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Cyber risk platform Brinqa nabs $110M amid surge in breaches




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Brinqa, a cyber risk analytics platform based in Austin, Texas, today announced it has raised $110 million in growth capital from investment firm Insight Partners. Brinqa says it will put the funding, its first institutional investment, toward continued business growth and market expansion.

According to Markets and Markets, the security orchestration, automation, and response (SOAR) segment is expected to reach $1.68 billion in value this year, driven by a rise in security breaches and incidents and the rapid deployment and development of cloud-based solutions. Data breaches exposed 4.1 billion records in the first half of 2019, Risk Based Security found. This may be why 68% of business leaders in a recent Accenture survey said they feel their cybersecurity risks are increasing.

Bootstrapped and founder-backed since 2009, Brinqa, which was cofounded by Hilda Perez and Amad Fida, leverages a knowledge graph to connect security and business data and establish common data ontologies. The company’s platform applies insights from the graph to inform risk management strategies and standardize data management and analysis, as well as automating risk remediation.

“We saw that even niche cybersecurity teams struggled to measure and report cyber risk,” Fida told VentureBeat via email. “With digital transformation, the number of cybersecurity controls and systems required to monitor and protect an enterprise has increased by magnitudes. While technology is a competitive advantage for businesses, its aggressive adoption has amplified the challenge of bringing it all together in a meaningful way. We founded Brinqa to help organizations harness the vast and rapidly growing stores of data towards the critical challenge of quantifying, operationalizing, and reducing cyber risk.”

Above: The Brinqa platform.

Image Credit: Brinqa

Brinqa also provides tools for creating, managing, and operating new knowledge graphs, enabling customers to design and develop low-code cybersecurity apps for a range of use cases. With Brinqa, developers can implement a dynamic knowledge architecture with semantic data models that represent complex, context-rich information, creating entities that interconnect with hierarchical models of business functions, processes, and infrastructure.

With Brinqa, customers can develop new knowledge by applying automated reasoning to semantic data models across volumes of data. The platform offers automated data collection, normalization, correlation, analytics, response, and reporting tools that handle the creation, tracking, and escalation of tickets and tasks. Brinqa also lets developers visualize and communicate insights through self-service metrics, reports, and executive dashboards. And the platform delineates the interconnects between assets and business services, providing a knowledge source for organizational cyber risk.

Outside investment

While Brinqa wasn’t looking for outside investment, Fida says Insight Partners’ focus and operational expertise made it the right partner for the next stage in the company’s journey.

“The capital infusion will be used to grow our workforce, accelerate sales and marketing initiatives, enhance customer experience and community building, and strengthen partner and channel ecosystems,” Fida said. “We’re looking to expand every team and every department, sales and marketing being the top priorities. Another area of focus where we are looking to accelerate our efforts is customer experience. This entails reinforcing our customer success team; enhancing product deployment, delivery, and training; and amplifying the focus on end-user experience and community building. We plan to extend our platform to enhance our low-code application development, automation, and orchestration features on the product side.”

Brinqa, which has around 70 employees, is headquartered in Austin, but the company has remote staff and offices in the San Francisco Bay Area, New York, Buenos Aires, and Bangalore. The company claims its platform and apps are deployed at some of the largest businesses around the world and that annual recurring revenue has been growing 50% for the last few years.

“To be effective and a true contributor to business success, cybersecurity must function as one team aligned in purpose, connected in data, and transparent in communication. This is the vision that Brinqa helps our customers achieve. We know that this is possible because we have proven it at some of the world’s largest and most complex enterprise IT environments,” Fida continued. “We are fortunate to count among our customers three out of the five largest retail companies in the world, the largest healthcare providers in the US, and the most prominent global brands in technology, financial services, insurance, healthcare, manufacturing, aviation, and critical infrastructure.”

The global cybersecurity market size is anticipated to reach $199.98 billion by 2025, according to the latest report by Market Research Future. Brinqa has competition in VisibleRisk and Viso Trust, which assesses third-party cybersecurity risk with AI. There’s also cybersecurity ratings platform SecurityScorecard. Another cyber risk management startup, RiskLens, recently raised $20.55 million.


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Mythical Games launches early access for Blankos Block Party



Mythical Games launches early access for Blankos Block Party

Elevate your enterprise data technology and strategy at Transform 2021.

Mythical Games has launched early access on the PC for its Blankos Block Party open-world multiplayer game, which offers unique game characters authenticated with nonfungible tokens (NFTs).

The Los Angeles-based Mythical Games is pioneering the idea of “playable NFTs,” using that technology to uniquely identify game characters so players can truly own them. NFTs use blockchain, the secure and transparent digital ledger, to authenticate unique digital items. Just last week, Mythical raised $75 million from WestCap and others to pursue the larger opportunity to license its NFT technology to other game companies.

CEO John Linden made the announcement today in a talk at the Electronic Entertainment Expo (E3) event, which is an all-online trade show. The company revealed some major fashion, music, and art collaborations for Blankos Block Party. It has deals with Burberry, DeadMau5, Quiccs, and El Grand Chamaco. The E3 talk included numerous artists talking about the potential they see in the blending of NFTs, art, and games.

“We’re moving the game into early access, which is exciting, and adding a lot of new features in the game itself,” said Linde, in an interview with GamesBeat. “The MMO hub has been redesigned. Deadmau5 is going to be involved. Burberry is going to be announcing their first NFT. And we have a lot of great artists involved too.”

Rob Manley, chief marketing officer at Burberry, said in the E3 talk that being a part of the gaming community is a big opportunity and it represents the company’s first move into NFTs.

Above: Burberry and Blankos have teamed up.

Image Credit: Mythical Games

Blankos Block Party has vinyl-style game characters who you earn (through gameplay), buy, or sell. It has begun testing its marketplace where players can buy and sell their characters, which can be customized or decorated with various things earned in the game.

The NFT craze

John Linden is CEO of Mythical Games.

Above: John Linden is CEO of Mythical Games.

Image Credit: Mythical

Mythical is one of many game companies offering a “play-to-earn” opportunity for gamers, enabling them to earn money from the time and investments they put into the game. NFTs have exploded in other applications, such as art, sports collectibles, and music. NBA Top Shot (a digital take on collectible basketball cards) is one example. Built by Dapper Labs, NBA Top Shot has surpassed $500 million in sales, five months after going public. And an NFT digital collage by the artist Beeple sold at Christie’s for $69.3 million. But more recently NFTs have seen price declines as some say that the hype is running out of steam.

While many NFT projects have been dismissed as overhyped schemes to get rich quick, Linden said in an interview with GamesBeat that the company wants to drive mass adoption of ownership in games through playable NFTs.

The playable NFTS in Blankos Block Party have the same utility as any character or accessory you might buy or earn in another game, but because of the blockchain technology behind them, players actually own what they buy and can sell them in real-money transactions when they no longer want or need them, unlocking the value of their time and money spent.

NFT marketplace

blankos 7

Above: Blankos Block Party’s marketplace.

Image Credit: Mythical Games

Pre-blockchain, players invested billions of dollars into digital items in other online games without a tangible way to benefit from it beyond gameplay advantages (or just showing off their bling); content remains locked behind their account because their purchase is really just a lease or licensing agreement, with no capability to transfer or sell, Mythical said. And while other secondary marketplaces have existed in the form of gray markets and black markets, players who participate are exposed to unsafe transactions, scams, and even the threat of losing their accounts for terms of service violations, the company said.

“The marketplace is where they can sell things,” he said. “Our accessories are still curated. But what the players can do then is, with most of the characters, players can now customize so they can level them up. We’ll keep adding things into this world. ”

Linden said that the various brands will have a lot of options for their NFT characters. They can limit the number of them or the time period in which they’re sold to create scarcity. They can also offer them at different prices. What’s different about this game is that blockchain enables provenance, or the capability to trace the history of an NFT. That means that brands can get paid a percentage of the sale price every time one of their NFT characters changes hands. And so they can benefit from a rise in price for an object over time.

You can buy Mythical's blockchain-based limited items for $25 to $150.

Above: You can buy Mythical’s blockchain-based limited items for $25 to $150.

Image Credit: Mythical Games

But the tech isn’t really easy to create. Mythical Games has more than 100 employees, and it has been working on its tech and game for three years, Linden said. Adding NFTs to a game means that a company has to create a digital wallet for players to securely hold their digital property. It sits on top of a blockchain platform, and that platform often has to be modified to reduce transaction costs, speed up transactions, and use less energy than the likes of Bitcoin and Ethereum. All of that takes engineering work, and Mythical is still hiring.

On top of that, Mythical Games is talking to other game companies to license its platform to them so that those game companies can create their own games with playable NFT characters.

Mythical wants to drive mass adoption of ownership in games through playable NFTs with the growth of its first game, Blankos Block Party; expansion to other gaming platforms; and new projects launching later this year and in 2022. Via its Mythical Economic Engine and Mythical Marketplace, the company says it is providing a platform for game developers to create their own player-owned economies, as well as new tools for content creators and brands to facilitate ownership of in-game assets.

Through the Mythical Marketplace, players can unlock the value of monetary, rarity, and time-based efforts by selling their NFTs to other players for real money, in safe and secure transactions with proof of authenticity.

Early access and influencer events

blankos 6

Above: Blankos Block Party has a marketplace for NFT characters.

Image Credit: Mythical

In the open beta for Blankos Block Party, Mythical has enabled player-designed levels. Players hold more than 100,000 NFTs; as the game’s audience continues to grow, earlier assets and specialized releases will become more scarce and likely more valuable in the secondary market, creating rarity on a mass-market scale and providing new sources of income for players.

Mythical streamers include KarlNetwork, Captain Sparklez, and KaraCorvus. Folks can tune in on Friday, June 18 to watch and even join some of their favorite streamers in Blankos and they can get a chance to get a playable NFT Twitch Drop.

Mythical's marketplace for the Blankos Block Party game.

Above: Mythical’s marketplace for the Blankos Block Party game.

Image Credit: Mythical

Mythical will work together with Deadmau5 (Joel Zimmerman) on a Blanko and accessory package modeled after his beloved cat, Professor Meowingtons, and the infamous deadmau5 helmet. This will drop in summer 2021.

Burberry will do a Blankos NFT drop, releasing this summer as a way to reach gamers. And Mythical is also working with Marathon Clothing, a brand owned by the late rapper Nipsey Hussle. They will work together on Blankos-related gear later this year.

And Mythical is working with El Grand Chamaco, an illustrator based in the small village of Los Ramones. El Grand Chamaco’s artworks are inspired by his Mexican roots, adopting the colorful vibrant palette of the culture into his 3D graphics. After years of perfecting his style, he gained his fame as a prominent illustrator and character designer—reimagining pop culture characters into his own depiction. And Mythical is working with Hackatao, an artist duo born in Milan in 2007. Hackatoo has pioneered crypto art since 2018.

alex pardee

Above: Alex Pardee is an artist who hopes to benefit from the NFT art craze.

Image Credit: Mythical Games

Blankos Block Party and the Mythical Marketplace are built on a private EOSIO blockchain using a proof of authority model that is more environmentally friendly and sustainable than the proof of work model (neither the game nor Blankos NFTs require any crypto mining). With Blankos Block Party and its Marketplace, Mythical aims to drive mass adoption of ownership in games through NFTs and blockchain technology, opening the door to a new kind of global game economy where creators are owners and players are asset holders. Mythical has raised $120 million to date and it has more than 100 employees.

Players can sign up now to join Blankos Block Party in early access on PC. The Mythical Marketplace, where players can buy and sell Blankos in peer-to-peer transactions for real money, is in its alpha phase and will continue rolling out to players this summer.

Linden said the game has had very good key performance indicators (KPIs) during its beta testing.

“We’re really taking the wraps off of all the fun stuff you can do in the game,” he said.


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Intellivision Entertainment wants to own retro couch gaming



The Intellivision Amico has a wood-paneled VIP model.

Elevate your enterprise data technology and strategy at Transform 2021.

Intellivision Entertainment CEO Tommy Tallarico made his pitch to gamers today to own the couch when it comes to retro console gaming, talking about the Intellivision Amico console in a speech at the online-only Electronic Entertainment Expo (E3) today.

Intellivision has had to postpone its launch twice now, and its latest plan is to launch the Amico on October 10, about a year after it originally planned. Tallarico said the pandemic forced the company to postpone its launch, but it also gave the company an opportunity to get more games in place for its launch.

The focus is “that friendship, that multiplayer, that couch co-op experience,” he said.

The Amico has a Qualcomm Snapdragon processor, and its focus will be to enable multiplayer games that you can play with your friends in the same room, on the couch, like Tallarico used to do when he was young. The curvy, wedge-like console’s design is supposed to be friendly and accessible. They intend for the console to be something you can use right off the bat, and it isn’t aimed at the more limited audience of hardcore gamers. He thinks this is complementary to other consoles, and so he doesn’t view others as competition.

It’s not about screaming graphics, but having a good time with fun, simple, casual games that you can play with your friends.

A time machine

Above: The Intellivision Amico has a wood-paneled VIP model.

Image Credit: Intellivision

The original Intellivision is a game console from Mattel that gave Atari a run for its money in the early 1980s. It was more advanced than the Atari 2600, with better graphics, and it even had simple voices in some games.

Tallarico has been in the video game industry for 32 years, and he created the “oof” sound that became the signature sound for Roblox games. Tallarico, who created the Video Games Live concert series, announced in 2018 that he had acquired the rights to the console and its original games and planned to relaunch Intellivision as a retro brand.

He has rounded up many of the original Intellivision’s game creators. They’re remaking some of the original games for the old Intellivision, such as Breakout, but with modern designs.

Amico is the Italian word for “friend,” and October 10 is the birthday of Tallarico’s sister. “My mother is very proud,” Tallarico said.

A crafted console

Intellivision has a network of retailers who will sell the Amico.

Above: Intellivision has a network of retailers who will sell the Amico.

Image Credit: Intellivision

The machine has 40 independently controlled LEDs on the console base and 12 LEDs on each console controller, for a total of 64, product development director Todd Linthicum said. That provides for an endless amount of expression through lighting.

Some games will correlate colors on the controller’s lights with gameplay. The console’s wedge shape enables you to see the lights from all angles, and you can adjust the brightness of the LEDs or turn them off. The controllers can charge in 2 hours, and batteries last 4-6 hours.

The controllers have color capacitive touchscreens, gyroscopes, force feedback, speakers, microphones, and wireless contact charging. Two controllers nest inside the console base, which enables them to charge. You can also charge a controller with a USB-C cable. The controllers have four shoulder buttons and a touch wheel with a button. A Home button lets you pause or exit a game easily. The controller can be moved in 64 directions and the controller screen has touch sensitivity. If you take a controller to a friend’s house, you can play all the games that you own on your console on your friend’s machine.

The Amico has an HDMI out port, a USB-C connector, a power connection, and a microSD expansion slot for more memory. You can store up to 50 games on the device. Radio frequency identification (RFID) connectivity offers a new way to unlock features in games or to interact with the console. You can simply take an object like a gift card and tap it on the console to unlock something. Intellivision will talk more about boxed games later. There are no loot boxes or in-app ads. But there are online leaderboards where you can check your score against others.

Game lineup

Intellivision is targeting the Amico at families for couch play.

Above: Intellivision is targeting the Amico at families for couch play.

Image Credit: Intellivision

Tallarico mentioned some of the games that will be coming for the Amico.

The list includes:

  • Earthworm Jim
  • Night Stalker
  • Incan Gold
  • Shark Shark
  • Spades
  • Cornhole
  • Astro Smash
  • Retro Reimagined
  • Breakout
  • Asteroids
  • Tempest
  • Missile Command
  • Burger Time
  • Bump and Jump
  • Cloudy Mountain
  • Sesame Street
  • Care Bears
  • Finnegan Fox
  • Bomb Squad
  • Space Strikers
  • Rigid Force Redux Enhanced
  • Dyno Blaster
  • Major League Baseball
  • Blank Slate
  • Telestrations
  • Flying Tigers

The brands making games for the Amico include Hot Wheels and the Harlem Globetrotters, and there will be games based on charades, soccer, pool, card games, skiing, and more.

And he said the original Ecco the Dolphin team to create a new game called Dolphin Quest.


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How Riot Games will ensure that Valorant’s esports stars include women



How Riot Games will ensure that Valorant's esports stars include women

Elevate your enterprise data technology and strategy at Transform 2021.

By any measure, League of Legends has been an enormous success for Riot Games for more than a decade. But when it comes to the diversity of the esports stars in the multiplayer online game, it’s clear that women are missing. And since the company is more aware of diversity issues than it was in the past, Riot is taking a more proactive approach to its next big esports game, Valorant.

Valorant has a lot going for it. Riot recently announced that its team shooter game has reached 14 million monthly active PC players and half a billion games played in its first year. The new Valorant Champions Tour (VCT) in North America is hitting new peaks with each event, with more than 8.7 million hours of tournaments watched, 360,000 peak viewers, an average of 560,000 viewers each minute, and similar good results for regional events. Riot Games is still investing heavily ahead of making profits with Valorant, just as it has done with League of Legends.

But Valorant is different from League of Legends in another respect, as about 30% to 40% of the players are female, said Matthew Archambault, head of esports partnerships at Riot Games, said in an interview with GamesBeat. One reason that has happened is that times have changed, Riot has matured since being accused of sexism in the past, and it can put more resources toward making sure the ecosystem is diverse.

“If you look at the FPS space, that’s kind of amazing because if you look at other FPS titles, you can see they are mostly men,” Archambault said. “We wanted to ensure that we could create this very welcoming experience for women and marginalized genders.”

And to stoke their interest in Valorant esports, Riot Games announced in February it was creating the Valorant Champions Tour (VCT) Game Changers program. It’s an esports tournament initiative to supplement the competitive season by highlighting women and people of marginalized genders. Riot wants these events to foster an inclusive environment for competition and create safe opportunities for women to compete without fear of identity- or gender-based harassment. After all, esports is something where the sexes should be equal, since, unlike in traditional sports, there isn’t a difference between men and women when it comes to playing a computer game with a mouse and keyboard. There isn’t a physical difference that explains why there aren’t enough women in esports.

“I worked on [League of Legends Championship Series] LCS for a really long time as well. And there are no female players,” said Shelby Ulisse, an event producer at Riot Games and head of the Game Changers Initiative. “That’s the reality, and I think it is a huge bummer and missed opportunity. We’ve had females enter and come into the pro scene on League of Legends. And so this time around, we were like, ‘That can’t happen again.’ We need to make sure that from the beginning, from the inception of what this esport is, women are at the forefront of our mind, because we want to see mixed teams, we want to see all of those teams and a variety of different people represented.”

Promoting women at the beginning

Above: Verizon’s Diego Scotti and Riot’s Ana Donlon.

Image Credit: Verizon

The year-long effort will help build a tour that is more representative of the diversity of the Valorant community. And the hope is that if women see other women in the top levels of the game, then they will conclude that the ecosystem around Valorant will support them as well. Valorant has a good chance in part because Riot Games has gone through some big changes in the wake of charges about sex discrimination in recent years. Getting Valorant right at the very beginning could have a big effect on Valorant esports for years to come.

“The Valorant Game Changers program is so perfectly aligned with Riot’s mission to provide women with more experience, training, and mentorship within the gaming industry,” said Valorant executive producer Anna Donlon, in an email to GamesBeat. “We celebrate and support Game Changers and how they’re inspiring the next generation of female and marginalized gender players that want to build a career in the Valorant ecosystem – or any game for that matter.”

Donlon appeared on stage at Verizon’s E3 talk this morning, where she said that women have the added disadvantage in esports because they have to deal with so much identity and gender-based harassment. She said she has experienced that herself.

There are a number of women behind the scenes trying to make sure this works.

“When we were trying to figure out the best way to approach supporting women in esports, especially Valorant esports, we were looking at what we had done for League and we felt like we just hadn’t done enough,” said Ulisse. “We wanted to support women even more since we have so many learnings from starting League as an esports.”

They concluded that they didn’t want to create an additional women’s league for Valorant that was separate from the regular competitive league.

“But we did want to provide some additional support and opportunities for women in the scene in general,” Ulisse said. “We approach that in a few different ways.”

VCT Game Changers Series

Cloud9's all-female Valorant esports team.

Above: Cloud9’s all-female Valorant esports team.

Image Credit: Cloud9

First, Riot Games created the VCT Game Changers Series as a set of top-tier competitions that will take place around the world over 2021. These events and their prize pools will be similar in scale to last year’s Ignition Series tournaments, with the first event scheduled in late March for North American competitors and hosted by Nerd Street Gamers.

The company wanted to support women who were already at the pro level, particularly those who migrated from Counter-Strike: Global Offensive. Riot Games created a Valorant tournament series for the women in women-only tournaments dubbed VCT Game Changers. This is in addition to the normal VCT programming and it highlights signed and unsigned female talent. It’s not a separate league. It’s another way to gain more visibility and increase the fan base for women, Ulisse said. And all of the women who participate in Game Changers can also participate in the normal VCT events.

On top of that, if esports organizations enter an all-women Valorant team, they can enter two teams in the VCT. So they could have an advantage over the teams by having two entrants in a tournament, rather than just one. Cloud9 has a particularly competitive womens team.

VCT Game Changers Academy

Sage in Valorant.

Above: Sage in Valorant.

Image Credit: Riot Games

The VCT Game Changers Academy program hosts monthly tournaments, giving players even more opportunities to compete at the semi-pro and grassroots level. Academy events are organized in partnership with Galorants, one of the largest communities within Valorant on Discord.

Galorants previously helped organize the “For the Women Summer Showdown” tournament in September 2020. Both the VCT Game Changers Series and Academy will help build the next generation of leaders who aspire to succeed within the competitive Valorant community.

The VCT Game Changers Academy program is “more about those that are still in the pipeline who definitely could grow into the pro scene, but aren’t quite there yet,” Ulisse said.

“I genuinely think those folks need a lot of support, too, from a community of people around them. And so we created Game Changers Academy,” she added. “And this program essentially is us working with the Galorants Discord server, which is an all-female Valorant server that has been around since pretty much the beginning of Valorant. It’s an incredible community growing really fast, and we thought they were doing some really good work already. And we wanted to support some low-stakes competition within their server, to try and encourage people to practice and get a good understanding of what a tournament really looks like.”

The wider Valorant ecosystem

Valorant in action

Above: Valorant in action

Image Credit: Riuot Games

Ulisse noted it can be nerve-wracking to enter a tournament, even if you’re one of the best players. Giving players the ability to practice and play in a lower-pressure environment could help them grow, she said.

On the broadcast side, Riot Games is also working to train more women to be the talent for being “casters,” or those who do the play-by-play commentary for fans at tournaments. It is training six women as casters for the Valorant scene, and it is providing them with vocal coaching and other tools for being a caster.

“I think it’s important to get representation in front of the camera in a variety of ways,” Ulisse said.

Riot Games is publicizing the Game Changer competitors on social media, and it is working with teams like Dignitas to highlight women. Sponsors like Verizon and Aim Lab are also helping to underwrite Game Changers.

“There are some really great big names behind us supporting these programs,” Ulisse said. “And on all of our social channels, we’re pushing these women’s esports programs, which is exciting.”

With Valorant Game Changers, sponsors have seen that some of the women esports events are getting record viewership, Archambault said.

“We’re creating this ecosystem, where it’s not just also about bringing women to be a professional gamer, but also getting them into the space into coaching or into production or into casting,” Archambault said. “What’s really amazing here is that it’s not just there’s a singular path to pro for one person to become the next great player.”

Valorant also has a strong base among influencers and streamers when it comes to women, Archambault said. “We’ve also been lucky enough to have two partners come and support it in Verizon and Aim Lab. They have both female and male creators influencers as ambassadors for their program.”

“I believe it really doesn’t matter what your gender is,” Archambault said. “It just comes down to your performance. And that the one thing I think is truly amazing about gaming and esports. It’s not like how you can’t play in the NBA or the NFL. If you have reaction time, and you can get in front of the computer and get on the internet, you have a chance to play.”

Reducing toxicity and alienation

Riot Games is trying to diversify the games and tech industries.

Above: Riot Games is trying to diversify the games and tech industries.

Image Credit: Riot Games

Lastly, Riot Games is also working hard on reducing toxicity, as women can bear the brunt of that, around all of its games.

One of the main points is that women who are playing on the casual or amateur level can look up to the pros. If they see other women in those ranks, it gives them the inspiration to continue.

“Right now, I feel being a female in the space can be very alienating sometimes if you don’t have a community around you,” Ulisse said. “And so we really wanted to just show that women are part of this in so many different ways. And no matter who you are, you could be part of this. The great thing about games is that, unlike physical sports, for instance, where [it depends on] your body strength or your physical ability, you don’t have the same barriers. We are excited to give women additional opportunities to really show that they’re just as good as men in these games.”

Archambault said that having a pathway for women means that there can be a groundswell where the momentum just grows over time.

“It’s the right trajectory. This is not a two-year thing for us,” Archambault said. “This is the next multi-generational esport. We’ve done it with League and we want to do it with Valorant.”

Making a living

The employees of Riot Games .

Above: The employees of Riot Games in 2018.

Image Credit: Riot

Creating a fan base for women is important because that helps them generate income (through donations from fans) and be able to spend more time training so they can be the best.

“Increasing their fandom gives them more of a chance to be signed,” said Ulisse. “It gives them a lot of visibility publicly.”

Riot Games has other programs in the works to improve diversity when it comes to underrepresented minorities and other people.

Ulisse said she has enjoyed working on the program.

“I’m a female in gaming. And so I feel really personally invested in this program,” she said. “And when I created this program, I didn’t want it to feel like we’re just supporting women to support women. There are so many women behind the scenes working on this that really deeply care about this because we’ve faced the same issues in gaming. We really believe in this and we want to expand it even more. And hopefully, 2022 is going to be one of the best years yet for a woman in esports.”


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