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Global Esports Company Acquires Analytics for Student Prospects

Global esports organization Gen.G purchased an analytics company specific to the League of Legends game and will use the technology to develop student prospects in its academy program.

Students participating in esports.
In a move that could spur faster growth in an already burgeoning industry, the global esports organization Gen.G has acquired the data analysis and networking platform used by one of the world’s most popular strategic multiplayer video games.

Gen.G’s new partnership with YOUR.GG for League of Legends competitions will benefit professional gamers and the most elite student competitors by adding analytical tools to Gen.G’s Global Academy, the company's esports coaching business, according to a news release this week.

"Over the last few years, we've been hard at work pioneering what is now the world's largest esports academy. With over 10,000 students having gone through our curriculum, we see the clear need to develop better tools that gamers, coaches, and parents need to create the best gamers possible," Gen.G CEO Arnold Hur said in a public statement. "YOUR.GG's best-in-class data, technology and analytics combined with millions of hours of our professional and academy student coaching will be able to unlock the next generations of esports tools that can help realize the true potential of every student and pro in our program."

YOUR.GG will be used to scout and recruit student League of Legends competitors within Gen.G’s Global Academy who display professional-level potential, according to the news release. Most participants enroll in the program individually, though it has offered summer programs through partnerships with school districts and universities in the past.

League of Legends is a multiplayer strategy game involving two teams of five players. The objective is to destroy the other team’s base. YOUR.GG, according to its website, produces detailed analysis reports from League of Legends game play that identifies strengths and weaknesses and provides guidance for improvement.

"We plan to pioneer a shift in how talent is developed and measured in esports," YOUR.GG founder Min Chang Cha said in a public statement. "By developing a tool that will bring a level of analysis and precision to esports that mirrors the most sophisticated training environments in traditional sports, we want to take a holistic approach to measure not just the data within the game, but how a student responds to coaching and feedback."

Esports is a big business scholastically and professionally. Market research company Fortune Business Insights recently estimated that the value of the global esports market is on track to increase from $2.06 billion in 2024 to $9.29 billion by 2032.

According to the Network of Academic and Scholastic Esports Federations (NASEF), there are about 3,500 high school esports clubs in all 50 U.S. states, not including those that function independently or under a different state or national organization outside of NASEF. Internationally, NASEF has individual members in 70 nations and clubs in 30, including one in China. In Japan, 80 percent of high schools have esports clubs.