Real Luck Group Limited welcomes IOC’s esports move with Olympic Virtual Series launch

Real Luck Group Limited welcomes IOC’s esports move with Olympic Virtual Series launch

real-luck-group-limited-welcomes-ioc’s-esports-move-with-olympic-virtual-series-launch

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Real Luck Group Limited welcomes IOC's esports move with Olympic Virtual Series launch
Real Luck Group Limited welcomes IOC's esports move with Olympic Virtual Series launchReading Time: < 1 minute

 

Real Luck Group and its subsidiary companies doing business as “Luckbox” (the “Group”), a leading provider of licensed, real money esports betting, welcomes the announcement by the International Olympic Committee (IOC) to launch the Olympic Virtual Series.

The IOC  announced that it has partnered with five international sports federations for the first-ever, Olympic-licensed event for physical and non-physical virtual sports. Taking place ahead of the Olympic Games Tokyo 2020, the Olympic Virtual Series (“OVS”) will begin on May 13, 2021 through June 23, 2021. The OVS will mobilize virtual sport, esports and gaming enthusiasts from around the world in order to reach new Olympic audiences and meet the objectives of the IOC’s Olympic Agenda 2020+5, while also encouraging the development of physical and non-physical forms of sports.

The following International Federations and gaming publishers will be part of the Olympic Virtual Series:

  • World Baseball Softball Confederation (WBSC) – eBaseball Powerful Pro Baseball 2020, Konami Digital Entertainment
  • Union Cycliste Internationale (UCI) – Zwift, Zwift inc.
  • World Rowing – Open format
  • World Sailing – Virtual Regatta, Virtual Regatta SAS
  • Fédération Internationale de l’Automobile (FIA) – Gran Turismo, Polyphony Digital

“It’s fantastic to see the IOC recognize esports,” said Real Luck Group CEO Martin. “We strongly believe that esports deserve to be regarded and respected alongside all traditional sports. This move not only serves to underline the credibility and growing mainstream acceptance of esports but also provides increased global exposure, particularly in front of a more mainstream audience.”

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Source: Eastern European Gaming