Overwatch League Teams Won't Host Equal Amount Of Home Games
Teams competing in the Overwatch League will "not all host the same number of matches" in '20, which figures to "impact the league’s economic and competitive balance," according to Mike Hume of the WASHINGTON POST. Some teams will host "as many as five and others as few as two." That element "introduces questions of equal opportunities for teams, particularly on the economic side, in what is a revolutionary model for competitive video gaming." Activision Blizzard Esports President and OWL Commissioner Pete Vlastelica said, "The flexibility that we baked into the plan was a big part of the appeal of the plan to our owners. In other words, the opportunity for the teams that wanted to take on more was interesting to some teams. The opportunity to stay at two was interesting for some teams. ... I feel pretty good about where we landed and I think our teams do as well." Sources said that Dallas, Washington, and Guangzhou, China, were "awarded the maximum of five matches next season." Vlastelica said that all teams had the "chance to request more home matches than the minimum allotment of two." Hume notes the money those teams "stand to generate from the extra matches could be significant." Host teams will keep 100% of "any revenue earned locally via ticket and concession sales, advertising or other local partnerships." It is "unclear why all teams did not request the maximum number of matches, given the potential for revenue generation" (WASHINGTON POST, 7/16).
TEXAS PRIDE: In Dallas, Dom DiFurio writes the expansion of OWL home games next season could "mark a turning point for the industry as teams push to build a following in the cities where their fans live." The Dallas Fuel were the first OWL team to host a home match this past April. Team Envy President & COO Geoff Moore, whose team owns the Fuel, said, "When you sell out tickets, you can't be in a bad position." In addition to a successful turnout for the home match, Moore said that it "proved wrong the common misconception" that esports fans "skewed younger and lacked the purchasing power of traditional sports fans." He added that around 50% of attendees "were 21 or older" (DALLAS MORNING NEWS, 7/17).
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