ESFI introduces national rankings for Esports

Esports Federation of India (ESFI) in a bid to streamline the sport as well as bring in legitimacy among the gamers involved, released the first-ever national ranking system based on the open ranking tournaments played in the last two months to determine the best performing players. Team Resilience, Checkmate and Adbhut Esports have topped the individual categories in the national rankings.

ESFI released national rankings for games- Call of Duty Mobile (Battle Royale), FreeFire and Valorant, which are some of the most popular video games and played by many. The performances of 60, 65 and 26 open matches conducted for Call of Duty Mobile, FreeFire and Valorant respectively during the period of November to December in 2020 were considered while announcing these rankings.

“With esports being included as a medal event at the 2022 Asian Games among other major Championships, it is important that we follow all the necessary requirements like in any other medal sports to determine the best players of the country. In the month of November and December, we organised several scrims and there have been huge responses in these events. While the gamers (athletes) showcased great technique and competitive, each scrim was keenly contested before the champions were declared,” ESFI Director Lokesh Suji said.

Seven-member Team Resilience pitted themselves very strongly with 682 points and were declared the top team in the Call of Duty (Mobile) category followed by Team Revolution (629) and Zelotz 2EZ (627) taking the second and third position respectively. Checkmate (111) and Adbhut Esports (78) became the winners in the Freefire and Valorant categories respectively.

“Creating a pool of credible national gamers is a key responsibility that ESFI intends to shoulder in order to initiate and streamline a professional approach towards playing and organizing tournaments that are played in India. The athletes will help to maintain a certain standard of play, it will also regulate the esports ecosystem,” Suji further added.

While Esports witnessed exponential rise in the pandemic which catapulted the urge to create a community closer and build a much bigger plethora of professional athletes in order to determine the future of Esports in India. ESFI will continue with the process of announcing national rankings for various games in the future as well.

While, Free Fire Daily T1/T2/T3, Call of Duty Mobile Battle Royale scrims season 2 and multiplayer are already underway, Valorant will also begin from the last week of January with more games like PES, DOTA 2, FIFA , CR, COC and Brawl Stars to take place soon.

Details of teams at top:

Team Resilience (Call of Duty Mobile Battle Royale):

Sushain ‘Dexter’ Gupta

Mannat ‘Truman’ Khanna

 Naurav ‘Pollax’ Kumar

 Shaurya ‘Neta’

Yash ‘Wizard’ Gupta

Shivansh ‘Skullxyy’ Kalra and

Ronit ‘Edith’ Kataria

Team Checkmate (FreeFire)

Arun ‘Deadend’ Yadav

Ram ‘Scooper’ Devdas

Nirmal ‘Unique-007’ Kumar

Akshay ‘Syko’ Shiyani and

Arshpreet ‘Arsh’

Team Adbhut (Valorant)

Hridya ‘RektyRowdyy’ Dham

Kunal ‘IshocKK’ Khandelwal

Bhavay ‘Fishy Bubbly’ Batra

Prashant ‘FranK’ Das

Mayank ‘Deadsec’ Roy

Source: https://ie-sf.org/?p=5364
Originally published on: Thu, 28 Jan 2021 01:25:02 +0000

IESF EILAT 2020 World Championships Concludes After Online Competition

The International Esports Federation (IESF) announces that the 12th Esports World Championship EILAT 2020 concludes following the results of the regional online games.

The World Championship’s global final games, featuring competitions in DOTA 2, Tekken 7 and eFootball PES 2021, was scheduled to take place in Eilat, Israel this February. The regional preliminaries took place during October and November of this year in twelve different global regions.

However, following the decision jointly taken by the IESF, Israeli Esports Association and Maccabi World Union, the World Championship concludes after the regional preliminaries.

This decision was made due to IESF’s long-lasting commitment to the players’ health and safety, which could not be guaranteed at this time due to the COVID-19 situation globally.

IESF, supported by the event’s local organizing committee, will distribute an increased prize pool of approximately $75,000 to winners of all regional tournaments. The amount of cash prize for each tournament will be distributed soon and shall be based on the size of each regional tournament.

As was previously announced, the next IESF Esports World Championships will take place in Eilat City, Israel, in late 2021.

“2020 is perhaps the most complex year in recent decades for hosting an international event,” said Ido Brosh, president of the Israeli Esports Association and Board Member of IESF. “Despite this, we managed to host a significant large-scale competition for the world’s players. This is a sign of the power and capabilities of IESF, Israel, and the Local Organizing Committee to produce large and significant activities despite the major challenges. We look forward to hosting the best players in the world in Eilat at the 2021 IESF World Championships.”

Source: https://ie-sf.org/?p=5299
Originally published on: Fri, 01 Jan 2021 15:03:52 +0000

Ukrainian Esports Cup with a prize pool of UAH 250,000

The Ukrainian Esports Federation in partnership with Eldorado is pleased to announce a grandiose esports event – the Ukrainian CS:GO Cup! All details can be found in our announcement!

Three months after the Ukrainian Esports Federation achieved the recognition of esports as an official sport in our country, UESF & Eldorado are announcing the first nationwide Ukrainian Cup. During the CS:GO season (held from January 18th, 2021, to March 28th, 2021) a total prize pool of UAH 250,000 will be drawn. The rules of the competition can be accessed through this link.

The format of Ukrainian CS:GO Cup arbitrarily divides the country into five conferences: “Center”, “East”, “West”, “North” and “South”. Each such conference includes four to six regions of Ukraine.

“West” Conference:

Volyn region Rivne region Lviv region Zakarpattia region Ivano-Frankivsk region Ternopil region

“North” Conference:

Zhytomyr region Kyiv region Sumy region Chernihiv region

“Center” Conference:

Chernivtsi region Khmelnytskyi region Vinnytsia region Cherkasy region Kirovohrad region

“East” Conference:

Kharkiv region Luhansk region Donetsk region Dnipropetrovsk region Poltava region

“South” Conference:

Odessa region Mykolaiv region Kherson region Zaporizhzhya region Autonomous Republic of Crimea

To take part in the Ukrainian Esports Cup, you must fill out one of our questionnaires:

West North Center East South Players without a team

It should be noted that in case you have a full five-player team, you’ll need to fill out one of the conference questionnaires (West, North, Center, East, South). Meanwhile, if you want to compete in the Ukrainian CS:GO Cup alone or with friends, but you are short of a full team, you will need to fill out the “Players without a team” form.

Each conference will be hosting two divisions – Division A and Division B. All teams will be registered using the appropriate Google forms, where they will indicate information about their personal accounts, as well as a team profile on the FaceIT platform. The organizers will distribute teams according to their ELO points: the stronger teams will go to Division A, while the weaker ones will go to Division B.

Championship system:

Division B – round robin with bo1 match format Division A – round robin with bo1 match format Playoffs of Division B – round robin with bo1 match format, 2 groups Super League – round robin with bo2 match format Super League Playoffs – classic Olympic single-elimination system with bo3 match format

In the first stage, regional qualifiers will be held under the modified regular season system. Each region will have its own Divisions A and B. The region’s best teams (in terms of total ELO points on the FaceIT platform ) will receive invitations to Division A. The regular season of Division A will consist of 66 matches, while the number of matches in Division B will depend on the number of teams registered.

Division matches will be played in a round-robin system with a bo1 format. The top 2 teams from each Division A will receive slots in the Super League, therefore forming the top ten teams. Two more slots will be drawn among all the top 2 teams determined by the results of each Division B. Ultimately, 12 best teams from all over Ukraine will get into the Super League.

The participants of Super League will receive a nice bonus from the Ukrainian Esports Federation. For each team, a logo will be developed, a uniform will be developed and sewn, a social media design will be developed, and, if possible, a photo session will be held.

The Super League will be held according to the Round-Robin system with a bo2 match format. The top 6 teams based on the Super League’s results will advance to the finals of the Ukrainian CS:GO Cup – where they will continue fighting in a single-elimination system with a bo3 match format.

Ukrainian CS:GO Cup prize pool distribution:

1st place – UAH 100,000 2nd place – UAH 50,000 3-4 places – UAH 22,000 5-6 places – UAH 10,000 7-12 places – UAH 6,000

The amount of winnings is indicated without taking into account the payment of taxes and mandatory payments, which are deducted from the indicated amount when they are paid. The payment is made within 90 calendar days. For income in the form of winnings and prizes, a single tax rate on personal income is set at 18% and a military duty rate is set at 1.5%, of the taxable item.

As part of the Ukrainian CS:GO Cup, the Ukrainian Esports Federation, together with partners, will hold a huge number of draws with valuable prizes. For example, together with Parimatch and ExpertPC, we will give away two powerful gaming PCs.

By the start of the Ukrainian CS:GO Cup, the Ukrainian Esports Federation will equip its own Ukrainian-language studio, which will work exclusively in Ukrainian not only for this tournament, but for the subsequent ones as well.

Source: https://ie-sf.org/?p=5295
Originally published on: Thu, 31 Dec 2020 02:34:37 +0000

Esports Announced As Medal Sport At 2022 Asian Games

IESF is pleased to share that Esports is back to the Asia Games! IESF’s Asian Confederation, the Asian Electronic Sports Federation (AESF), is proud to officially confirm the inclusion of esports in the 2022 Asian Games in Hangzhou, China as an official medal sport. This development means all medals won under the esports category count directly into a country’s overall tally in the medal standings.

Approved during the 39th OCA General Assembly, the decision is certainly great news for the esports scene, in particular, the Asian esports community. This outcome is a step forward in the right direction as the esports community have been striving hard for the past few years in not only bringing esports into the mainstream limelight, but also a step closer to the biggest stage of all, the Olympics. In attendance at the OCA General Assembly meeting is the President Mr. Kenneth Fok and Director General Mr. Sebastian Lau of AESF.

This achievement is the result of several years of collective effort involving not only the AESF, but also the unyielding support from the Olympic Council of Asia, AESF member associations, local organizing committee and other collaborative partners. For that, we are forever grateful.

Esports being featured in a multi-sports event isn’t new since making its debut in 2007 at the Asian Indoor Games. It was then followed by esports’ recent foray at the 2017 Asian Indoor and Martial Arts Games (AIMAG) in Ashgabat, Turkmenistan and the Asian Games in 2018. In 2019, at the Manila SEA Games made history as for the first time ever at SEA Games, esports was included as an official sport in a regional multi-sports event and the momentum carries on as in 2021 with esports again being part of the festivities at the 2021 AIMAG in Chonburi, Thailand and 2021 SEA Games in Hanoi, Vietnam.

Especially at the 2018 Asian Games in Jakarta, esports athletes were accorded the same status and treatment as their traditional sports colleagues and this significantly changed the perspective of esports and boosted its image especially among non-enthusiasts.

Conducted online due to the midst of the Covid-19 pandemic, the 39th OCA General Assembly focused on the growing trend and influence of esports. AESF presented its Exclusive Esports Report and video presentation chronicling the development and progress that they have made throughout Asia so far. Also, AESF stressed the importance of the Asia continent as the core region to fully harness the potential and achieve common goals of the esports community in the world.

In a video message, the OCA’s Asian Games Director, Mr. Haider Farman said: “It is a great pleasure and honour for me to bring you the good news that electronic sports has been included in the Hangzhou Asian Games 2022 sports programme. It will be a great honour for everybody to have you participating in these Asian Games as players, as officials and technical delegate members. I hope that electronic sports will add value to the Asian Games – and I am sure it will in the future, during the Asian Games 2022 and even beyond that. We are looking forward to cooperating with the Asian Electronic Sports Federation during the Asian Games and before.”

Commenting on this historic move, the AESF President, Mr. Kenneth Fok said , “I am thrilled for this news and fully welcome it. This success story will be celebrated by AESF and all in the esports community together. Our past successes are rightfully commended but we always look forward to more achievements for our entire esports community. Seeing esports returning to the Asian Games in 2022 is a great landmark to achieve following years of hard work and commitment. The involvement of esports at the upcoming Asian Games elevates Esports to the next level by aligning itself with Olympic values of determination, inspiration, excellence, and solidarity. A special thank you to the OCA for entrusting us with this honour, and we promise to make the best out of this opportunity.”

The addition of esports at the 2022 Asian Games in Hangzhou not only represents the synergy between AESF and OCA in championing esports, but also OCA’s commitment in evolving and progressing with the disruptive times. The wholehearted thanks to OCA is offered again for the confidence and entrust upon us as the sole Asian esports federation for OCA games.

Esports is closer to its rightful position in the competitive sporting scene and we look forward to a continuous and concentrated effort from everyone involved.

Source: https://ie-sf.org/?p=5280
Originally published on: Sat, 19 Dec 2020 16:46:59 +0000

IESF hits the 100 Nations Benchmark with more countries joining the membership base

We are pleased to announce membership expansion within three (3) continents as Venezuela from America, Bahrain, Cambodia and Laos from Asia, as well as Estonia, Hungary and Wales join IESF from Europe.

“Our family continues to grow globally and we reached almost a hundred (100) members worldwide,” says Mr. Boban Totovski, Director of Memberships. “A warm welcome and lots of good wishes on becoming part of our growing family on behalf of all the members. We promise to continuously cooperate and support our members for the betterment of Esports.”

The nations are represented through their respective national Esports Associations:

Bahrain : Bahrain mind and esports Federation Cambodia : Esports Federation Cambodia Estonia : Estonian Esports Federation Hungary : Hungarian Esports Federation Laos : Laos e-Sports federation Venezuela : Esports Federation Venezuela Wales : Esports Wales 

IESF continues its mission to create a thriving Esports ecosystem globally where growth can be enhanced for both large Esports economies and grassroots-level nations. We are looking forward to working with all of our members for the development of Esports.

IESF was founded in 2008 by nine-member nations from Europe and Asia. Now, after 12 years of history, we have reached 100 member nations and will continue this rapid expansion. IESF’s continued growth is largely thanks to the organization’s ability to deliver benefits to its members, provide continuous and sustainable World Championships events, and host its Global Esports Executive Summit.

Source: https://ie-sf.org/?p=5153
Originally published on: Fri, 11 Dec 2020 15:08:19 +0000

Polish breakthrough in esports performance research. esportsLAB’s studies available not only for pro players

Professional esports, despite the growing number of various coaches and managers available for the athletes, is still mostly intuition-based. We see players and entire teams who perform well suddenly dip in form or vice versa, but we do not really know why. This is the main issue tackled by esportsLAB – Esports Association’s (Poland) partner, who developed a groundbreaking Esports Performance Model on an increasingly larger scale.

esportsLAB is a research and technology company from Poland. Based on years of scientific experience and basic studies, they carry out the most extensive research project in the pro gaming world. Their main goal is to change esports from an intuition-based industry to a data-driven industry so that every esports organization can make more informed moves. Among the professional teams who participated in the research, there are top Polish organizations, including AGO and Izako Boars. 

Thanks to the partnership with Esports Association, since March 2020, participation in the project has also been possible for students competing in Edu Esports – the association’s nationwide varsity league. The studies based on Esports Performance Model give comprehensive information on what should the students improve in order to become full-time professional players. The results also indicate how they can get better at certain skills in and out of the game environment and how well they fare in the pro scene. All the players are thoroughly tested, so the organizations which might take an interest in them will get valuable information, leading to more well-founded decisions.

In the future, esportsLAB aims to develop an esports training methodology, which will work similarly to the traditional sports training methodology. This way, young players will be able to develop in the right way earlier, thus enabling them to know what they have to do to become the best version of themselves on a day-to-day basis. The future also features an original esports app, which for now is targeted at professional esports organizations, but there are plans to make it available to the individual players. With that, they will get feedback on their performance every day.Esports Association and esportsLAB’s cooperation facilitates carrying out the studies on a much bigger scale, leading to further improving the esports industry on a grassroots level. More information regarding the research project can be found on esportslab.gg .

Source: https://ie-sf.org/?p=5147
Originally published on: Wed, 09 Dec 2020 00:38:02 +0000

MESA has officially announced the date of the first tournament of the 2020-2021 season

The Mongolian Esports Association has officially announced the date of the first tournament of the 2020-2021 season, the MESA Pro Series: Dota2. The tournament aims to create new and exciting content for viewers by considering the advantage of esports, encouraging people to stay home during the new coronavirus COVID-19 infection around the world. In addition, we believe that it is an opportunity to accelerate the development of Dota2 in Mongolia and create new teams that can compete at the international level.

A total of 128 teams will be registered for the first tournament, which will take place between the 14th to 17th of December with a prize pool of three million MNT. Due to the current situation, it was decided to hold the competition only online, and all athletes will be required to participate from home, and teams that are in lockdown at their training facilities will be required to participate from there.

The association will hold three series of this tournament, and the best teams will qualify for the MESA League, the tournament with the highest prize pool in Mongolia, based on their scores earned from each series.

Meanwhile, the CS: GO tournament details will be announced soon.

Source: https://ie-sf.org/?p=5144
Originally published on: Wed, 09 Dec 2020 00:36:47 +0000

Global Partnership Creates Esports Venue Design Standards

The International Esports Federation and DLA+ Architecture & Interior Design are pleased to announce their strategic partnership and creation of Esports Venue Standardization Guidelines

Busan, South Korea & Pittsburgh, PA – November 30, 2020 – The International Esports Federation (IESF) and DLA+ Architecture & Interior Design (DLA+) are pleased to announce their global partnership, combining IESF’s promotion of Esports and its global member network of national governing bodies with DLA+’s expertise of Esports venue planning and design. This partnership will establish the guidelines for the design of Esports venues and DLA+ will become an exclusive Certifying Agency for Esports facilities on behalf of IESF as well as an Official Advisor to IESF.

All over the world, more and more governments and sporting authorities recognize Esports as a competitive sporting activity. Esports were featured at the 2018 Asian Games as a demonstration event and are being pursued for inclusion as a full medal event at the Asian Games and Olympic Games in near future. 

The Esports Venue Standardization Guidelines will support this movement by defining spatial and technical requirements of Esports facilities and establish regulations and procedures for Esports venue certification. The focus is to satisfy the needs of fans, players, media, and operators, as well as identifying requirements to promote efficient, functional, and safe environments for Esports events. The certification and inspection processes will include qualifications, requirements, testing and evaluation methods, schedule, documentation, and fees based on each classification of the Esports facilities.

“The DLA+ IESF partnership will explore the unique characteristics of Esports activities and environments, both technical and physical, and leverage those qualities to promote this fast-growing sport. As sports and entertainment venue design experts, we will establish standards which will offer an efficient process and clear guidance to create a positive experience for fans, players, media, and operators. Our goal is to ensure that all Esports venues provide the conditions necessary for high-quality competition, production, and presentation of Esports games and events, both in-venue and through various forms of media,” said Sung Jung, DLA+ Associate and Sports Practice Leader.

“We at IESF are excited to provide our members with the Esports Venue Standardization Guidelines to aid them in their consideration and design of Esports facilities for fans and players. The guidelines will be a significant resource for our global members and will also help our efforts creating an international standardization in various disciplines alongside the stakeholders of the Esports ecosystem” said Vlad Marinescu, IESF President.

The partnership and Esports Venue Standardization Guidelines come at an important time as global Esports revenue is expected to grow to roughly $1.2 Billion in 2021.

Source: https://ie-sf.org/?p=5121
Originally published on: Mon, 30 Nov 2020 07:03:38 +0000

GEES20’s Hybrid Online/Offline Format Achieves Excellence as IESF Adapts to COVID-19

The two-day Global Esports Executive Summit delivers big on the pressing issues in the Esports world in its 5th annual event.

The two-day Global Esports Executive Summit delivers big on the pressing issues in the Esports world in its 5th annual event.

GEES20 came to a close today in Busan, South Korea, after two days of engaging discussion with some big names in the Esports world. This year’s hybrid online/offline event offered a new set of challenges to IESF as the format adapted to the challenges posed by COVID-19. They say that “necessity is the mother of invention,” and many of the innovations put to use at GEES20 could remain valuable additions to future GEES and IESF events, as many presentations and speeches were given via pre-recorded message, and panelists participated in discussions from around the world via Zoom.

Hosted at the brand new Busan Esports Arena, GEES20 had a great stage and all of the bright lights you would expect at a GEES conference, but there was minimal audience in the venue this year, and questions for the Q&A periods and panels were harvested from the IESF Youtube channel.  We can’t express enough gratitude to all of the viewers for making such a valuable contribution to GEES20. If you weren’t able to watch live, be sure to check out IESF’s Youtube channel for videos of the event in the coming days!

There were four sessions at this 5th annual Global Esports Executive Summit, each with an impressive list of speakers and panelists. Take a look!

Esports and Traditional Sports Convergence Philippe Gueisbuhler , General Director, Global Association of International Sports Federations (GAISF) Byoungho Kang , Esports Manager, K LEAGUE Roy Hessing , CEO, Maccabiah, Maccabi World Union Lisa Ghil , Education Manager, Korea Anti-Doping Agency (KADA) Yong-Chul Yun , CEO, Prime Sports International (PSI) Samart Benjamin Assarasakorn , Chief Executive Secretary, Thailand Esports Federation (TESF)

Diversity Marketing and Esports Keshia Walker, Founder & Chairwoman, Black Collegiate Gaming Association (BCGA) Nalain Naidoo, Head of Business Development, International Academy of Sport Science and Technology (AISTS) David Halegua , Experiential & Activations Manager, The Coca-Cola Company Mark “Garvey” Candella, Director of Student and Education Programs, Twitch Niles Heron, Chief Strategy Officer, Loaded Samy Ouerfelli, Head of New Business, Freaks 4U Gaming

Esports in the Time of COVID-19 Ido Brosh, Board Member, Director of Events, International Esports Federation (IESF) Ralf Reichert, Co-CEO, ESL Gaming Remer Rietkerk, Head of Esports, Newzoo Serhat Bekdemir, Founder, Collegiate Esports League (CEL)

New Frontiers in Esports Technology Kim Seongho, Vice President, LG Electronics Olcay Yilmazcoban, Co-founder & CEO, SenpAI.GG Sunghoon Jung, Sports Practice Leader, DLA+ Architecture & Interior Design Saad Khan, Founder & CEO, Gamershub Middle East

IESF extends our sincerest gratitude to our esteemed delegates, and we look forward to working with you all again soon. We know that your contributions will inspire a better world for the future of Esports. We want to thank everyone who participated from the production team to our viewers online. GEES20 was awesome! We can’t wait to do it again next year!

GEES

Since 2015, GEES has gathered key Esports stakeholders from around the globe to create an environment for discussion, education, and action towards Esports development through conferences, exhibitions, academic lectures, and networking events.

GEES20 is supported by the City of Busan and the Busan IT Promotion Agency.

Source: https://ie-sf.org/?p=5133
Originally published on: Mon, 30 Nov 2020 16:01:24 +0000

The First Day of GEES20 Brings the Esports World Together – Virtually!

The Global Esports Executive Summit’s online/offline format ushers GEES into the future.

The first day of GEES20 had a new flavor today as the event kicked off at the brand new Busan Esports Arena in Busan, South Korea. But it wasn’t just the new venue— this year’s hybrid online/offline event also offered a new set of challenges to IESF participants as the format was adapted to the restrictions and challenges posed by the COVID-19 pandemic. An old proverb states that “necessity is the mother of invention,” and after the first day of GEES20, it became clear that many of today’s GEES20 innovations have the potential to remain valuable additions for the future of GEES and other IESF events.

As in previous years, the venue was bright and full of activity as IESF staff and production team members rushed here and there. However, while domestic delegates like K-League’s Byoungho Kang and the Korean Anti-doping Agency’s Lisa Gihl were there in the venue, this year’s hybrid online/offline format meant that most presentations and speeches were given via pre-recorded message, and panelists participated in discussions from around the world via Zoom. The lessons learned today will be valuable into the future when VIPs wish to participate in GEES but are unable to attend in person.

Questions for the Q&A periods and panels were harvested from the IESF Youtube channel , and while some of the questions were pretty tough, we are grateful to all of the viewers for making such a valuable contribution to GEES20. THANK YOU! Today’s sessions on “Esports and Traditional Esports Convergence” and “Diversity Marketing and Esports” provided meaningful discussion on two important esports issues.  If you missed it, be sure to check out IESF’s Youtube channel for videos of the event in the coming days!

Tomorrow’s sessions are titled “Esports in the Time of COVID-19” and “New Frontiers in Esports Technology.” Tune in to IESF’s Youtube channel for live coverage and to participate by submitting your questions, which you can ask beforehand through the website of GEES20 or in real time on YouTube, to be delivered to our GEES20 speakers.

There will be two special announcements at the beginning of GEES20 tomorrow, which will bring the Esports communities together for the betterment of Esports!

Stay tuned and see you tomorrow!

GEES

Since 2015, GEES has gathered key esports stakeholders from around the globe to create an environment for discussion, education, and action towards esports development through conferences, exhibitions, academic lectures, and networking events.

If you would like to hear more of GEES20, either live or as an online delegate, you can register for free here .

GEES20 is supported by the City of Busan and the Busan IT Promotion Agency.

Source: https://ie-sf.org/?p=5125
Originally published on: Sun, 29 Nov 2020 12:23:15 +0000