Skill-based competitive gaming, also known as eSports, is one of the fastest growing sectors of the video-games industry. Amateur and professional gamers compete predominantly online across numerous websites that provide tournaments for a range of popular competitive titles. Examples of such games include CS-GO (Counter Strike), League of Legends, StarCraft, and DOTA 2. Although the bulk of competitions take place over the internet, many of the larger-scale, higher stake tournaments take place at live venues, some of which feature prize pools with hundreds of thousands of dollars.
As the global market for eSports has grown, the market for eSports wagering has exploded. The top eSports players are earning upwards of $1m, and estimated global revenue for the eSports market is projected to hit $696m by the end of 2017. The professional eSports industry is almost completely consumed via internet streaming with companies such as the Amazon-owned Twitch providing millions of spectators with 24/7 coverage and the ability to engage with other users in real-time. It is this streaming element which has allowed eSports as an industry to flourish and gain significant traction.
Ethersportz allows users to connect to Steam, the most popular online gaming platform, where they can easily play the games they’re already familiar with, either alone or on teams with their friends, to win money in our hourly tournaments.
BE PART OF SOMETHING NEW
What separates EtherSportz from the competition? Our competitors require users to buy and wager tokens they created and control but why do we need yet another token when you could win something that already has established value like Cash, Bitcoin, Ether? EtherSportz will allow users to win real Cash, Bitcoin and Ether by entering our prize pool eSports tournaments.
Planning & Design
EtherSportz goes live!
Attention. There is a risk that unverified members are not actually members of the team
$36 457 051
$66 080 321
$29 346 942
The audience network is exploding. They claim that more people are now watching eSports then they are the NBA finals. For example, The League of Legends Season Three World Championship, sold out the Staples Center in Los Angeles California in October of last year. It had more than 32 million people watching globally. Only 24.4 million watched the 2017 NBA Finals. And 40 million watch the MLB World Series. The amount of people watching eSports is growing at a record rate and has nearly doubled in the last three years. Not only that, but the viewership is projected to grow continually from here on out. And now eSports is hitting a worldwide audience network. Games have some of the biggest player rate of any sport in history. The League of Legends had over 67 million monthly players globally. Only an estimated 24 million people in the United States and less than 9 million that play football. Not only that, but almost 70% of them buy goods and services related to the game and almost 30% buy merch. A quarter of them spend money on betting, while nearly another quarter of them pay monthly subscription services.
This offer is based on information provided solely by the offeror and other publicly available information. The token sale or exchange event is entirely unrelated to ICOholder and ICOholder has no involvement in it (including any technical support or promotion). Token sales listed from persons that ICOholder has no relationship with are shown only to help customers keep track of the activity taking place within the overall token sector. This information is not intended to amount to advice on which you should rely. You must obtain professional or specialist advice or carry out your own due diligence before taking, or refraining from, any action on the basis of the content on our site. Any terms and conditions entered into by contributors in respect of the acquisition of Tokens are between them and the issuer of the Token and ICOholder is not the seller of such Tokens. ICOholder has no legal responsibility for any representations made by third parties in respect of any Token sale and any claim for breach of contract must also be made directly against the Token issuing entity listed herein.
If you have any concerns about the nature, propriety or legality of this token sale or the persons involved in it please contact [email protected] with detailed information about your concerns.