as they are team members at such World Championships.



To be a National Federation’s Players’ Representative, such athlete shall:
  • Have a seat, as per the NF’s own Constitution/Statutes, on the Board of such member federation, and 
  • Have reached the age of majority, and 
  • Have represented such member federation in a national team at an IESF World championships, and 
  • Not be older than 30 years of age. This is a vital position that requires athletes who are dedicated and committed to ensuring a better environment for all athletes.

IESF President, Coin Webster, stated, “IESF is proud of the contribution made by the members of the inaugural commission. All members worked well during their term of office and have created a culture within the commission that will ensure that all esports athletes are protected.”


“All that remains to be seen is, who shall be elected into office in 2019.”

Wednesday, 17 April 2019

Assassin's Creed: Unity Being Used To Rebuild Notre-Dame

Notre-Dame cathedral
On Monday we saw the tragic fire of Notre-Dame. The building is one of the most exquisite examples of French Gothic architecture. Notre-Dame is 856 years old and a massive part of world history. The fire has been extinguished and plans are already being made to restore it as it was.

Due to the reports that the building will be restored as close to the original as possible the architects are studying hyper-realistic photos and videos of Notre-Dame. In an amazing turn of events, Assassin's Creed: Unity will be used as well. The Artist behind the creation of Notre-Dame in Assassin's Creed, Caroline Miousse, spoke to The Verge several years ago about how the cathedral was created. Read more about that here: https://www.theverge.com/…/7132…/assassins-creed-unity-paris

The Verge wrote: “In the case of the Notre Dame, easily the biggest structure in the game, it meant recreating a version of the cathedral that didn’t actually exist at the time.

“Level artist Miousse spent literally years fussing over the details of the building. She pored over photos to get the architecture just right, and worked with texture artists to make sure that each brick was as it should be.”

Mind Sports South Africa (MSSA) president, Amanda Pakade, remarked, "It is tragic that such an event could occur, Notre-Dame is at the heart of the French religious experience, and it is important that all in the esports world rally round to protect and preserve this incredible heritage site".

Thursday, 11 April 2019

WADA CELEBRATES ‘PLAY TRUE DAY’ 2019 WITH STAKEHOLDERS FROM AROUND THE GLOBE

Happy Play True Day participants.
Montreal, 10 April 2019 – the World Anti-Doping Agency (WADA) celebrated ‘Play True Day’ along with athletes, National and Regional Anti-Doping Organizations, Sports Federations, Major Event Organizers and other anti-doping stakeholders from around the globe.
 
‘Play True Day’ is dedicated to clean sport and is intended to raise awareness among athletes, the sporting public and others about the global fight against doping. The inspiration for this initiative stems from a WADA-hosted Education Conference in 2013, which was attended by 17 Latin-American countries that were the driving force behind 10 April being declared ‘Play True Day’. While it started as a small initiative, over the years, this grassroots movement has gained momentum with numerous organizations and countries from across the globe taking part.

This year, in a spirit of solidarity among the anti-doping community, WADA has invited its stakeholders and others to celebrate ‘Play True Day’ on their digital and social media platforms using one of the branded frames WADA has created especially for the day. WADA is also encouraging the use of the hashtag #PlayTrueDay in order to maximize the impact of the event on social media.

WADA Director General Olivier Niggli said: “WADA wishes to acknowledge and thank everyone participating in ‘Play True Day’ events around the world. Every year, more countries and organizations join the campaign and are helping to turn it into a truly global event!

“This worldwide momentum helps to raise awareness about the importance of Clean Sport and promotes positive sport values on a broad scale."

To find out more about the events being promoted as part of ‘Play True Day’ 2019, please follow the hashtag #PlayTrueDay or visit the official Play True Day website.