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Can esports be more inclusive and accessible for people with disabilities?

BBC News Can esports be more inclusive and accessible for people with disabilities? Close How can competitive gaming work for people with disabilities? It s a question that the British Esports Association has been asking ever since meeting students from the National Star College in Gloucestershire. Now, ahead of the British Esports Student Championships, a test event has been held to figure out how to make events more inclusive for those with disabilities. BBC Radio 1 Newsbeat s Gaming Reporter, Steffan Powell went along to find out more. Videographer: Simon Whitlock

What accessible gaming tournaments could mean for players with disabilities

What accessible gaming tournaments could mean for players with disabilities
gamesindustry.biz - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from gamesindustry.biz Daily Mail and Mail on Sunday newspapers.

UNIQLO SG explains League of Legends line is for all despite Men label

UNIQLO SG explains League of Legends line is for all despite Men label Details UNIQLO Singapore has clarified that its League of Legends clothing line is unisex, despite the collection being labelled Men on its website. Marketing director Joyce Tan told MARKETING-INTERACTIVE that its UT collection, including the League of Legends line, has been designed with a cut that is suitable for men and women.  We are very pleased that the line has proven universally popular, and we offer sizes running from extra small to triple extra-large to cater to all fans, Tan added. In addition to making its UT Collection unisex, Tan added that in partnership with the Singapore Cybersports and Online Gaming Association, it worked with female gamer Cherzinga and radio DJ/gamer Joakim Gomez to promote its new range of sports utility wear through its esports event. This was also showcased at its Orchard Central global flagship store.

How retailers are successfully targeting new gamers

Promoted from BOSCO™ Analysts predict that by 2025, the global gaming market is forecast to be worth $256.97bn The gaming sector has evolved dramatically in the last decade. We’ve seen a surge of new gamers across all demographics, particularly after a challenging 12 months of enforced lockdowns when many people turned to gaming as a method of escapism. in 2020, there were 2.69 billion active video game players worldwide. The result is that the traditional gamer has been transformed. In 2014, 73% of gamers were young adults aged between 16 to 24. However, the average age of the gamer of today is around 35 years old. We’re also beginning to see the number of female gamers growing at a faster rate than their male counterparts.

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