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Crossing Borders, Uniting Communities: A Case Study on the Middle East & South Asia Esports Tournament 

Zotac Gaming and The Esports Club recently organized an exciting Rainbow 6 Siege tournament with a prize pool of $10,000. The tournament aimed to create tougher competition between the top teams from the Middle East and North Africa (MENA) and South Asian regions. Six high-octane teams battled fiercely against each other, not only to win the prize pool but also to establish themselves as the best in both regions. The tournament provided a platform for the teams to showcase their abilities and prove that they were the ultimate champions of Rainbow 6 Siege of not just their respective regions but of both regions combined.

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Zotac Gaming and The Esports Club Hosts Rainbow 6 Siege Tournament Bringing Together MENA and South Asian Teams

Zotac Gaming and The Esports Club had organized an exciting Rainbow 6 Siege tournament that brought together the best teams from the Middle East and North Africa (MENA) and South Asian regions. With a prize pool of $10,000, the tournament aims to create tougher competition between the top teams from both regions, to determine which team possesses the ultimate skills and experience. By integrating both regions, the tournament promises to be a thrilling event that showcases the finest talents in Rainbow 6 Siege. 

The tournament included Geekay Esports, Triple Esports, Nobles, Mercanariez, Take Charge Esports, and Shaheens. These high-octane teams battled fiercely against each other, not only to win the prize pool but also to establish themselves as the best in both regions. Each team brought their A-game and showed off their impressive skills and strategies, making the tournament an exciting and competitive event for players and spectators alike. The tournament provided a platform for the teams to showcase their abilities and prove that they were the ultimate champions of Rainbow 6 Siege of not just their respective regions but of both regions combined.

Our Roles

Trained Hosts

Brand Deliverables

Content Curation

Tournament Administrations

Social Media

Esports Broadcast

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Challenges

Server and Game Administration Regulations

As the online tournament brings together players from two different regions, there are concerns about player ping differences resulting from the location of servers across these regions. Since players will be competing from different locations and not from a common location like in a LAN tournament, the distance and ping to the game servers will inevitably vary. Consequently, some players or teams that are located nearer to the match server may have an unfair advantage over those who are located farther away. 

Another challenge is that it can be difficult to determine how to allocate servers fairly across multiple regions. Some players may feel that certain regions are favored over others in terms of server placement, which can lead to resentment and accusations of bias. 

Brand Visibility

One of the biggest challenges with targeting the gaming audience is understanding their motivations and preferences. Gamers tend to be highly passionate and knowledgeable about their hobbies, and they can be very discerning when it comes to products and services that are marketed to them. As a result, tech brands may need to invest time and resources into understanding the gaming community and developing campaigns that speak to their specific interests and values. 

Another challenge is finding the right channels to reach the gaming audience. While traditional marketing methods, such as television and print advertising, may be effective in reaching a broad audience, they may not be the best way to reach gamers, who tend to spend more time on digital channels such as social media, gaming forums, and streaming platforms like Twitch. 

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Solutions

Game Server Veto

To address these challenges, tournament organizers may need to consider a range of solutions. One approach is to use dedicated servers that are optimized for low latency and can be located in a central location that is accessible to all players. Another approach is to use a server rotation system that ensures that all players have an opportunity to compete on servers with comparable ping rates. 

Ultimately, the goal is to create a level playing field for all players and to ensure that the outcome of the tournament is determined by skill and strategy rather than by geographic location or internet connection quality. 

The solution that was introduced however was, prior to the start of the match, teams will be given the opportunity to select the game server on which they will compete. The selection process will coincide with the map veto process and will be monitored by a game administrator to ensure that it is conducted fairly. The team that wins the toss will have the first choice in selecting the game server. 

KPI's

1M+

Total number of Views

500K+ Mins

Total Watch Time

170K

Social Media Impressions
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Brands who participated

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Gallery

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