About

RES Gaming was founded in 2018 by Royal Emirates Sports. With the headquarters based in Dubai Sport City, we manage over 1,012,396 sqft of world class sporting facilities for Football, Rugby, Tennis, eSports, Lifestyle and F&B outlets.

During the last twenty years the demand for online gaming has grown faster than the global market itself. Therefore, in the Middle East region we seek to scout, groom and showcase some of the best talents and also sponsor teams on a global scale.

eSports redefines the traditional mind-set of sport, however key competencies such as competitiveness, team work, communication skills and decision making still remain the yardstick of eSport.

Unlike the NBA or the EPL that are hosted and played in their respective countries and only viewed across the world, eSport can be played in any corner of the world with an internet connection and a device (PC, Console or Mobile).

The essence of eSport is to create a market that would break barriers of geography, class, cultural distinctions and additionally, eliminate the degree of physical capability to make it as one of the first true co-ed sport where men and female can compete against each other.

The biggest threat to eSports is the sustainability of a video game. However, with the rapidly growing market and audience that consumes eSport on a daily basis is re-assuring that the development and coding of new games have infinite permutations and combinations to keep the gamer at the edge of his/her seat.

We believe in ambitious, confident and highly interesting profiles that differentiate themselves from the market by always being up to date that participate on all platforms and global competitive tournaments in games such as CS:GO, Dota2, LOL, Hearthstone, Fifa, PUBG and more.

While we build our profile of players through our eSports academy programme, RES is a dimension that shines bright through a team of experienced young players looking to make a mark on the global scale.

General information:

Esports is a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy, fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). Tournaments such as The International, the League of Legends World Championship, the Evolution Championship Series and the Intel Extreme Masters provide live broadcasts of the competition, and prize money to competitors.

Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events saw a large surge in popularity. Many game developers now actively design toward a professional eSport subculture.

The genre of fighting games and arcade game fighters have also been popular in amateur tournaments, although the fighting game community has often distanced themselves from the eSports label. In the mid-2010s, the most successful titles featured in professional competition were the multiplayer online battle arena (MOBA) games Dota 2 and League of Legends, and the first person shooter game Counter-Strike: Global OffensiveOther games with significant earnings include SmiteStarCraft IICall of DutyHeroes of the StormHearthstone and Overwatch.

In 2013, it was estimated that approximately 71.5 million people worldwide watched eSports. The increasing availability of online streaming media platforms, particularly Twitch.tv, has become central to the growth and promotion of eSports competitions. South Korea has several established eSports organizations, which have licensed pro gamers since the year 2000. Recognition of eSports competitions outside South Korea has come somewhat slower. Along with South Korea, most competitions take place in Europe, North America and China. Despite its large video game market, eSports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws.

 

The global eSports market generated US$325 million of revenue in 2015 and is expected to make $493 million in 2016; the global eSports audience in 2015 was 226 million people.

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Our Achievements
What we've done
1st
CS:GO Female
We've reached a final agreement with a female CS:GO team
EST
Marketing points
Established our brand and marketing points
EST
Rugby
Our official rugby team
EST
Tennis
Our tennis academy is up and running
EST
HOMEPAGE
Online and established