Portland to Stage Several Activities for Health Month

first_imgRelatedPortland to Stage Several Activities for Health Month RelatedPortland to Stage Several Activities for Health Month RelatedPortland to Stage Several Activities for Health Month Advertisementscenter_img Portland to Stage Several Activities for Health Month UncategorizedSeptember 28, 2006 FacebookTwitterWhatsAppEmail Several events will be staged in Portland to observe Health Month from October 1 to October 31.The events, which are being planned by the Portland Parish Health Committee, will include a church service on October 1, in Buff Bay; an official launching ceremony on October 3 in Port Antonio; health fora on October 9 and 12 in Port Antonio and Buff Bay, respectively; a health exposition in Port Antonio on October 18, a health fair in Long Bay on October 28 and a health conference in Port Antonio on October 31.Secretary of the Portland Parish Health Committee, Bentley Steer, told JIS News that a deliberate effort was being made to stage the events across a number of communities in the parish, in order to gain the participation and support of as many persons as possible in the parish.He said the celebration would be carried out under the theme: ‘Our Nation’s Health Begins With Me’, adding that the planning committee was working assiduously to ensure the support of the young people of the parish.Mr. Steer said that in addition to sensitizing the residents of the parish about the services offered by public health facilities in Portland, the activities have been carefully planned to alert them about the importance of maintaining healthy lifestyles in order to prevent diseases such as diabetes, hypertension and HIV/AIDS.He pointed out that at the health fair, there would be free testing for a number of illnesses, including heart diseases, diabetes, cancer and hypertension.Mr. Steer implored the people of the various communities of Portland to give their support to the events, and make full use of the opportunities and services to be offered.last_img read more

League of Legends: Understanding the success of an esport that doesn’t turn a profit

first_imgLeague of Legends: Understanding the success of an esport that doesn’t turn a profitLEC head of business development and sponsorship Alban Dechelotte discusses finding the balance with esport partnershipsHaydn TaylorSenior Staff WriterFriday 25th October 2019Share this article Recommend Tweet ShareCompanies in this articleRiot GamesEsports is a tricky business. While there is no shortage of investment in the sphere, it’s a volatile industry and one where profitability remains a looming question. According to comments from Derrick Asiedu, Riot Games’ head of global events, the League of Legends developer is splashing out over $100 million a year on its esports programme and is “a long way from breaking even.”League of Legends is currently the leading esport, with the largest audience and most well-developed international leagues. But even this behemoth of the industry is struggling to make its esport offering a self-sustaining endeavour. Despite this Alban Dechelotte, head of business development and sponsorship for the League of Legends European Championship (LEC), says that esports don’t technically cost the company any money. In fact, he tells GamesIndustry.biz, it’s what has allowed League of Legends to continue as such a vibrant and popular game over the last decade. Alban DechelotteLeague of Legends is an almost unrecognisable game from when it first launched in October 2009. It has since grown to become one of the consistently most popular PC games in the world, attracting huge audiences on platforms like Twitch and YouTube. Last year’s World Championship final saw peak concurrent viewership of around 44 million, as Chinese team Invictus Gaming took home a prize pot of $2.4 million. But unlike traditional sports, the revenue streams of esports are a little more obtuse. The European and North American Championship Leagues, along with the annual World Championship tournament, continue to drive the popularity of League of Legends, and there’s no shortage of in-game content for fans to buy during these esport events. Aside from ensuring the game’s buoyant popularity and heaping stacks of cash from the sale of in-game skins, as an esport League of Legends remains limited in the ways it can monetise. Traditional sports typically see 40% of revenue comes from sponsorship, 40% from broadcasting, and 20% from gameday sales like tickets and merchandise. According to Dechelotte however, League of Legends esports sees a split closer to 80% sponsorship, 15% broadcasting, and 5% game day sales. “We could go on only one platform and be exclusive,” he tells us during esports industry showcase, ESI London. “We may have more revenue but we lose viewership which is important because at the end of the day, it’s a marketing tool for the game. So sponsorship becomes the number one priority for us, because compared to traditional sport, it’s double the weight in terms of revenue.”With the esport being heavily weighted towards sponsorship, there are a lot of elements to consider. Riot has created a hugely popular platform, which is an appealing prospect to sponsors but also closely guarded by its fans. This, Dechelotte says, means there is a delicate balance to be struck between the two. “How can we bring value to the brands without alienating the passion of our fans? Long-term, we cannot afford to have a fan who says it’s too much” “How can we bring value to the brands without alienating the passion of our fans? Long-term, we cannot afford to have a fan who says it’s too much. Short-term, the brands ask for more. So finding the balance for us is trying not answer by giving more exposure, giving more interruption, but actually giving them more meaning. If we can help the brands to find their way to engage the audience in a meaningful way, we win on both sides.”The volatility of a burgeoning industry like esports also presents challenges around sponsorship but, as Dechelotte explains, it’s not so different from the wider entertainment industry. There’s always a risk, but with it comes potential. “If you bet on an artist that is up and coming, you can be part of their breakthrough or you can invest in something that will never show,” he says. “And if you invest in an artist that is already super successful, most likely you will [see a decline]. So I think it’s this balance. Esports in particular, because a successful games lasts for between six and 18 months, and we are already off track with ten whole years.”Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games As League of Legends has grown, the esport has evolved beyond endemic-only brands to attract an increasingly wide array of sponsors. From Mastercard to Footlocker, the LEC offers a tantalizing prospect for brands chasing exposure to new audiences. Not only is the audience large and engaged, League of Legends is a less problematic esport than many of its more violent counterparts, and non-endemic brands tend to be more concerned with family-friendly optics. While it’s more difficult for the LEC to justify sponsorship from something like Mastercard versus Alienware for example, there are ways of making it work. As Dechelotte says, it’s all about crafting a narrative for the brand, and ensuring sponsorship feels at home in the esport. “Static exposure is not enough nowadays to engage and audience and make them change their perception or their behaviours. There is authenticity, storytelling, activation; these words come from the world of good sponsorship… But if you’re interrupting my favourite show to show me something I don’t care about, then I don’t think you will be as efficient.” For the record: This article previously reported the incorrect number of 200 million for peak concurrent viewership of the League of Legends World Championship Final. It also incorrectly stated Invictus Gaming was a Korean team. The article has been amended accordingly.Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The Daily Update and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesTencent in talks with US Committee to retain Epic and Riot stakesThe CFIUS is investigating whether user data handled by the two studios could constitute a “national security risk” because they are Chinese-ownedBy Marie Dealessandri 6 days agoRiot issues cease-and-desist to League of Legends fan projectDeveloper denies claims that it tried to “extort” code and assets from the Chronoshift teamBy Danielle Partis 13 days agoLatest comments Sign in to contributeEmail addressPasswordSign in Need an account? Register now.last_img read more