Connect with us
https://yoursportsnation.com/wp-content/uploads/2025/07/call-to-1.png

E-Sports

Club Sports at Mines leveling up with dedicated esports space | Colorado School of Mines

The newest club sport at Mines isn’t played on a field — it’s played on a screen. Esports, or competitive multiplayer video gaming, has arrived on campus with a dedicated space for teams to train and compete.  What are esports? Esports refers to video games that are played in a highly organized competitive environment. Students […]

Published

on


The newest club sport at Mines isn’t played on a field — it’s played on a screen. Esports, or competitive multiplayer video gaming, has arrived on campus with a dedicated space for teams to train and compete. 

What are esports?

Esports refers to video games that are played in a highly organized competitive environment. Students form teams to compete in leagues and tournaments.

Mines offers teams for the following games, some competitive and some non-competitive:

  • Tom Clancy’s Rainbow Six Siege
  • Overwatch 2
  • Counter-Strike: Global Offensive
  • League of Legends
  • Rocket League 
  • Super Smash Bros. Ultimate
  • Call of Duty
  • Dota 2
  • Valorant

Where do teams practice and compete?

The new esports lab is now open at 1600 Jackson St. The space features 12 high-performance PC setups for popular games. It also includes a fully equipped streaming studio with cameras, microphones and a green screen for broadcasting live to Twitch or YouTube.

What are students saying about esports at Mines?

“I think what I love most about esports is always having the ability to improve. There’s virtually no skill ceiling to the game, so there’s always going to be someone better than you. For me, this gives me a constant drive to improve and learn new things in order to outdo my opponents the next time I face them.” Aaron Jackson, Counter-Strike: Global Offensive team captain

Learn more about esports at Mines on the Mines Athletics website.



Link

Continue Reading
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

E-Sports

Super League Partners with Advertising Week to Launch First Gaming Summit at AWNewYork 2025

The first Gaming Summit at Advertising Week New York 2025 will explore gaming’s role in brand engagement and advertising strategies. Quiver AI Summary Super League, a leader in playable media and mobile gaming experiences, has partnered with Advertising Week to host the inaugural Gaming Summit at Advertising Week New York 2025, scheduled for October 6-9 […]

Published

on


The first Gaming Summit at Advertising Week New York 2025 will explore gaming’s role in brand engagement and advertising strategies.

Quiver AI Summary

Super League, a leader in playable media and mobile gaming experiences, has partnered with Advertising Week to host the inaugural Gaming Summit at Advertising Week New York 2025, scheduled for October 6-9 in The Penn District. The Summit aims to highlight the potential of gaming as a powerful marketing channel, addressing the fact that a mere 5% of advertising dollars are currently spent to reach the 3.5 billion global gamers. With curated content featuring insights from a panel of experts in marketing and gaming, the event will provide brands with essential strategies to effectively engage with gaming audiences across platforms like Roblox, Fortnite, and mobile games. Super League’s involvement as Presenting Sponsor includes co-hosting programs and networking opportunities aimed at enhancing collaboration in the gaming sector, reflecting the growing recognition of gaming’s value in advertising and brand engagement.

Potential Positives

  • Super League is co-presenting the first-ever Gaming Summit at Advertising Week New York 2025, positioning itself as a leader in the emerging field of gaming and advertising.
  • The partnership with Advertising Week allows Super League to showcase the value and effectiveness of gaming as a marketing channel, which could lead to increased brand recognition and potential business opportunities.
  • As the Presenting Sponsor, Super League will gain valuable exposure through co-hosting programs and participating in networking opportunities, enhancing its profile in the marketing and advertising community.

Potential Negatives

  • The press release highlights a dependence on industry partnerships, which may indicate a lack of self-sufficiency or limitations in Super League’s ability to operate independently.
  • The mention of forward-looking statements suggests uncertainty regarding the company’s future actions and performance, which could worry investors.
  • The risks outlined in the forward-looking statements may indicate volatility related to the company’s stock performance and market conditions, which could deter potential investors.

FAQ

What is the Gaming Summit at Advertising Week New York 2025?

The Gaming Summit will spotlight the future of playable media and brand innovation, occurring October 6-9, 2025.

Who is hosting the Gaming Summit?

Super League and Advertising Week are co-hosting the Gaming Summit during Advertising Week New York 2025.

What topics will be covered at the Gaming Summit?

Topics include gamer insights, the gaming media mix, and integrating gaming into marketing strategies.

How can brands benefit from attending the Gaming Summit?

Brands can gain actionable insights and network with decision-makers within the growing gaming industry.

What is Super League’s role in the Gaming Summit?

Super League is the Presenting Sponsor, co-hosting programming and facilitating networking opportunities at the event.

Disclaimer: This is an AI-generated summary of a press release distributed by GlobeNewswire. The model used to summarize this release may make mistakes. See the full release here.

$SLE Hedge Fund Activity

We have seen 12 institutional investors add shares of $SLE stock to their portfolio, and 7 decrease their positions in their most recent quarter.

Here are some of the largest recent moves:

  • CITADEL ADVISORS LLC added 92,303 shares (+158.5%) to their portfolio in Q1 2025, for an estimated $21,691
  • SUSQUEHANNA INTERNATIONAL GROUP, LLP removed 65,124 shares (-100.0%) from their portfolio in Q1 2025, for an estimated $15,304
  • MARINER, LLC added 38,256 shares (+inf%) to their portfolio in Q1 2025, for an estimated $8,990
  • GEODE CAPITAL MANAGEMENT, LLC added 27,951 shares (+54.9%) to their portfolio in Q1 2025, for an estimated $6,568
  • TWO SIGMA SECURITIES, LLC removed 24,664 shares (-100.0%) from their portfolio in Q1 2025, for an estimated $5,796
  • CLARITY CAPITAL PARTNERS LLC added 5,000 shares (+12.5%) to their portfolio in Q1 2025, for an estimated $1,175
  • XTX TOPCO LTD added 3,344 shares (+15.1%) to their portfolio in Q1 2025, for an estimated $785

To track hedge funds’ stock portfolios, check out Quiver Quantitative’s institutional holdings dashboard.

Full Release


~ The half-day forum will spotlight the future of playable media, brand innovation and next-gen consumer engagement ~

SANTA MONICA, Calif., July 17, 2025 (GLOBE NEWSWIRE) — Super League (Nasdaq: SLE), a leader in engaging audiences through playable media, content, and experiences within mobile games and the world’s largest immersive platforms, has joined forces with Advertising Week to co-present the first-ever Gaming Summit at Advertising Week New York 2025, taking place October 6–9 in The Penn District.

A recent report by Dentsu highlights that the worldwide audience of people who play video games is now 3.5 billion in size, yet only 5% of advertising spend is deployed to engage them. The Gaming Summit at AWNewYork 2025 is Advertising Week’s first dedicated forum to showcase the value, effectiveness, and scale available within this underappreciated sector. To ensure the content directly addresses how brands can drive real results in gaming, Advertising Week has partnered with Super League to curate an expert advisory panel of marketers, creators, and gaming platform leads to advise on content.

Starting Oct 7th at 2:30pm ET, the Summit will be a high-energy, insights-packed event built to demystify gaming for marketers and provide a tactical blueprint for brand success across immersive platforms like Roblox, Fortnite, Minecraft, mobile games, and more.


The Summit program includes sessions such as:


  • What Gamers Want (and Don’t) From Brands

    – Audience-first insights for campaign success

  • The Gaming Media Mix

    – How gaming fits into social, CTV, and digital strategies

  • Beyond the Build

    – How to layer gaming into full-funnel marketing plans, from awareness to consideration to performance to measurable results

  • The Gaming Landscape Decoded

    – From UGC and esports to mobile and AI

“This is the moment for gaming to have its seat at the main stage of advertising, and we’re proud to help make that happen,” said Rhiannon Apple, SVP, Client Services at Super League. “Marketers are done asking if they should be in gaming. Now they want to know how to win, and this Summit is where they’ll get the answers.”

As the Presenting Sponsor, Super League will also co-host programming with Advertising Week and participate in activations throughout the event, including strategic networking opportunities and an exclusive VIP gathering designed to foster collaboration between top brands, creators, and gaming platforms.

“We’re thrilled to partner with Super League on the Gaming Summit,” said Lance Pillersdorf, founder of Advertising Week. “We know this innovative area offers so much value to marketers, and we’re going to give them everything they need to get involved.”


For brands looking to reach audiences who play

, the AWNewYork Gaming Summit will provide actionable insights, direct access to decision-makers, and lead-generation opportunities in a category that’s shaping the future of media, entertainment, and culture.


About Super League

Super League (Nasdaq:SLE) is redefining how brands connect with consumers through the power of playable media. Super League provides global brands with ads, content, and experiences that are not only seen – they’re played, felt, and remembered, within mobile games and on the world’s largest immersive gaming platforms. Powered by proprietary technology, an award-winning development studio, and a vast network of native creators, Super League is a one-of-a-kind partner for brands looking to stand out in culture, spark loyalty, and drive meaningful impact. In a world where attention is earned, Super League makes brands relevant by making them playable.


About Advertising Week

Advertising Week is a global gathering of marketing, advertising, technology, and brand professionals. It offers weeks of thought leadership, networking and special events, focusing on key industry conversations and trends. Advertising Week events are held in major cities worldwide, including London, New York, Tokyo and Mexico City. You can find out more information at AdvertisingWeek.com.


Forward-Looking Statements

The foregoing material may contain “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934, each as amended. Forward-looking statements include all statements that do not relate solely to historical or current facts, including without limitation statements regarding the Company’s product development and business prospects, and can be identified by the use of words such as “may,” “will,” “expect,” “project,” “estimate,” “anticipate,” “plan,” “believe,” “potential,” “should,” “continue” or the negative versions of those words or other comparable words. Forward-looking statements are not guarantees of future actions or performance. These forward-looking statements are based on information currently available to the Company and its current plans or expectations and are subject to a number of risks and uncertainties that could significantly affect current plans. These risks and uncertainties include, without limitation, risks and uncertainties related to the future price of our Common Stock, the Company’s ability to adequately deploy the funds received in the financings; the impacts of the debt conversions on the Company’s balance sheet; market conditions; the Company’s ability to maintain adequate liquidity and financing sources; various risks related to the Company’s business operations; and other risks and uncertainties, including those described within the section entitled “Risk Factors” in the Company’s Annual Report on Form 10-K for the year ended December 31, 2024, and the Company’s Quarterly Report on Form 10-Q for the quarter ended March 31, 2025. There can be no assurance that the Company will be able to maintain compliance with the NCM’s continued listing standards. Should one or more of these risks or uncertainties materialize, or the underlying assumptions prove incorrect, actual results may differ significantly from those anticipated, believed, estimated, expected, intended, or planned. Although the Company believes that the expectations reflected in the forward-looking statements are reasonable, the Company cannot guarantee future results, performance, or achievements. Except as required by applicable law, including the security laws of the United States, the Company does not intend to update any of the forward-looking statements to conform these statements to actual results.



Media Contact:


press@superleague.com

A photo accompanying this announcement is available at
https://www.globenewswire.com/NewsRoom/AttachmentNg/9fd560e2-31be-4065-8b43-4f5a635eb64b

This article was originally published on Quiver News, read the full story.

The views and opinions expressed herein are the views and opinions of the author and do not necessarily reflect those of Nasdaq, Inc.



Link

Continue Reading

E-Sports

Valley Mills High School unveils new Esports lounge

VALLEY MILLS, Texas (KWTX) – It might sound crazy but Valley Mills high school with a student population a little over 200 may have just become a hub of esports in central Texas. ” I think it just offers a non traditional path to compete and represent your school in an even that specifically focuses […]

Published

on


VALLEY MILLS, Texas (KWTX) – It might sound crazy but Valley Mills high school with a student population a little over 200 may have just become a hub of esports in central Texas.

” I think it just offers a non traditional path to compete and represent your school in an even that specifically focuses on kids with an aptitude for technology and technological applications.

Josh Jones the Assistant Superintendent of Academics and now Esports coach at Valley Mills applied for and received a grant from Howmet Aerospace that was aimed towards furthering STEM development in rural schools. That grant allowed the school to build a brand new esports lounge from scratch.

“I was very excited,” said Jones.

“I was explaining it’s like a dog chasing a car and then you actually catch it. You don’t know what to do with it. The it was like ‘Okay, this is real’, so we need to start planning how we’re actually going to do it, and how we’re actually going to pull this off.”

The lounge, which was built in the in schools administration room, and was previously used for school board meetings, contains eight new gaming PCs, a PlayStation 5 Pro and a Nintendo switch. Top of the line equipment that will be used to help students practice and compete in the fast growing world of high school and middle school Esports.

“It’s created a lot of buzz,” said Jones.

“We had some kids compete this year. And every time kids stop me in the hall they want to know ‘Hey, how do I get involved in Esports? And what’s that going to be like moving forward?’ It’s a new program. It’s something that’s still being ironed out and kind of worked on.”

New Baylor Esports coach Adam Stanley was on hand for the tour of the new facility, and was beyond excited for the future development of the new program that really got of the ground just last year.

“This is what it’s about,” said Stanley.

“It’s giving students opportunities. And if Baylor can play any role in that then I think that we’re doing our job. We want to build the high school level. We want to build the middle school competive level. Because students are gamers. And it’s our responsibility as adults to give them structure. To give them support and support them in what they love. While also pointing them to true things and good things discipline and teamwork, and communication. And that’s what this room will provide for these students.”

For schools that are looking to replicate what Valley Mills is building, Jones says he’s open to visitors.

“We want to be able to compete with schools in our area just like we would in athletics or anything else,” said Jones.

“The more schools that are doing it then the more opportunity there is for everybody to get together and for the kids to socialize and compete with each other and have those opportunities to play together.”



Link

Continue Reading

E-Sports

Why Your Gamer Might See Netflix Content on Roblox

Published: July 17, 2025 Photo from Oberon Copeland via Unsplash By Gavin Boyle Gamers will see more licensed content from studios like Lionsgate and Netflix on Roblox as the gaming platform launches a License Manager, streamlining the process for companies to produce official content on the website. “This is the perfect bridge between a platform […]

Published

on


Published: July 17, 2025

Photo from Oberon Copeland via Unsplash

By Gavin Boyle

Gamers will see more licensed content from studios like Lionsgate and Netflix on Roblox as the gaming platform launches a License Manager, streamlining the process for companies to produce official content on the website.

“This is the perfect bridge between a platform like Roblox that’s used to moving at such a quick pace and brands that are trying to identify the appropriate partners,” said Todd Lichten, the Head of Entertainment Partnerships at Roblox.

“We have a goal to have 10% of all gaming content revenue flowing through the Roblox ecosystem and benefiting our community,” added Manuel Bronstein, the chief product officer at Roblox. “This will require having a wide range of experiences and giving creators the opportunity to partner with rights holders of the most recognizable IP.”

Netflix and Lionsgate have already joined the program, providing access to some of their most popular titles on Roblox. These IP include SQUID GAME, STRANGER THINGS, TWILIGHT, DIVERGENT and NOW YOU SEE ME.

“Roblox offers a unique and dynamic platform for our fans to connect with beloved franchises in interactive and personal ways,” said Jenefer Brown, the Executive Vice President and Head of Global Products and Experiences at Lionsgate. “We’re excited to engage with the Roblox creator community and can’t wait to see the innovative experiences they bring to life with our IP.”

Related: Are Video Games the Best Marketers for Big Brands?

While the process to license IP on Roblox has now been streamlined, the concept is nothing new as multiple games, like Minecraft and Fortnite, already serve as major branding pipelines. Because millions play these games every day, businesses can effectively market to gamers. 

“We often time the content releases with pop-culture moments like a movie release or anniversary celebration, or with relevant global topics like sustainability,” said Ada Duan, Microsoft’s GM of brand management. “The Minecraft team works with our professional creator partners to make fun and engaging gameplay, while our licensing partners share any themes or elements they would like to feature in the game.”

As for Fortnite, its most successful partnership has been with Disney, who went on to purchase a $1.5 billion stake in the company to cement their partnership. Earlier this year, Disney even launched a new Star Wars show through the game, providing players access to the first episodes of the series, even if they were not Disney+ subscribers.

Video games have become the best marketing tool for many major entertainment brands, so it is no surprise that major games like Roblox have streamlined the licensing process to make the system as simple and seamless as possible.

However, as content from shows like SQUID GAME or STRANGER THINGS appears on platform, parents will need to stay even more vigilant about what their kids are exposed to on Roblox.

Read Next: Will This Release Strategy Help Disney’s New Star Wars Show Succeed?

Questions or comments? Please write to us here.

Watch REAGAN

Watch ANNE FRANK REMEMBERED





Link

Continue Reading

E-Sports

How to use Team Builder in College Football 26

Whether you want to recreate your old high school team, revive a defunct college program, or invent a completely original squad, the College Football 26 Team Builder is the tool for you. From logos and uniforms to rosters and home stadiums, this online feature provides players the creative freedom to design and personalize every aspect […]

Published

on


Whether you want to recreate your old high school team, revive a defunct college program, or invent a completely original squad, the College Football 26 Team Builder is the tool for you. From logos and uniforms to rosters and home stadiums, this online feature provides players the creative freedom to design and personalize every aspect of their team.

The Team Builder is a standalone tool that works through the dedicated web portal. To access this tool, create an EA account and log in to the portal. You can then create teams according to your choice, which you can import directly into College Football 26.

website screenshot featuring the team builder tool for College Football 26
The Team Builder tool is back for College Football 26. Image via EA

To start using the Team Builder in College Football 26, you’ll need to visit the official EA Sports College Football Team Builder web portal from a desktop browser. Mobile and tablet support is not fully optimized, so a PC or Mac is the safest option.

You’ll need to log in using your EA account credentials, which should match the account you use for the game on your console. Once logged in, you can create a new team from scratch or browse existing teams created by other players.

The interface is split into various tabs, such as Branding, Uniforms, Stadium, Program Details, and Roster. You can upload custom logos, design home and away jerseys, choose stadium size and theme, set your team’s strengths and rivalries, and manually edit every player’s name, appearance, and stats. When you’re satisfied, hit Submit to finalize your creation.

What are the uses of the Team Builder?

The Team Builder is an important tool for creating immersive experiences in College Football. There are plenty of options for using it. Whether you want to replace all the real NCAA teams with your creations in Dynasty mode or import your custom team in Road to Glory, this tool helps you accomplish that.

The feature also allows for community sharing, so you can download teams made by others, explore different rosters, or find your favorite fictional setups. It’s ideal for content creators, sim leagues, and players who love customization and storytelling.

website screenshot featuring the Team Builder tool for College Football 26.
Import all your custom teams to write a unique storyline. Image via EA

You need to follow a series of simple steps to import your team in College Football 26 from the Team Builder tool. However, before getting into that process, you should make sure that all the team modifications are set exactly to your choice before importing them into the game.

Here’s the step-by-step guide to importing your teams from the Team Builder:

  • Launch College Football 26 and select the Create and Share tab on the main menu.
  • Go into the Download Center from this tab and select the Schools category.
  • Depending on your console, click the Triangle or Y hotkey to open the search option.
  • In the search box, type the name of your saved team and press the X or A hotkey. This will download that specific team to your game files.

Once a team has been downloaded, it can be used in the Play Now, Dynasty, and Road to Glory game modes.

For more on College Football, check out our guides on all the new celebrations and features in this year’s edition.


Dot Esports is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



Link

Continue Reading

E-Sports

Why Canada Could Be the Next Big eSports Hub in North America

What seems like a flashy turn on the screens and bellowing cauldrons of the arenas is not as large as it appears. The growing popularity of esports is made all the more here by the millions of fans, substantial investment, and infrastructure at long last beginning to keep pace with demand. What is going on? […]

Published

on


What seems like a flashy turn on the screens and bellowing cauldrons of the arenas is not as large as it appears. The growing popularity of esports is made all the more here by the millions of fans, substantial investment, and infrastructure at long last beginning to keep pace with demand. What is going on? Well, let us take it line by line.

And as the spectators congregate in front of their monitors or squeeze into esports stadiums, this other culture is brewing behind the scenes, one to do with craft, community, and collective experience. Local breweries are turning into watch parties for limited releases with WHACK-a-mole in honor of icons of gaming, but beer quietly becomes part of the celebration. Home or away, watching the finals on TV or reading highlights in your local taproom, in both worlds, there exists a place with which to talk, relax, and enjoy being present.

Canada’s Growing eSports Ecosystem

Esports is booming in Canada, from Vancouver to Halifax. There are over 10 million gamers, with a third of them actively involved in tournaments as either spectators or participants. Festivals like DreamHack Montreal and EGLX Toronto consistently draw crowds. Against this backdrop, interest in new gaming experiences is also growing: more and more players are trying out Thimbles game casino. This is a fast-paced gambling game of skill and intuition, where guessing the right cup means seizing the moment and hitting the jackpot!

Cities Investing in Digital Arenas

Toronto has already invested over $500 million in digital infrastructure development, and some of this investment has gone toward creating specialized venues for eSports. One of them, Fan Expo Canada Gaming Arena, is not just a stage for major tournaments, but a magnet for teams from all over the world. Meanwhile, Vancouver is launching a 75,000-square-foot digital arena project right in the city center. It will be a multifunctional space for broadcasts, training, and competitions — from local to international. Around these developments, a growing number of breweries with the gaming world in mind are emerging, creating community spaces where fans can watch, play, and enjoy a pint in a uniquely immersive atmosphere.

But the story doesn’t end with buildings. Municipalities are increasingly collaborating with IT companies to finance youth tournaments and student leagues. All of this works in conjunction with mobile culture: thousands of fans have already switched to platforms like MelBet APK. This is a betting app with over 25,000 sporting events monthly, dozens of bonuses at the start, and a convenient replenishment system. Installation takes a couple of minutes, and for Canada’s mobile generation, this is already a familiar part of the gambling experience!

Talent Rising from Coast to Coast

A new generation of esports athletes is emerging across Canada. The country is no longer just watching the scene — it’s shaping it. And here are some of the names that are already rewriting the rules of the game:

  1. TenZ (Tyson Ngo): A Vancouver phenom who became a Valorant star with the Sentinels.
  2. Twistzz (Russell Van Dulken): A Toronto native and one of the most decorated CS: GO players, he now plays for FaZe Clan.
  3. Scarlett (Sasha Hostin): From Kingston, Ontario, she made history as one of the best female StarCraft II pros.
  4. MoistCr1TiKaL’s Canadian roster: The streamer’s organization has been banking on Canadian players in Rocket League — and it’s paying off, as the team is already dominating North America.

With a lineup of names like this, one thing is clear: Canada isn’t catching up — it’s pulling ahead.

A Culture That Embraces Innovation

Canada is confidently becoming one of the leaders of the digital economy among the G7 countries. Montreal and Toronto are no longer just cities, but real tech hubs where investments are being made in virtual production and real-time 3D gaming. The government is not lagging: over $1.4 billion has been allocated under the Canada Digital Adoption Program. Moreover, part of these funds are going exactly where life is currently in full swing — in game development and esports startups.

But it’s not just about finances. A lot is changing in people’s minds, too. More than 70% of Canadians aged 18 to 34 already perceive video games as a serious career, not just a hobby for teenagers. This shift is opening doors, especially in multicultural communities, where the digital industry often becomes the first chance to break through into creativity, into IT, into a new life. And as these digital spaces evolve, so do the places where ideas and ambitions come to life — from co-working lounges to casual meetups over craft beer, where the next big concept might be sketched out between rounds.

Schools and Startups Fueling the Scene

Canada’s academic and startup world isn’t sitting still either. Colleges and incubators across the country are launching programs focused on eSports development, management, and broadcasting. Just take a look:

School/Startup Location Focus Area Notable Feature
Durham College Ontario eSports Business Mgmt. One of the first accredited programs
Northern Arena Toronto Tournament Production Hosts pro-level events since 2016
Q-Campus Quebec Game Development Incubator partnered with Ubisoft
St. Clair College Windsor, ON Varsity eSports Program Full scholarships + gaming facilities

With education aligning with innovation, it’s not hard to see where things are heading.

Global Brands Looking North

Esports in Canada is no longer a niche hobby, but a steadily growing market that is attracting the attention of global brands. In 2023, heavyweights like Red Bull, Razer, and Intel sponsored tournaments in Montreal and Vancouver. Riot Games launched a separate Canadian Valorant league, giving local players their path to world championships. Even traditional sports channels TSN and Sportsnet, which have mainly broadcast hockey for decades, have started airing esports during peak hours.

Investors are not slow in their steps. Toronto-based OverActive Media, which owns teams in the Overwatch League and Call of Duty League, recently closed a round of investment worth more than 60 million Canadian dollars. This is not just an infusion; it is a vote for the future of Canadian esports. At the same time, Bell Media is developing partnerships to broadcast tournaments across the country. The goal is straightforward: to expand the reach and transform a local hobby into a national phenomenon.

Where Passion Meets Possibility

The future of esports in Canada is blazing. Players, cities, and brands are all in. And it’s not just hype. Every broadcast, every tournament, every new arena is a building block for something much bigger. The passion is there. The question is: how high can Canada go?

As the scene rises, so does the culture around it—even if that’s local pub streaming finals, breweries crafting event-night specials, or fans gathering over pints to watch their favorite teams compete. It’s a shared energy that spans across screens and taprooms, turning competition into community.



Link

Continue Reading

E-Sports

iGaming news | Betclic strengthens French sporting connection with two new partnerships

Banijay Gaming operator Betclic has struck two new sporting partnerships in France amid the renewal of two others. The new partnerships are with the French Handball Federation – running until 2028 – and the Arkema Première Ligue (APL), the top division of women’s football in France. Betclic has renewed existing collaborations with the French Volleyball […]

Published

on


Banijay Gaming operator Betclic has struck two new sporting partnerships in France amid the renewal of two others.



Betclic

The new partnerships are with the French Handball Federation – running until 2028 – and the Arkema Première Ligue (APL), the top division of women’s football in France.

Betclic has renewed existing collaborations with the French Volleyball Federation and the Ligue Nationale de Rugby for the Top 14 competition.

Betclic said handball is now the eighth most bet on sport on its app, with the Arkema Première Ligue the most popular national women’s competition.

The extension with the French Volleyball Federation for another four seasons, until 2028, comes as the sport ranks sixth for most bets on the Betclic app, the operator said.

Excluding major sports, the 2024 Olympic final between France and Poland was Betclic’s second most bet-on event of the Games, with more than 15 per cent of players now betting on the sport.

Betclic said one in every two bettors on its app places wagers on rugby, amid the renewal with Ligue Nationale de Rugby and the Top 14 competition, which lasts until 2027.

Nicolas Béraud, founder and CEO of Betclic, said: “French volleyball is experiencing a silent but spectacular
revolution, and we are proud to support this beautiful adventure. By partnering again with FFVolley, Betclic reaffirms its lasting commitment alongside a federation in full momentum, driven by historic results and an ambitious vision for the 2028 Olympics.”

Of the partnership with the APL, he said: “The APL is a reference championship, where clubs that matter in major competitions compete. We want to be where sport is advancing, where audiences are evolving, where passions are growing.

“Women’s football ticks all the boxes, and we are proud to contribute to its development alongside Jean-Michel Aulas (President of the Ligue Féminine du Football Professionnel and Philippe Diallo [president of the FFF].”



Link

Continue Reading

Most Viewed Posts

Trending