Esports Premier League ropes in Infinix Mobile as title sponsor
New Delhi, June 8, 2021: The Esports Premier League (ESPL), India’s first-ever franchise-based Esports league, has teamed up with smartphone maker Infinix Mobile as the title sponsor for its debut edition with an objective to revolutionise Esports in the nation and popularize it through a countrywide tournament. The tournament is looking forward to tapping into the growing landscape of esports in India to help the competitive gaming community. This segment got a major boost in the last year as an increasing number of users are using smartphones for gaming.
In order to give the Indian Esports ecosystem a complete makeover and increase Esports and gaming in the Indian market with the forthcoming top-class tournament, India Today Group, is all set to roll out Season 1 of the tournament from June 16. The league will feature a massive total prize pool worth Rs 25 lakhs. It has partnered with Garena to build an exclusive gaming platform for Free Fire—the most famous battle royale game currently played by gaming enthusiasts and gamers in the nation. The league will enable players from all over the country to showcase their talent on this national platform for the first time. ESPL will be streamed on several platforms including OTT giant Disney+ Hotstar along with the official YouTube and Facebook channels of India Today and Aaj Tak and their websites.
ESPL intends to be the biggest stage to find and nurture new gaming talent across the country. ESPL will provide all the 8 teams and their players' comprehensive media coverage across various media platforms including digital, print, TV, etc as part of the endeavor to bring gaming to the mainstream and will help upcoming esports professionals get fame and stardom on par with other conventional sports.
While talking about the launch of Esports Premier League (ESPL) and its association with Infinix Mobile, India Today Group Vice Chairperson, Kalli Purie said: “This pandemic and the resultant lockdown have contributed to propelling the esports industry into mainstream entertainment. India Today’s Gaming and Esports platform will provide a thrilling experience to its users through a wide range of games, online tournaments, and an opportunity to win exciting prizes. These are very exciting times as smartphone usage continues to grow exponentially and I believe the partnership with Infinix Mobile will help us intensify our mission of taking Esports to the next level in India.”
Due to the current pandemic and lockdown, ESPL will be contested as a virtual tournament in its inaugural edition and feature more than 700 online games with about 300 plus hours of streaming.
“The Indian online gaming industry is growing at a rate of almost 27% per annum and is estimated to reach $2.8B by 2022. The current pandemic situation has further fuelled the growth of the gaming industry in India. At Infinix, we are part of this revolution by making devices for the mid-range segment that is feature-rich and enhance the users gaming experience, to further amplify the gaming capability of a user our R&D has developed a technology called Darlink which optimizes and improves the performance of a device on several parameters. Our partnership with India Today for the Esports Premier League is just another step towards achieving the same goal. We look forward to a fruitful association and intend to encourage budding talent in this field,” Mr. Anish Kapoor, CEO of Infinix Mobile said while announcing the association in a press release.
The tournament, which will be held over a period of two and a half months, will consist of initial two levels to screen the best eight teams which advance into the grand finale representing eight cities across India including Delhi, Mumbai, Chennai, Kolkata, Bengaluru, Hyderabad, Punjab, and Rajasthan.
India's maiden tri-nation invitational Valorant Championship 'Rise of Legends 2021' to begin on Thursday
New Delhi, Jun 2 India's first-ever tri-nation Invitational Valorant Championship -- 'Rise of Legends 2021' that also features teams from Sri Lanka and Bangladesh -- will begin on Thursday.
Hosted by the country's leading game streaming and eSports platform Rooter, the eight-day tournament will see participation from 16 top teams from India, Bangladesh and Sri Lanka.
Released globally in June last year, Valorant is a free-to-play multiplayer tactical first-person shooter developed and published by Riot Games, California.
Players play as one of a set of agents having unique abilities, characters designed based on several countries and cultures around the world.
In the main game mode, players are assigned to either the attacking or defending team with each team having five players on it. New source PTI
NRAI working with MPL to launch virtual shooting game
New Delhi, May 18The National Rifle Association of India (NRAI) has collaborated with online gaming platform Mobile Premier League (MPL) to develop a mobile version of a shooting game, hoping that it evokes interest among masses for the real sport outside the virtual world.
The game is slated to be released on August 15. It is a simulator style, non-violent shooting game with International Shooting Sport Federation (ISSF) style trap and skeet formats.
The NRAI will also organize, COVID-19 pandemic permitting, hybrid tournaments around Independence Day where the best virtual shooters will be selected for training by prominent shooting champions in India.
"We are pleased to be developing a non-violent Olympic-style shooting game with MPL. We will use this shooting simulator game to create interest, educate and train an audience of millions of internet users about the physical sport of shooting," said NRAI president Raninder Singh.
"We will also be hosting tournaments where the best virtual shooters get a chance to compete and participate in physical shooting. Online engagement will feed into offline interest, which in turn will open the doors of our sport to many more Indians," he added.
The NRAI also welcomed the International Olympic Committee's (IOC) recent esports push to bridge the gap between physical and virtual sports.
The recent announcement by the IOC to partner with five international sports federations and game publishers to launch the inaugural Olympic Virtual Series (OVS) is being seen as a welcome move for the Indian Esports industry.
This will be the first e-shooting game where the virtual game will adhere to the rules and principles set by the IOC and the ISSF.
To be held ahead of the Tokyo Olympics, the OVS will begin on May 13 and end on June 23.
The OVS will mobilise esports enthusiasts from all around the world to reach a new Olympic audience.
"We welcome the IOC's move to introduce virtual esport versions of real world physical sport in the inaugural Olympic Virtual Series. We are sure this will encourage people to take up these sports virtually and potentially chart a way for them to emerge as champions in the physical sport," said Raninder.
NRAI believes that virtual versions of Olympic-style shooting sports will help evoke interest among the masses and could serve as a gateway to people looking to enter the real sport.
Olympic medallist shooter Gagan Narang said, "India has never had a dearth of talent in shooting, and the recently concluded World Cup is a strong validation of the potential.
"As I have realised, technology is increasingly playing an important role in improving player performances, and amplifying the experience.
"Initiatives as envisioned by NRAI and ably supported by MPL will not only enhance player engagement, but critically increase fan awareness about competitive sports. India needs many more such interventions across sports," he added.
Industry data shows that there is a lot of appetite for target shooting games in India, especially for a mobile-first audience. On MPL alone, since November 2020, over 17 million gameplays were recorded for MPL's target shooting titles, with 13 million alone coming from its archery game.
Sai Srinivas, co-founder and CEO of MPL, which aims to take esports to the masses via mobile, said, "This is a monumental step taken by IOC to introduce the first ever Olympic-licensed virtual series.
"NRAI was already a first mover in recognising the potential for e-shooting. Esports has witnessed a meteoric rise in India over the past few years and is recognised as a proper sporting career path in many regions of the world.
"An IOC-approved tournament announced before the Olympics will certainly help Esports get its due and encourage people to consider it as a professional option." News Source : PTI
Pre Registration of Battlegrounds Mobile India begins today
As per the recent announcement by Krafton, the Pre Registration of the Battlegrounds Mobile India Game, also known as PUBG has started today.
In regards to their announcement, Mr. Abhishek Aggarwal, Co-Founder & CEO, Trinity Gaming, commented: "The formation of a strong foundation of the Indian gaming industry has begun. After waiting for so long the countdown for pre-registrations finally comes to an end and a new countdown for the game launch begins.
Team Trinity is all ready and excited to witness the record-breaking number of pre-registrations, Looking at the love and support of Indian gamers towards the game."
Adii Sawant aka Dynamo Gaming, the famous content creator and YouTuber who also proudly owns the title of 'World’s biggest PUBG mobile player' said: "Finally the day for the launch of the most awaited game Battlegrounds Mobile India is near. We are really excited as pre-registration for the game has started.
New challenges, new content, new gamers, and new hope for the Indian gaming industry is awaiting. We will provide our audience with the best gaming experience with the upcoming game. We are all set for the amazing journey ahead. Waiting for budding creators to step in the world of gaming with Battlegrounds Mobile India."
Tarun Gupta, Founder, Ultimate Battle, India’s first-ever one-stop online esports platform: "This is big! The whole gaming community was anticipating that it would soon happen and here we are with the pre-registrations open inviting all the gamers out there. We are also preparing ourselves and gearing up for the best ever matches to come as Ultimate Battle will include Battlegrounds Mobile India in our All India Esports League and we hope it will shoot up among the players. This announcement is wholeheartedly welcomed and we hope to soon get our hands on it"
Mr. Lokesh Suji, Director, Esports Federation of India & Vice President of the Asian Esports Federation (AESF): With no live sports taking place, this launch has come at an opportune time. The wave of excitement in the Indian esports market is palatable and the excitement levels have gone up by notches ensuring the gamers will be soon able to enjoy the familiar adrenaline rush again with Battlegrounds Mobile India. All thanks to Krafton Inc. as they took the initiative to curate a game that was missed by the Indian gamers. This development surely ensures to boost the Indian Esports ecosystem and will fuel our ambition to become the Esports powerhouse.
We are keen on experiencing and exploring it furthermore."
Krafton, in order to add to the excitement of PUBG lovers and gamers also announced that it will be offering special rewards to those who pre-register themselves for the game.
The Indian version of PUBG Mobile, Battlegrounds Mobile India has been successful in creating hype among gamers and is expected to be a big hit among the gaming community.
Simultaneous events featuring Anand raise USD 50,000 for COVID relief
Chennai, May 14 A series of simultaneous online exhibition matches featuring, among others, five-time world champion Viswanathan Anand to support COVID relief in India raised USD 50,000 (approximately INR 37 lakh).
The event was held on Chess.com with top Indian players and proceeds would go to Red Cross India and the Checkmate COVID initiative of the All India Chess Federation (AICF), officials of Chess.com said.
On Thursday, Grandmaster Anand, as well as GMs Koneru Humpy, Harika Dronavalli, Nihal Sarin, and Praggnanandhaa Rameshbabu played simultaneous games on Chess.com against a total of 105 players.
Any player with a Chess.com blitz or FIDE standard rating of under 2000 could play with former world champion Anand by donating USD 150 and with the other four GMs by paying USD 25 as registration amount.
The time control for the games was 30 minutes with a 30-second increment, with the grandmasters having 15 extra minutes on their clock. The GMs won with high scores but only Praggnanandhaa managed to win all of his games.
"We are facing a kind of national struggle. It varies from state to state but it's extremely critical right now. I hope this will be a resource for the chess community. Some of us have had Covid and now hopefully they at least have someone to call and reach out," Anand was quoted as saying by chess.com.
India is currently reeling under a devastating second wave of COVID-19 pandemic with more than three lakh fresh cases and over 3,000 deaths being reported daily. News Source : PTI
Checkmate COVID: Anand and 4 other GMs to play exhibition matches to raise COVID relief fund
New Delhi, May 11 Five-time world champion Viswanathan Anand and four other Indian Grandmasters will play simultaneous online exhibition matches against other chess players on Thursday to raise funds for COVID-19 relief work in the country.
Any player who has a Chess.com blitz or FIDE standard rating of under 2000 can play with former world champion Anand by donating USD 150 and with the other four GMs by paying USD 25 as registration amount.
Donations will also be accepted during the exhibition matches to be broadcast on Chess.com at 19:30 IST.
The website said it will match all donations up to a total of USD 10,000.
All the proceeds from the simultaneous exhibitions involving Anand, Koneru Humpy, Dronavalli Harika, Nihal Sarin and Praggnanandhaa Rameshbabu will go to RedCross India and the Checkmate COVID initiative of the All India Chess Federation (AICF).
"We all know India is struggling hard against COVID-19. At this time, we all have been affected in some way. I don’t think there is a single person young or old who has not been affected by this," Anand said in a video message posted on Chess.com.
"Let us support COVID relief in India. You can play some of India's finest grandmasters, and have Chess.com match your donations. Please sign up to participate in Checkmate COVID this Thursday. This is a little contribution from our chess fraternity.
"I look forward to being there and hope we raise money and spirits!" International Master Danny Rensch and Samay Raina will host the livestream on Chess.com/tv.
"With over one hundred games running concurrently across all simuls, a time control of 30 minutes with a 30-second increment will be used for all games," a statement from Chess.com said.
"With a limited number of boards, make sure to register early for this unique and charitable opportunity to play India's best players." India is currently reeling under a devastating second wave of COVID-19 pandemic with more than 3 lakh new cases and above 3000 deaths reported daily. News Source : PTI
Popularity & demand prompts Ultimate Battle to launch a dedicated platform for Chess
According to a press release, India’s first-ever one-stop esports platform - Ultimate Battle (UB), had recently conducted a study in order to understand the gaming preferences of users. Under these findings, nearly a lakh gamers’ playing choices were studied and chess came among the top three preferred games that were chosen by players on the UB platform. The popularity of the game of chess prompted 'Ultimate Battle' to launch an independent interface for chess on its platform to not only cater to the dedicated community for the sole purpose of fun but also to compete against the best in the game.
The highly popular esports platform has been a platform for playing several action-packed games crafted with high-end graphics. However, the study conducted showed the gamers’ liking for chess in the list among the top 3 games. Garena Free Fire was first on the list as it was the most played game with 40% preference and with 30% players going with Call of Duty, it proved to be the second most preferred game. The third game, with preference of 20% of the players sampled was the chequered board game of chess whereas other games put together amounted for the 10% on the platform.
Talking about the launch, Tarun Gupta, Founder of Ultimate Battle said: “Chess is an age-old game which is played by people of all age groups. We thought of giving this community an altogether premium experience and hence we launched chess as a separate property and not dilute the audience experience with other games. We also have created leaderboards for the community to compete professionally and the aim is to find the champion players eventually.”
He further added, “However, the rampant rise of online cheating was equally alarming and we wanted to keep the UB platform safe from any such unfair means. Our focus has been to create a very robust technology to counter such incidences and we are glad that the platform has seen a lot of buzz lately.”
After a great experience at the testing phase, with 3000 gamers in January 2021, the Ultimate Battle chess platform has already built a strong community of over 27,000 regular users. The platform has seen the maximum amount of engagement from the age group between 18 and 21, nearly about 53%. Presently, three chess tournaments are held everyday alongside hundreds of one-on-one challenge matches on a regular basis. There is a ranking system too with the automated leader board which is based on the performances of the players. Additionally, it also features prize money for the winners.
Last month, the platform also launched its app on Google Play Store and till now has enjoyed over 32,000 downloads already.
Road to Asian Games campaign for 2022 Asian Games introduced by Olympic Council of Asia and AESF
According to a press release by Electronic Sports Federation of India (ESFI), the Olympic Council of Asia (OCA) and Asian Electronic Sports Federation (AESF) have confirmed the introduction of a new program, ‘Road to Asian Games’ for the 2022 Asian Games. The AESF will be the exclusive organizer of ‘Road to Asian Games’ and will be the first of its kind to bring fair and equal opportunities to publishers and bring advanced Esports development not just in Asia but around the world. The campaign will also introduce an education program for participating E sports athletes to share Olympic Movement and Values throughout the world. Grassroot development, inclusion programs, career pathways, health and wellbeing support as well as the rights and protection of athletes will be the key area of focus. Here’s what Mr. Lokesh Suji, Director of ESFI and Vice President of AESF had to say, “Electronic Sports Federation of India (ESFI) is a full member of the Asian body-Asian Electronic Sports Federation (AESF) and as a member nation, we are extremely proud and applaud this joint initiative. As much as I personally congratulate the sustained efforts put by our President Mr Kenneth Fok and the entire AESF team. This is also an opportune time for the Indian esports athletes to be more conscious and be part of the Championships organised by ESFI and help us to make the national ranking scrims/tournaments more wholesome and meaningful in terms of not only being extremely competitive but also reaching out to the talented esports athletes across the country who are looking for opportunities to play for India and represent at the highest platforms including Asian Games in the coming times. We are at the moment also waiting for the game titles to be announced so that we can start the Scrim tournaments for the same in India too." An official signing ceremony was held to officialise the partnership for the ‘Road to Games’ campaign and the confirmation of the roles & responsibilities of the AESF with OCA Director General Dr. Husain A H Z Al-Musallam, OCA Director of Sports Mr. Haider A H E Farman, AESF President Mr. Kenneth Fok, and AESF Director General Mr. Sebastian Lau in attendance. Here’s what Director General of OCA, Dr. Husain A H Z Al-Musallam said, “It is a great pleasure to officially announce our partnership between OCA and AESF for the new Esports program for our Asian Games and OCA will provide full support for successful Esports events at the 19th Asian Games in Hangzhou, China. We wish the best to our partner AESF on the journey ahead.” In a speech during the signing, Mr. Fok, AESF President said, “I would like to express our sincere appreciation for the continuous support and trust from the OCA. I believe that the Asian Games presents the best stage for us to share Olympic Values with the Esports community and we aim to make our Esports communities develop further through this opportunity. Also, we look forward to a successful collaboration with OCA as well as LOC.” Speaking about AESF’s role and responsibility, OCA’s Director of Sports Mr. Haider A H E Farman added, “Leading up to the Asian Games, the Asian Electronic Sports Federation will have the leading role and take full responsibility in the selection of esports titles in collaboration with the OCA. From the qualifying rounds to the grand finals of each esports event, rest assured that the OCA and AESF, together with LOC will work hand-in-hand, ensuring successful esports events for the 19th Asian Games Hangzhou 2022.” Conveying his gratitude during the ceremony, AESF Director General Mr. Sebastian Lau said, “As the Asian Federation, the AESF is honoured to be organizing the esports qualifiers and the Technical Delegate for the upcoming Asian Games. We will start from Hangzhou, and I am looking forward to exploring more opportunities together with all of you and make the evolution of esports further in Nagoya 2026, Doha 2030 and beyond.” The ‘Road to Asian Games’ partnership summary Esports Event Title Selection The Esports event titles for the qualifiers and finals of the 2022 Asian Games will be selected by the AESF in collaboration with the OCA. Eligibility and Participating Teams The AESF will be responsible for identifying the finalists through regional qualifiers of respective esports titles leading up to the 2022 Asian Games in Hangzhou, China. Qualifiers and Finals The structure of the qualifying and final tournament will be formed by the AESF for all esports events. The qualifiers of all participating Asian countries will be collaborated with the OCA at the 2022 Asian Games in Hangzhou, China. Community Outreach Program AESF will deliver and execute the AESF Experience Program with full support from the OCA as part of the Asian Games community outreach. The program will aim to deliver the best Esports experience, connect with the community and attract new fans.
Ultimate Battle aims to develop esports with its one of a kind online platform
According to a press release by Ultimate Battle, they have announced India’s first online esports platform for players to connect, interact and compete at competitions to win rewards. The platform will cater to the esports community through an e-commerce portal and a virtual supermarket with the aim to develop esports in the country. Tarun Gupta, gamer and Founder of Ultimate Battle said, “Gaming was mostly recreational all this while but with the absence of Live Sports, people who had a competitive bent of mind got hooked to online esports and the sudden surge is there for everyone to witness. I truly believe this is an opportune moment for homegrown brands like us, who are in the business of Esports and have created a unique value proposition for the gamers. This is a very exciting time for Ultimate Battle; we are a new age Esports online platform with a plug and play option which is innovative, informative and also provides E-commerce facilities for various gaming needs—all embedded into one single platform.” “To bring Esports into the mainstream and engage millions of gamers and fans together, we have multiple popular esports titles on our platform. In the year 2019, India alone amounted to 13% of the total game downloads worldwide with mobile games in the forefront. We are consistently working to develop Esports in India. Since our inception we as a tech brand specializing in esports aim to provide thousands of gamers with a unique online experience to participate in multi-player mobile, console, and PC video game competitive tournaments and win prize money,” added Gupta. India has quickly developed as a hotbed for esports with 365 million Indians gamers across PC, consoles and mobiles and industry estimates expect this figure to rise to 440 million by 2022. Ultimate Battle currently has popular esports titles like Call of Duty, Valorant, Fifa 20, CS:GO, Garena Free Fire, Dota 2, Fortnite and others on its platform with the aim to provide exposure to aspiring esports athletes looking to kickstart their career.
Esports Federation of India brings ranking scrims for female teams
In a major step towards promoting Esports to female athletes, the Esports Federation of India (ESFI) is bringing ranking scrims for all the female teams. Around the world, pro gaming has traditionally been dominated by men, but ESFI’s initiative to encourage female participation to build a career in professional gaming is a welcome step to create a more gender balanced and inclusive Esports industry. We reached out to Mr. Lokesh Suji, Director of the Esports Federation of India who had this to say, “Esports in the past one year has taken giant strides as an industry with a higher number of gamers and revenue flow; it has also been recognised as a medal event for 2022 Asian Games and steps are being taken to get it included in Olympics too. And meanwhile Esports Federation of India (ESFI) has in the past few months have also streamlined the way esports is perceived in India, and one of the key features was to introduce National Ranking Tournaments for the Gamers in order to bring forth an authenticated point system that determines India’s best gamers whether it’s a man or a woman. While it was important to initiate the process of identification like any other Olympic Sports in India-it is an evolving process and we hope the feedback from gamers will help us to create a full-proof system in the time to come. However, having a dedicated ranking tournament for women was critical and we are happy that we could start. As per the studies available, almost 33% of gamers are women which in itself is a testament of the potential that is waiting to be tapped and capitalised. We at ESFI want to promote the women gamers as much as their male counterparts. We believe the skill sets regardless of gender outweigh all other parameters that determine the performance of a gamer and want to congratulate all the women who are part of this tournament. May the best woman win!" While the demographics have changed in terms of the number of women watching esports, the gaming culture of the industry is moving at a much slower pace. ESFI’s initiative to introduce National Ranking Tournaments to bring an authenticated point based system is a step forward in the right direction to promote Esports and get more female athletes to participate.
How the esports industry has boomed during the pandemic
While the world is in a standstill amidst a global pandemic and people forced into a lockdown, one industry has thrived at a time when the markets are facing an unprecedented economic crisis. The esports industry has not just survived but prospered as people seek an engaging form of distraction while practicing social distancing. According to Market Watch, the two most popular streaming platforms, Youtube and Twitch have seen a massive growth with a 20% increase in the number of hours streamed during the lockdown. With the absence of traditional sports, esports betting has also become more common as people have more time to spend viewing esports during isolation, leading to higher spending. With movie theatres and concerts a distant possibility in the current scenario, the global video game market has become worth four times that of box office revenues and three times the music industry revenue to a sum of $159 billion in 2020. The pandemic has disrupted the day to day livelihoods and esports has been the savior of in-house entertainment, leading to unprecedented traffic in the industry. The resilience of the esports industry amidst the global pandemic has also attracted potential investors and sponsors who have looked beyond traditional sports to an industry that is not just immune to the coronavirus but also a potential recession. That’s not to say that esports tournaments around the world weren’t affected at all. According to Forbes, 31.6% esports events transitioned from LAN to online with about 23.5% events outright cancelled. However, if taken in comparison to traditional sports, esports has successfully adapted to the situation. Many traditional sports also transitioned to esports, such as the F1 that streamed the game on their channels to keep fans occupied while in isolation and fill in the void of motorsport consumption. Nascar hosted a race with virtual tracks and famous drivers in April with a 903,000 viewer audience and many sponsors. NBA 2k struck a deal with ESPN 2 to broadcast its games on mainstream media, all because of the sheer demand. In a world that is increasingly gearing towards a digital age, the esports industry is at the forefront to continue its upward growth trend. With the growing popularity of esports and it’s potential to reach untapped markets in developing countries, esports could be well on it’s way to eventually reach the heights of traditional sports and maybe exceed it. The world will be a very different place once this pandemic ends, but one thing is for sure that the esports industry would be in a much better position than where it was before it all started.
Esports Is Back, As A Medal Event At Asian Games 2022
Esports has been named a full medal sport for the 2022 Asian Games held in Hangzhou, China. The inclusion of esports was announced at the Olympic Council of Asia’s general assembly in Muscat. In a statement released on Friday, the OCA’s Asian Games director, Haider Farman said: “I hope that electronic sports will add value to the Asian Games – and I am sure it will in the future, during the Asian Games 2022 and even beyond that." The inclusion of esports as a medal event at the 2022 Asian Games means that all medals that are won under the esports category will add up to the respective country’s overall medal tally. For an industry that has a longstanding ambition to be recognized as an Olympic Sport, the inclusion of esports as a medal event will bring it one step closer towards being recognized by the Olympic Committee to participate in the prestigious sporting event. Since making its debut in 2017, esports has featured in multi-sports events on numerous occasions, starting with the Asian Indoor and Martial Arts Games in Ashgabat, Turkmenistan. Since then, it has featured at the 2018 Asian Games in Jakarta, 2019 Manila SEA Games and is scheduled to be a part of the 2021 SEA Games in Hanoi, Vietnam followed by a return to AIMAG in Chonburi, Thailand. With the inclusion of esports in multi-sports events and with the Olympics shifting their focus to younger audiences by including breakdancing, skateboarding, surfing and sport climbing at the 2024 Paris Olympics, it should only be a matter of time before esports competes in the biggest event of them all. What do you think?