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]]>Held on Saturday, the Open Qualifiers saw Australian and New Zealand teams compete online to qualify for a spot against Oceania��s top three esports teams ORDER, Tainted Minds and Grayhounds Gaming.
Coming out on top included Knights, lol123 and Corvidae after beating nine other teams, with the qualifiers now set to compete in a round robin-style event over the next seven weeks, with it beginning on Thursday at 8pm NZT.
After a successful round of qualifiers on Saturday we can now announce the three teams that will be joining our #AlphaGO invitational �C Corvidae, Knights and Lol123.
See you for our first broadcast, this Thursday 15th February at 8pm NZT ? https://t.co/5EkEzCzqDl pic.twitter.com/agkSzEcPD4
�� LetsPlay.Live (@letsplaylivehq) 11 February 2018
LPL Tournament director Matt ��Smite�� Ross, spoke to www.fridaynightmadness.com and said the cream had risen to the top in the qualifiers.
��I think we definitely found the best three teams [at the qualifiers],�� he said.
But he added that the professional teams have a ��pretty big advantage�� when versing the three teams that made it to the tournament via the online qualifiers.
��But I think there��s definite potential for upsets,�� he said.
The Qualifiers were held up by technical issues which caused connectivity problems, but Ross explained they were fixed quickly.
��It was just a small patch that went out for the game itself, which made our servers slightly unviable, so we had to change servers on the day,�� he said.
��But once that was sorted it was fine.��
Turnout for the online qualifying event, which aims to find the best players in Oceania, resulted in mainly Australian esports teams competing.
��Most of the teams are majority Australian players with one or two Kiwi players,�� Ross said.
��I think there were one or two teams that were majority Kiwi, if not entirely kiwi, but it��s still majority players and teams that are Australian.”
��Instead of focusing on country competitions, it��s usually just the best in Oceania.
��The team will find the best players and because of the population distribution usually it��s majority Australian and they pick up a few Kiwis along the way.��
When asked about the importance of open qualifiers, Ross emphasised it was important to give budding esports players opportunity and the chance to experience professional tournaments.
��Now they can go onto the next one with even more experience,�� he said.
��Every player in both New Zealand and Australia, whether they��re learning to compete or haven��t competed in a while, they always have the opportunity to compete and qualify at a highly competitive level.��
The six teams will now compete in round-robin matches, plus two weeks of intense finals action, the first evening of play being on February 15.
Ross said every team plays its opening match on the first night of the event, and then round-robin matches will take place over the next five weeks.
The three remaining teams from the round-robin matches will then go on to compete in the finals, for a share of $10k. The team in first place at the conclusion of the knock-out tournament will automatically make the grand finals giving them a week break to prepare.
Meanwhile, the remaining two teams will battle it out in week six in the semifinals, with the winner going on to verse the first place team in the grand final.
The overall winner will receive $5000, while the team in second place will score $3000 and $2000 for third place.
The finals will be broadcast live, with teams competing in the studio in Auckland. Fans can tune in at twitch.tv/letsplaylive.
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]]>The post New ANZ esports organisation aims to strengthen local scene appeared first on Esport Bet.
]]>The EGAA was established to advance the growing esports industries in both countries, aiming to act as a core authoritative body within the industry.
The EGAA will collaborate with esports players and teams, as well as their managers, organisers and sponsors to streamline events and organisations.
It aims to improve the standards of the esports scene Down Under and in NZ, by ensuring fair play, growth and stability.
The EGAA features a code of conduct, effective from January 2018, applying to ��each category of person and entity seeking or attaining membership of the Esports Games Association Australia (��EGAA��).��
The overall aim of the code is to ensure no persons or entity threaten the ��interests, image or welfare of the EGAA and the esports scene as a whole.��
There are several policies the EGAA has adopted, including the Esports Integrity Coalition Anti-Doping Code and the Code of Ethics. You can find the full list on the EGAA website.
The EGAA will host its first event in March 2018, in association with the esports Pro Oceania Awards.
The event will open up the floor to esports members, providing a platform for communication, networking, education and connections with key members of the government and linked businesses.
The EGAA esports conference will run during the day before the Esports Pro Oceania Awards takes place in the evening.
The EGAA was founded by several experienced individuals from both Australia and New Zealand. The board is made up of individuals who have a deep understanding of the esports industry, and a vision to see it prosper.
The founding members, who all maintain a position on the board, include:
Mathew Jessep from Jessep Entertainment & Sports Lawyers will act as the Interim CEO, while Eranga De Silva will look after member services and operations.
Esports in Australia and New Zealand is booming, with sporting teams investing in the industry via sponsorship deals.
Online bookmakers have also created betting markets for punters to bet on esports tournaments, which you can read about here. If you want to get stuck in, check out the available esports betting markets at CrownBet.
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]]>The post New Augmented Reality FPS lets players create esports tournaments appeared first on Esport Bet.
]]>Described as a mix between Call of Duty and Pok��mon Go, Reality Clash (RC) is set to be released on iPhone and Android devices by the end of 2018.
Using the smartphone��s camera, players can see through an AR view-point of the world and can have shootouts with other nearby players using geo-location technology.
The game developer, Reality Gaming Group, which crowdfunded $USD3.5 million via an Initial Coin Offering (ICO) to create RC has also teamed up with the esports app Gizer to offer tournament options.
Reality Gaming Group co-founder, Morten Rongaard, said the app will ��assist in building our fun, competitive community.”
“Gizer offers a social element, a marketplace element, and a profile identity on the blockchain,�� he said.
��We look forward to working with the Gizer team, rolling out group tournaments and bringing AR content to their community.”
If all goes to plan, players will be able to coordinate esports tournaments, earn prizes, create sponsorship deals, chat with other players, trade in-game items, and more.
Since the company raised the money using the Ethereum blockchain technology, investors received Reality Clash Coins (RCC) Gold tokens for a third of the price of RCC Silver coins in the game and these can be used for exclusive weapons and access to tournaments.
Players can trade or sell these weapons through the Reality Clash platform or via secondary markets for real money.
RC hasn��t specified what prizes will be up for grabs, or the size of the prize pools, which is likely due to its entry-level position.
Reality Gaming Group is based in the United Kingdom, but has expanded its development hub in the Philippines, where esports is exploding in popularity.
While RC isn��t the first AR mobile game on the market, it is the first to include the esports industry, and it will no doubt take the gaming community by storm due to its ability to organise tournaments in parks, streets and urban areas.
Players can download the esports gaming app Gizer now via the App Store and Google Play store but will have to wait several more months before RC is released.
Gamers can use GZR Tokens to access their Gizer Global Gaming Identity (GG ID), which is a customisable avatar, a gamertag, and gaming stats, created via the app. Game developers can access players GG IDs by using Gizer’s technology.
Gizer co-founder, Jonathan Kerstein, said the game pushes the envelope and the company is excited about its launch.
��Their use of AR in the mobile combat space will immediately broaden the selection of games available to the Gizer community,�� he said.
“Our partnership will also enable Reality Clash��s existing community to leverage Gizer��s event creation and discovery infrastructure, forming their own vibrant community within the Global Gaming Network from day one.”
Watch the teaser for the new game below.
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]]>The post Survey reveals children are gambling more due to skin betting appeared first on Esport Bet.
]]>But the products they are gambling on aren’t blackjack or poker. Instead, they are betting on skins.
Skin betting has been on the UKGC��s radar for some time now, which the regulator believes is more problematic than loot boxes in video games.
Skins betting sites allow players to gamble with virtual items, such as guns or knives, you can win in video games for real money.
A few weeks ago loot boxes in video games, which are randomised items you can purchase in games, made headlines as the Belgian Gaming Commission said they count as a form of gambling.
While other regulators around the world agreed, the UKGC said loot boxes do not meet the definition of gambling since you cannot exchange them for real money.
The UK gambling regulator did note that skin betting counts as gambling, identifying several sites where players can trade and sell skins, as well as gamble them for the chance to win better ones.
Critics argue skins betting is a form of unlicensed gambling since players can exchange them for real money.
“Because of these unlicensed skin betting sites, the safeguards that exist are not being applied and we’re seeing examples of really young people, 11 and 12-year-olds, who are getting involved in skin betting, not realising that it’s gambling,�� UKGC CEO, Sarah Harrison, said.
“At one level they are running up bills perhaps on their parents’ PayPal account or credit card, but the wider effect is the introduction and normalisation of this kind of gambling among children and young people.”
In an unprecedented move, the UKGC prosecuted owners of an unlicensed gambling website connected to a video game earlier this year.
The two owners were fined ��91,000 and ��164,000 under the UK’s Gambling Act for the FUT Galaxy website which allowed players to gamble virtual currency connected to the FIFA video game.
Harrison said the UKGC looked into taking criminal action, but limitations prevented it from proceeding. She added that many sites are out of the regulator��s jurisdiction, too.
The BBC spoke to one young man who began skin betting when he was 15, resulting in a loss of around ��2000 in the four years that have followed.
“I’d get my student loan, some people spend it on expensive clothes, I spend it on gambling virtual items,” Ryan Archer told the BBC.
“There have been points where I could struggle to buy food because this takes priority.”
Archer said he would gamble on unlicensed websites to try and raise money to buy skins that he could not afford.
“It’s hard to ask your parents for ��1,000 to buy a knife on CSGO (Counter Strike: Global Offensive), it’s a lot easier to ask for a tenner and then try and turn that into ��1,000,�� he said.
Players can exchange real money for skins (modified weapons) in CS:GO, and there are several gambling sites connected to the game.
“You wouldn’t see an 11-year-old go into a betting shop, but you can with this, there’s nothing to stop you,” Archer added.
The report will be published by the Office for National Statistics on Tuesday.
Online betting sites accept wagers on esports. The difference is these sites offer properly regulated markets where you bet on the outcome of esports tournaments, not gamble for upgraded digital weapons. They’re also licensed by gambling regulators which ensure the bookmakers have the appropriate responsible gambling measures in place, including preventing minors from gambling. We recommend checking out William Hill for a great selection of esports betting markets if you’re over 18.
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]]>The post Esports pros believe Olympics will enforce too many restrictions appeared first on Esport Bet.
]]>Esports will be included as a medal sport for the first time at the Asian Games in 2022, providing a gateway to the Olympics. The International Olympic Committee is also considering esports for the 2024 Olympic Games.
However, some say that esports is becoming too professional.
Independent Dota 2 caster and content creator, Austin “Capitalist” Walsh, spoke to the Japan Times and explained that gamers believe that they are losing the essence of esports, which he said, ��is supposed to be guys in jeans and T-shirts talking to their mates about video games.��
“There are people who feel like we are trying to be too professional,” he added.
The American esports commentator acknowledged that the addition of esports at the Olympics would help gamers clarify what they do while generating respect for the industry.
“I am happy that people are interested in eSports and want to include it, but I don’t care if it is in the Olympics and most people in esports don’t,�� he said.
“All the Olympics does is get people involved in a scene that they don’t really understand and they will put up certain rules and regulations that just don’t fit.”
Australian Dota 2 commentator, Toby ��TobiWan�� Dawson, confirmed Capitalist’s opinion that the restrictions will hamper esports teams.
“Personally, I think the Olympics will put too many restrictions on us,” he told the JT.
He explained that creating teams based on their nationalities will break current top teams up and threaten ��what makes esports strong��.
“What makes eSports really strong is the fact that you take a blend of multiple regions and you put them into one team,” he added.
China��s professional esports organisation, LGD Gaming, features around 100 players who are managed by Pan Fei.
He expanded on TobiWan��s point, stating that they entered a tournament where teams competed based on nationality, which resulted in a disadvantage as they had to cut three non-Chinese players and a coach.
However, he noted that some esports professionals liked the idea that they would be representing their country on a global scale, including LGD player Yao Zhengzheng.
He said that the Olympics would give the industry self-worth and value.
Alisports esports general manager, Ivon Wong said that the addition of esports to the Olympics is a mutually beneficial advancement.
He said that the Olympics “urgently needs rejuvenation” and that esports is the answer.
“The Olympics needs to attract young audiences through such a project to inject energy into it, while eSport needs such a platform to further regulate the industry so it can draw broader public attention,” he added.
Looking to bet on esports teams and tournaments? Check out our handy esports betting sites.
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]]>The post Gfinity Australia gives gamers the chance to win $15,000 appeared first on Esport Bet.
]]>The league will hit Australian shores in early 2018, bringing a $450,000 prize pool spread over two seasons.
In partnership with Australian media organisation HT&E, the league will feature Rocket League, Counter Strike: Global Offensive and Street Fighter V and will be run by the general manager of the Sydney Sixers cricket team, Dominic Remond.
Remond recently accepted the position as CEO of Australia��s Gfinty league, which will commence in February.
The league will first feature the Challenger Series, beginning on January 7, where amateurs have the chance to be drafted into pro teams.
“It’s a fantastic opportunity for players to come from amateur status to professional, and if you think about it there’s no other sport that really does that,” Dominic told Redbull.
“If you look at rugby, or AFL or cricket unless you’re identified as part of academy programs by the time you’re 12 to 14 the chances of you being a professional are very slim.
��That’s what’s totally unique esports, and our challenger series and draft lends itself to that.
��The other big one for me is that it should be totally gender neutral, there’s no reason why men and women shouldn’t be able to compete at the same level and that’s a really interesting thing to support.”
Australian gamers can enter the league to win a share of $15,000 in monthly prizes between now and February.
“It’s that grassroots support network that you’ve typically seen in sports, but not yet seen in esports,” Gfinity’s COO, Sam Harris said.
“It provides that direct pathway from amateur to professional.
��The amateurs go online and play on that challenger platform, then at the end of the challenger series a top selection of players will go into the Draft.
��And from there professional teams will select new players from the Draft.”
Gfinity also features the Elite League, which will run over two seasons. While it��s not clear if it will appear on TV, the tournament will be streamed live on Facebook, Twitch and YouTube.
While the League will feature pro teams from six different states battling it out to be number one, it will first take place in the one city.
“You should think about it like the Big Bash, where people come in and they represent a city but they might not necessarily live there all year,�� Harris said.
��Players will represent the city, as opposed to living there year-round.
��We’ll have more announcements in the weeks and months to come regarding the arena, but we’re looking at Sydney [for the esports arena’s location] at this stage.”
Find out where to bet on Gfinity Australia here or check out the available markets at Sportsbet.
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]]>The post UK Gambling Commission maintains its position on loot boxes appeared first on Esport Bet.
]]>The decision contradicts that of the Belgian Gaming Commission (BCG), which found that the video game feature recently included in the new Star Wars Battlefront II does count as gambling.
The UKGC Executive Director, Tim Miller, released a statement explaining that the regulator does not see loot boxes as gambling as you can��t exchange the items for real money, as per British law.
“A key factor in deciding if that line has been crossed is whether in-game items acquired ��via a game of chance�� can be considered money or money��s worth,�� Miller said in the statement.
��In practical terms, this means that where in-game items obtained via loot boxes are confined for use within the game and cannot be cashed out it is unlikely to be caught as a licensable gambling activity.
��In those cases, our legal powers would not allow us to step in.��
The UKGC released a position paper in 2016 identifying the potential risks associated with loot boxes. However, it refuses to classify loot boxes as gambling, even after a petition with 10,000 signatures, called ��Adapt gambling laws to include gambling in video games which target children”, forced the UKGC to review its position last month.
The UKGC has stepped in when it comes to third parties specialising in skins gambling and prosecuted operators that allowed gamers to bet on virtual currencies using real-world value.
However, the statement suggests it may look into video game regulation in the future.
“Many parents are not interested in whether an activity meets a legal definition of ��gambling��,�� Miller said in the statement.
��Their main concern is whether there is a product out there that could present a risk to their children.
“We are concerned with the growth in examples where the line between video gaming and gambling is becoming increasingly blurred.
��Where it does meet the definition of gambling it is our job to ensure that children are protected and we have lots of rules in place, like age verification requirements, to do that.��
Miller goes on to explain that parents still expect the regulator to put protections in place for products that do not meet the meaning of gambling.
��We have a long track record in keeping children safe and we are keen to share our experiences and expertise with others that have a similar responsibility,�� Miller said.
��Whether gambling or not, we all have a responsibility to keep children and young people safe.”
Loot boxes aren��t exclusive to Battlefront II, with players eligible to earn loot boxes in Overwatch too. However, the Electronic Arts�� game has caused controversy since you can purchase the loot boxes with real money.
The BCG recently investigated and declared all in-game purchases in video games as harmful, and is seeking to ban loot boxes.
US lawmakers have taken the same stance, while Australian regulators have clashed, with Victoria siding with the BCG and Queensland siding with the UKGC.
EA released a statement explaining that loot boxes ��are not gambling�� as ��the gamer makes the decision.��
The UKGC��s stance is an interesting one. In recent weeks the regulator has been cracking down on online casino operators featuring cartoon graphics that could appeal to children.
These graphics reportedly attract children to the gambling sites. However, these sites have age verification tools preventing children from playing the games for real money. If they do happen upon the site, they can only play these games for play money.
Since the UKGC seems to define gambling as an activity which only takes place if players can cash out, it is somewhat confusing why it targeted licensed casino operators in that respect.
The UKGC needs to make a clear stance on what gambling means, especially when it has to do with children.
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]]>The post What are loot boxes? appeared first on Esport Bet.
]]>Loot boxes are collectable items in videos games you can earn or buy. When Star Wars Battlefront II was released, gaming regulators all around the world began questioning whether purchasing loot boxes counts as gambling. We take a look at what loot boxes are, where the confusion has come from, and whether the in-game feature counts as a form of gambling.
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Loot boxes are a part of a video game, which players collect. They contain a selection of random items that can help improve your character. Loot boxes were around long before the Battlefront II release in November, 2017, and can be found in Blizzard’s Overwatch, to name a few.
They usually contain around four items to customise a player��s character within the game, including voice and costume changes. Items include Common, Rare, Epic and Legendary. According to Blizzard, Common and Rare items are in every box, while Epic items appear in one in every 5.5 loot boxes, and a Legendary item appears in one in every 13.5 boxes.
Loot boxes in Overwatch haven’t caused any problems as they don’t affect gameplay.
Fans of Battlefront II, on the other hand, have voiced their frustration about the nature of the game’s loot boxes, claiming that the game promotes unfair loot boxes practices.
Battlefront II features two currencies, including credits and crystals. Players can earn credits via gameplay, but you can only get crystals by purchasing them with real money. Although players can only unlock major characters, such as Luke Skywalker, with credits, players can also buy loot boxes, which contain credits. Therefore, players with more money can buy more loot boxes and earn more credits, ultimately giving them a better advantage in the game.
Battlefront II developer, Electronic Arts (EA), lowered the price of unlocking iconic heroes in the game, including Skywalker from 65,000 credits to 15,000 credits, following backlash. EA then scrapped the crystals currency, which you use to buy loot boxes, just hours before its global launch.
The world does not have a uniform answer on whether loot boxes are gambling.
The UK Gambling Commission (UKGC) launched an investigation into whether loot boxes counted as gambling long before Battlefront II was released. The UK gaming regulator released a report stating that they do not count it as gambling if you cannot exchange the items for real money. The regulator was pressed to investigate again after a 15,000 signed petition did the rounds in October. It reiterated the report findings, along with the following statement:
“Protecting children and the vulnerable from being harmed or exploited by gambling is a core objective of the regulation of gambling in Great Britain, and a priority for the government. The Gambling Commission, as the regulator for gambling in Great Britain, has powers to regulate online gambling, and is committed to using its powers and expertise to contribute to creating a safer internet.”
The findings are not based on loot boxes in Battlefront II, however.
The Belgian Gaming Commission (BCG) launched an investigation into the nature of loot boxes ahead of the release of the Star Wars game. Belgium’s gaming regulator found that purchasing loot boxes in Battlefront II did count as gambling, just days after the game release on Friday, November 17. The BCG said it would seek to ban both loot boxes and in-app purchases in video games. It said it would also be urging other jurisdictions to ban loot boxes.
US politicians caught wind of the investigation and the Hawaiian House of Representative Democrat, Chris Lee, announced plans to protect video gamers from “predatory practices”. He acknowledged that while loot boxes have been around for some time, EA’s game pushed lawmakers into looking into all in-app purchases in gaming.
Down Under, Australian state regulators clashed over the issue. The Victorian Commission for Gambling and Liquor Regulation declared that while loot boxes are a form of gambling, it could not investigate due to jurisdictional issues. However, Queensland’s Office of Liquor and Gaming Regulation said for loot boxes to be counted as gambling they would need to allow users to place bets and receive winnings from the bet. It also added that it could not investigate since it is a regulator of licensed gambling.
The Electronic Software Association has commented on whether loot boxes are gambling, stating:
“Loot boxes are a voluntary feature in certain video games that provide players with another way to obtain virtual items that can be used to enhance their in-game experiences. They are not gambling.
Depending on the game design, some loot boxes are earned and others can be purchased. In some games, they have elements that help a player progress through the video game. In others, they are optional features and are not required to progress or succeed in the game. In both cases, the gamer makes the decision.”
Whether loot boxes count as gambling or not, we think you should leave wagering to the gamblers who are of age and can make informed choices as to whether they can risk their money. If you fit this box you should check out a range of esportbet betting sites, where you can have a punt on the biggest esports tournaments in the world. We recommend checking out Bovada or William Hill.
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]]>The post Belgium to convince Europe that loot boxes count as gambling appeared first on Esport Bet.
]]>Last week, we reported that the BGC had launched an investigation into whether purchasing loot boxes counts as gambling ahead of the new Stars Battlefront II release.
The BCG has since announced that the nature of risking money for the contents of a loot or crate box, where you could get something you don��t want, is the definition of gambling.
According to VTM News (via Google translate), the BCG believes that the combination of money and video gaming counts as gambling due to the potential of addiction.
Belgium’s Minister of Justice, Koen Geens, supports the BCG��s stance, stating that mixing money and video gaming ��is dangerous�� for children and their mental health.
He reportedly wants to ban all in-game purchases in video games in not only Belgium but the rest of Europe too. He explained that the Belgian government would first be looking into prohibiting loot boxes in the country, and then sending officials to other parts of the world to have an open dialogue on the video game feature.
Critics from all over the world have questioned the nature of loot boxes after Electronic Arts (EA) revealed players could spend money to gain an advantage when building your character in the new StarWars game. However, the loot box could be worthless, which is where the risk element arises.
There is also the argument that players could spend more money to get more advantages and increase your chances of winning, giving players who have more cash an unfair lead.
Even players have expressed their concerns over unfair loot practices, resulting in EA DICE temporarily removing the loot boxes from the game.
��We hear you loud and clear, so we��re turning off all in-game purchases,�� a statement by DICE General Manager, Oskar Gabrielson, said.
��We will now spend more time listening, adjusting, balancing and tuning.��
Gabrielson stated that although the ability to purchase crystals, which players use to buy loot boxes, has been disabled, it will become available ��at a later date��after we��ve made changes to the game.��
Just how EA alters the loot boxes will likely depend on whether the BCG continues to pursue a ban on in-game purchases.
We think video games should leave the gambling aspect to the bookmakers, such as Arcanebet, where punters of age can bet on the outcome of esports tournaments. You can check out our Arcanebet review here to learn more.
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]]>The post Belgian Gaming Commission investigates Star Wars Battlefront 2 appeared first on Esport Bet.
]]>The American regulatory organisation, Entertainment Software Rating Board (ESRB), recently declared that loot boxes are not a form of gambling despite their random nature, and the UK government has taken the same stance while stating it would be monitoring the market.
However, it appears the Belgian Gaming Commission (BCG) wants to make its own mind up and is investigating whether Star Wars Battlefront 2 should be categorised as a gambling game.
Battlefront 2 will be released on Friday in Belgium and as VTM News states, the video game allows you earn or buy loot boxes that are filled with several random items. The issue perplexing regulators all around the world is that you don��t know what��s in the virtual crates.
Director of the BCG, Peter Naessens, believes it counts as gambling since you want a specific outcome and you are taking a risk to get it.
“It is therefore dependent on chance how well you can play the game,�� he said.
He added that if it is found to be a game of chance, the game developer needs a gambling license, which would then prevent it from being a video game which you can already bet on.
The BCG believes the game presents several concerns for minors, and the investigation could lead to the regulator classing the video game as a gambling game. If it is, the game��s developer Electronic Arts and its owner, Disney, may end up having to pay a hefty fine or remove the game from shelves.
However, PCGamesN believes that the repercussions will run deeper if BCG declares Battlefront 2 as a gambling games, since regulators in other countries, like the UK, might follow suit.
BCG isn��t the only one concerned about the nature of the game, with many social media users blasting EA about the digital rewards system since the game’s debut on Tuesday.
If you prefer to bet on video games, rather than bet in them you can head to William Hill online betting site to find a range of esports betting markets.
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