Elo Entertainment and ESL launch Reach platform

Jonno Nicholson
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Data analytics company Elo Entertainment has partnered with event organiser ESL to launch Dota 2 tournament platform Reach.

Using data analytics and behaviour-scoring to assist in player development, Reach aims to provide a path for Dota 2 players to reach a professional level of play.

ESL Elo Entertainment Reach
Image credit: Reach

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Sabina Hemmi, CEO and Co-founder of Elo Entertainment discussed the venture in a release: “We are proud to create a path for players of all skillsets to improve their level of play and their chances of being recognized within Dota 2. We are building a community that is highly inclusive and promotes the highest standards of play.”

Open to European and North American players, the inaugural season of Reach launched on December 13th and will end on March 15th. The top 40 players from the season will become eligible for the ESL Academy Draft, which will take place during ESL One Los Angeles on March 20th-22nd.

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Ulrich Schulze, Senior Vice President of Pro Gaming at ESL added: “Sabina and the Elo team were a natural partner choice given their industry track record of advanced statistics, analysis, and seeding algorithms. We are pleased to work with Elo to build a platform where players can learn, cooperate, and coordinate with like-minded players.”

After the inaugural season of Reach has concluded, four coaches from two regions will select five players to coach ahead of the ESL Academy Finals, which is set to be hosted in May.

Esports Insider says: This partnership could well help cultivate prospective Dota 2 talent and help to thrust them into professional play – especially with the support of ESL. This method of development talent could become the norm if it proves successful, as we see new platforms popping up all the time with their own takes on how to do things.

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Jonno Nicholson

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Jonno is a writer for Esports Insider and has been part of the team since 2019. Over the past ten years, he's written for several outlets including Gfinity, GGRecon, and Radio Times. As an avid sim racer, he aims to provide insight on one of the fastest growing sectors in esports.
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