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Viewership on #Twitch, #Facebook Gaming Up Over 50% in Q2 2020 $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 5:20 PM on Friday, July 24th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Viewership on Twitch, Facebook Gaming Up Over 50% in Q2 2020

by Trent Murray

  • With the global pandemic forcing people inside, video game livestreaming platforms saw significant growth in viewership according to a report by StreamElements and Arsenal.gg.
  • Compared to the first quarter of 2020, Twitch viewership grew 56%, with viewership for the month of June growing 60% year-over-year. As shown in The Esports Observer’s weekly Twitch Top 10, StreamElements reports that the most popular category on the platform is Just Chatting.

The category grew 94% since January. StreamElements also notes that the Music & Performing Arts category ranked 16th for Q2, growing 268% from January to June. 

Twitch has made a concerted effort to broaden the scope of its platform beyond video games, and viewers appear to be responding favorably to that push. Earlier this week, Twitch made another move to widen its reach, launching a dedicated category for traditional sports.

Facebook Gaming also saw a boost from the shelter-in-place orders and quarantines throughout Q2, growing 75% from Q1. June 2020 saw 200% growth year-over-year for the platform. Earlier this month, Facebook Gaming seized an opportunity to grow its streamer base, teaming up with the now-defunct Mixer to offer its streamers partner status once Mixer shut down. It is unknown how many streamers took Facebook up on its offer, but many have publicly announced their move to Twitch instead.

According to a release, StreamElements report did not include data on YouTube Gaming as it could not be completed in time, but the livestreaming services company notes that the platform “also experienced massive growth quarter-over-quarter.”

In that release, StreamElements also stated that it has seen an increase in its own monthly users, growing from 305K in January to over 680K in June, indicating a significant growth in the number of people who have become involved in streaming since the start of 2020.

Source: https://esportsobserver.com/streamelements-report-q22020/

Esports Entertainment Group $GMBL to Ring the #Nasdaq Stock Market Closing Bell on July 21 $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 7:07 AM on Tuesday, July 21st, 2020
  • Announced that its CEO, Grant Johnson will virtually ring the Nasdaq closing bell on Tuesday, July 21, 2020. To celebrate this occasion, Johnson will be joined by other members of the management team and employees from around the globe
  • Esports Entertainment Group virtual closing bell ceremony will be broadcast live starting at 3:45pm Eastern Time from the Nasdaq MarketSite Tower in New York City. To view the broadcast, please visit: https://livestream.com/nasdaq/live or http://Facebook.com/Nasdaq.

BIRKIRKARA, Malta, July 21, 2020  — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, today announced that its CEO, Grant Johnson will virtually ring the Nasdaq closing bell on Tuesday, July 21, 2020. To celebrate this occasion, Johnson will be joined by other members of the management team and employees from around the globe.

The Esports Entertainment Group virtual closing bell ceremony will be broadcast live starting at 3:45pm Eastern Time from the Nasdaq MarketSite Tower in New York City. To view the broadcast, please visit: https://livestream.com/nasdaq/live or http://Facebook.com/Nasdaq.

Johnson stated, “We are honored to ring the closing bell in celebration of our successful listing on Nasdaq. The listing was a long-term goal for Esports Entertainment Group, which we believe will enable us to rapidly build the leading brand in esports betting and iGaming. I’d like to thank all our stakeholders for their continued support, particularly our employees, shareholders, partners, and Board members.”

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

VaynerSports Continues Its Expansion With Gaming #Esports Division – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 5:34 PM on Wednesday, July 15th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

VaynerSports Continues Its Expansion With Gaming Division

  • Gary Vaynerchuk, “I have been quietly paying attention to the gaming industry for over a decade, building relationships and following the trends. One of the most exciting things about it, for me, is the gamers themselves. And when I look at the culture, the interest in the sector from other athletes, artists, celebrities – it is enormous. This is a very significant expansion for VaynerSports.”

By Michael Scott

The Vaynerchuk duo of AJ and Gary have been in the news of late as their athletic talent agency, VaynerSports, most recently announced an expansion into the world of baseball.

Now, VaynerSports has spawned VaynerGaming, the agency’s first foray into the world of esports and gaming personalities.

According to the eSports Observer, VaynerGaming will be led by veteran marketing agent Darren Glover. Glover was most recently the CEO of Wombo Sports, a media and entertainment agency focused on gaming and the e-sports culture.

VaynerGaming will also be led by AJ Vaynerchuk and Mike Neligan who both run VaynerSports.

As it relates to the elder Vaynerchuk, Gary, this is not his first venture into the world of e-sports and gaming. Vaynerchuk is an investor in the Minnesota RØKKR – a team in the Call of Duty League.

Says Gary Vaynerchuk, “I have been quietly paying attention to the gaming industry for over a decade, building relationships and following the trends. One of the most exciting things about it, for me, is the gamers themselves. And when I look at the culture, the interest in the sector from other athletes, artists, celebrities – it is enormous. This is a very significant expansion for VaynerSports.”

To that end, VaynerGaming already has its first client in the 2019 Esports Gamer of the Year, Kyle “Bugha” Giersdorf. Bugha boasts over 1.1M unique followers on Twitter and roughly 2.98M subscribers on YouTube at just 17 years old.

Although Bugha has made his brand in Fortnite, it is apparent that VaynerGaming will be a serious player and foundational leader in this space that is sure to create a path to representation for other gamers.

Source: http://sportsagentblog.com/2020/07/15/vaynersports-continues-its-expansion-with-gaming-division/

Esports Entertainment Group $GMBL Engages Akur Capital for #iGaming Mergers and Acquisitions Advisory $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 7:11 AM on Wednesday, July 8th, 2020
  • Engaged Akur Capital as the Company’s iGaming mergers and acquisitions advisor
  • Akur Capital is a leading cross-border M&A advisory firm, specializing in the iGaming and sports betting sector

BIRKIRKARA, Malta, July 08, 2020 – Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, engaged Akur Capital (“Akur”) as the Company’s iGaming mergers and acquisitions advisor. Akur Capital is a leading cross-border M&A advisory firm, specializing in the iGaming and sports betting sector.

“We just signed with Akur and are already evaluating multiple potential M&A opportunities they’ve introduced to us,” commented Grant Johnson, CEO of Esports Entertainment Group. “The Akur team has years of iGaming and gambling experience and an extensive network of industry contacts. As the first US-based iGaming company to list on NASDAQ, we’re in a great position to capitalize on these highly fragmented markets and believe Akur will prove to be a valuable partner in our ongoing success.”

Esports Entertainment Group CEO Grant Johnson has been invited to present at The emergence of eSports webinar, presented by Maxim Group and M-Vest on Thursday, July 9, 2020.

Johnson will participate in a webinar panel discussion on the emergence of eSports. In contrast to many other industries that have and continue to experience significant setbacks as a result of COVID-19 – the global pandemic has arguably served as a positive catalyst for the world of eSports – an industry that continues to evolve and further expand to new audiences. During the panel discussion, Johnson will discuss the eSports industry, its major players, and factors driving market growth.

To access the panel discussion, please RSVP

Webinar Details:

  • Panel Session Title: The Emergence of eSports

  • Date and Time: Thursday, July 9, 11:00 a.m. Eastern time (8:00 a.m. Pacific time)

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip Companies, Inc.
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

UWindsor adding #Esports to student experience – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 9:15 PM on Sunday, June 28th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

UWindsor adding esports to student experience

Participants sit at computer monitors to play video games at the 2018 DreamHack video gaming festival on January 27, 2018 in Leipzig, Germany. The three-day event brings together gaming enthusiasts mainly from German-speaking countries for events including eSports tournaments, cosplay contests and a LAN party with 1,500 participants. Jens Schlueter/Getty Images / Windsor Star

  • The University of Windsor plans to form an intercollegiate esports team this coming fall semester.
  • Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

By: Mary Caton

The University of Windsor plans to form an intercollegiate esports team this coming fall semester.

Forming the team is a collaborative effort between the Office of Student Experience, the Student Success and Leadership Centre, the Faculty of Science, and the School of Computer Science.

“Our students have been waiting for their chance to compete on the international stage,” he said in a media release. “I’m excited to finally give it to them with the support of the phenomenal partner ecosystem we’ve established.”

Meister and his team started last year and since September 2019, have signed on more than 250 UWindsor students from all faculties, including large contingents from engineering, science, and arts, humanities and social sciences.

The initial launch will involve a modest investment with a vision toward growth says Cindy Crump, director of the Student Success and Leadership Centre, which will be the home base of Lancer Gaming.

“Esports represents a great way to enhance the student experience and raise the profile of the University across the globe,” said Cindy Crump, director of the Student Success and Leadership Centre. “We’re excited to start a conversation with partners who want to see the University grow in this way.”

Esports is a billion-dollar industry worldwide that features both professional and recreational teams in online gaming competitions. In 2019, esports had an online viewing audience of 443 million, with numbers continuing to grow. At the time of writing there are more than 200 collegiate esports teams in the United States and Canada, including St. Clair College.

Chris Houser, dean of science, has supported esports activities, calling them an “innovative way for UWindsor to stand out” in the increasingly competitive recruitment environment, and noting that they present opportunities for research.

“Esports is not only about computer science and gaming, it also has ingredients of business, marketing, creative writing, visual and dramatic arts, and several other academic areas,” Houser said.

Lancer Gaming will make resources available for students to participate, including a room in Vanier Hall outfitted with high-speed internet and gaming consoles for those without access to suitable equipment.

Meister plans a 10-person team to represent UWindsor in upcoming international League of Legends tournaments and to have the school join the Ontario Post-Secondary Esports league set to launch this fall. To learn more about esports on campus, visit uwindsor.ca/LancerGaming, follow @UWinEsports on Twitter, or email [email protected].

Source: https://windsorstar.com/news/local-news/uwindsor-adding-esports-to-student-experience

David Beckham Invests in #Esports with London-based Start-up Guild – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 4:34 PM on Thursday, June 25th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

David Beckham Invests in Esports with London-based Start-up Guild

  • Former England soccer captain David Beckham is moving into the virtual world as co-owner of London-based start-up Guild Esports.
  • Guild said in a statement on Thursday that it will launch player academies and run teams in various esports arenas including Rocket League, EA Sports, FIFA and Fortnite.

“We have a vision to set a new standard, supporting these players into the future,” said Beckham, who is also co-owner of Major League Soccer’s Inter Miami.

“We are committed to nurturing and encouraging youth talent through our academy systems and I am looking forward to helping our Guild Esports team grow,” added the 45-year-old.

The Financial Times reported that Beckham was taking a significant minority stake in Guild through DB Ventures, his personal investment vehicle, and would be the second biggest shareholder.

It said Guild Esports was seeking a valuation of around 100 million pounds ($124.42 million) following a 25 million pound fundraising.

“David will be instrumental in helping shape the coaching programme implemented at our academies and we welcome his valuable mentoring as well as the inspiration he gives the younger generation of athletes,” said Guild executive chairman Carleton Curtis.

Esports has enjoyed a boom during the global COVID-19 lockdown.

According to analytics platform Newzoo, the global esports market will generate revenues of $1.1 billion in 2020 and $1.56 billion by 2023.

Source: https://www.news18.com/news/football/david-beckham-invests-in-esports-with-london-based-start-up-guild-2687447.html

#Esports Millions will award €1 Million Jackpot to CS:GO fans – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:01 PM on Wednesday, June 24th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports Millions will award €1 Million Jackpot to CS:GO fans

  • ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks
  • “Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves.

By Paul Seaton

It’s the news that Counter-Strike: Global Offensive fans will be most excited about this summer. Esports data provider GRID and online Esports betting site Unikrn have partnered up for an Esports event with a difference.

The ESPORTS MILLIONS contest will award €1 million to Esports fans rather than players as they se Unikrn’s betting platform to call how CS:GO goes during the event series over the coming weeks. The forthcoming ‘9to5’ event will see a free-to-play live prediction game take place, with fans asked 10 questions over weeks.

Whichever fans finish in the top three places for their predictions being correct will win gaming computers. If any fan scores a flawless set of predictions, they’ll win that million Euros for being top of the ESPORTS MILLIONS.

GRID’s Chief Operating Office, Thomas Warburton, was excited to announce the project, saying:

“We aimed at encapsulating the excitement of a high stakes wager and combining it with friendly competition. As fans, we love to look at esports and contest the next breakout stars, ESPORTS MILLIONS hopes to take the significance of the fans’ opinion to a whole new level. We could not think of a better partner to help us premiere ESPORTS MILLIONS than Unikrn.”

Unikrn’s Karl Flores, eulogized equally passionately about the collaboration.

“Million-dollar prize pools are commonplace in esports,” he said, ‘But this is the first time esports fans could become millionaires themselves. We host a hyper-engaged community of esports fans. Pairing GRID’s data-driven questions, our customers’ prowess, and our tips tools, we’re looking forward to a CS:GO fan making esports history.”

With the ESPORTS MILLIONS event beginning on June 29th and running until September, there are going to be plenty of opportunities to call how the CS:GO events go, with teams such as North, MIBR, Godsent, Havu, fore, OG and Team Spirit taking part.

Fans winning thanks to players is a great idea and the fact that GRID and Unikrn have made this free-to-play is amazing. Fans will look forward to backing their favourites for nothing at a time when, thanks to the global Coronavirus pandemic, times might be tight. It’s sure to buy Unikrn and GRID plenty of new fans when lockdown is over and make the enforced stay at home period a lot more fun for everyone involved too.

In my latest sports Op Ed piece, I want to focus on a decision made just 24 hours ago by one of the biggest football clubs in England.

Over the past few weeks, the statements, hashtags and passionate words of many football players, managers and clubs have displayed an allegiance to the Black Lives Matter movement around the world.

The fight for racial equality, felt so strongly by black managers and players for so many years, has seemed an endless, unwinnable war in recent years. However, From the moment Bulgarian football fans gave English players abuse last year, however, there seems to have been more momentum behind the movement.

In the past few weeks, following the killing of George Floyd, sports stars such as Colin Kaepernick and Raheem Sterling and football pundits such as Ian Wright and Gary Lineker have spoken movingly on how the time for action and change is now. How black people both in sport and around the world in all walks of life deserve equality and respect, the same as anyone else.

It was always going to be a revealing point on the graph as to how much change is really happening when the first manager to lose a high-profile job was sacked and what process that football club went through in recruiting their next manager.

Sadly, on Tuesday, we found out that wasn’t very much change at all.

Yesterday morning, Middlesbrough, who have played in twelve seasons of Premier League football, as well as winning the 2004 League Cup and reaching the UEFA Cup final in 2006, sacked Jonathan Woodgate as their first-team manager.

Here was the official club statement on the matter.

“Jonathan was relieved of his role on Tuesday morning and will be replaced by the experienced Neil Warnock. Warnock will assume responsibility immediately. The club would like to place on record its thanks to Jonathan for all his work in the role of head coach.”

Not only is it a minimalist statement in itself, paying no tribute to the fact that Woodgate was a former player in his first managerial position for instance, but it would appear that the Rooney Rule, which was adopted by the English football association in January 2018 and means that a quota of BAME (black and minority ethnic) candidates must be considered for roles, meant nothing to the North-East side.

Middlesbrough’s contribution to the Black Lives Matter movement on social media was this tepid effort – including their own club hashtag – which garnered just 21 retweets:

#NotTodayOrAnyDay #UTB pic.twitter.com/mGjT7l5lQe — Middlesbrough FC (@Boro) June 20, 2020

Whether Neil Warnock is the right man for the job at Middlesbrough remains to be seen. To this reporter, that’s not the issue. The point is that the first time a major club could have shown that action and change are more important than a panicked quick fix – and at 71, it’s hard to see Warnock building any kind of dynasty at The Riverside – they failed to do so.

Numerous black managers might be wondering why they weren’t considered for the position. Chris Hughton, who took both Brighton and Newcastle into the Premier League might be one of them. If he was interviewed at lunchtime between Woodgate being fired and Warnock being hired, we’d be very surprised.

Action and change? They are still just words until clubs adopt the Rooney Rule to any hired positions, whether it’s as a manager, board member, sports scientist or any other role. Black players have long been seen as vital by football fans, so why are they not allowed to progress further along the football journey once their playing careers are over?

Decisions that are made by clubs when it comes to managers hold back BAME candidates by exclusion. Neil Warnock could lose all eight games he manages for Middlesbrough and send them down. He could win all eight and be hailed a hero. He’s not at fault here, but the club who hired him are.

Did Middlesbrough include BAME candidates in their process? How long between Jonathan Woodgate’s dismissal and Neil Warnock was there? These questions need to be asked and more importantly answered for those who speak of change to stick by their words and make a new future where everyone is treated equally.

If action and change really aren’t just words but have genuine meaning, then they should apply to every managerial role at the very least and at any club, including Middlesbrough Football Club.

Source: https://calvinayre.com/2020/06/24/sports/esports-millions-will-award-e1-million-jackpot-to-csgo-fans/

#Esports & Gaming Industry on a Tear – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO $AESE $EGLX.ca $BRAG.ca $FDM.ca

Posted by AGORACOM-JC at 6:00 PM on Monday, June 22nd, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Esports & Gaming Industry on a Tear

  • The esports industry is on a tear as very few ways of entertainment are as popular as video games.
  • “The video game industry is disrupting traditional media and entertainment,” according to VanEck. 
  • The world’s 2.7 billion gamers will shell out $159.3 billion on games in 2020, if we go by a forecast by market researcher Newzoo. This marks about 9% year-over-year growth.

By: Sanghamitra Saha

Newzoo also expects gaming revenues of $200.8 billion by 2023 at a compound annual growth rate of 8.3%. The coronavirus pandemic and the resultant stay-at-home trend made it more lucrative for the video gaming industry. The pandemic has caused the cancellation of all sporting events and consumers are indulging in video games or online watching of esports.

Notably,esports refers to competitive video gaming that is watched by spectators like sporting events. Approximately 400-500 million people watch esports globally (read: Will Esports and Video Gaming Benefit from Coronavirus Shutdown?).

Despite no breakout new releases, the month of May saw U.S. spending on hardware, full game sales and accessories touching $977 million, according to industry-tracking firm NPD Group.  The figure was 52% higher when compared to a year ago. This was the highest tracked outlays for a May month since the $1.2 billion achieved in May 2008.

Total video game sales so far this year are up about 18% year over year to $5.48 billion. Revenues from video game hardware gained 34% year over year while software sales rose 13% year over year. Video game accessories and game cards added 12% year over year.

Apart from this, there is a big market for sports betting. As of 2018, sports betting made up approximately 18% of the $449 billion global gaming market, as measured by gross gaming revenues, or “GGR.” Goldman Sachs expects the online sports betting market to increase 7.1% per annum from 2018 to 2022.

Regulated sports betting is currently legal in several European countries, Australia and Mexico. In the United States, legalization is enacted at the state level. On a country level, Brazil and India are moving toward likely regulation.

Source: https://www.zacks.com/stock/news/990608/esports-amp-gaming-industry-on-a-tear-etfs-to-bet-on

Why the Olympics should add #Esports – SPONSOR: Esports Entertainment Group $GMBL $DKNG $PENN $GAN $ESPO

Posted by AGORACOM-JC at 5:53 PM on Thursday, June 18th, 2020

SPONSOR: Esports Entertainment Group (GMBL:NASDAQ) – Millions of people from around the world tune in to watch teams of video game players compete with each other. In first quarter 2020, YouTube reported 1.1 billion hours watched, an increase of 13% when compared to fourth quarter 2019. Wagering on Esports is projected to hit $23 BILLION this year although that number will likely be eclipsed due to the recent pandemic. Esports Entertainment Group is the next generation online gambling company designed for the purpose of facilitating as much of this wagering as possible.  LEARN MORE.

Why the Olympics should add Esports

  • The IOC should act fast, though. It won’t be long until esports figures this whole thing out and once they do, the Olympic games won’t have anything to offer this emerging media powerhouse.

By: Brandon Byrne

I recently sat on a panel for gaming website Pocket Gamer that was focused on esports and the Olympics. We were debating whether esports were filling the gap in sporting events, including the Olympic games, which have been paused due to the COVID-19 pandemic.

It was an interesting conversation that started out like most esports panels. The only difference here is that instead of the typical question, “When will esports catch up to traditional sports?” it was, “Will esports become mainstream enough to make it into the Olympics?” A slightly different question, but the same sentiment: The international games are one of televised sports’ marquee events, and esports companies hope to earn a seat at the grown-up’s table.

In truth, the Olympics have been dropping in ratings relatively steadily in the U.S. for a long time. The only Olympic games that scored in the top five ratings going back to 1992 were the Salt Lake City Winter Olympics, presumably because they were held in the United States. Overall, viewership has been declining in recent years and the games don’t hold the prestige they once did.

Additionally, audiences are slowly becoming worth less and less to advertisers because the age of the average viewer is rising rapidly, a trend we are seeing in almost all traditional sports.

I doubt it would surprise anyone to learn that the average age of almost all traditional sports viewership skews older than esports’ audience. Even then, I think the actual data will be quite surprising. Only one professional sport (women’s tennis) actually saw its average viewers age come down in the last decade or so. Even in that context, the average age of a Women’s Tennis Association home spectator is 55 years old.

The average age of esports viewership looks to be around 26 years old. Think about that from a marketer’s perspective. Traditional sports are just missing young people, by a wide margin.

Where are the kids?

But there are more factors at play than just a lack of interest from millennials and Gen Z driving this trend: There’s also a question of access.

The IOC made the decision in recent years to stream the Olympics (the way most younger people consume content), but it capped the ability to watch online to 30 minutes if viewers didn’t sign in with their cable company (a relationship many millennials don’t have) to continue watching.

Additionally, the IOC made the laughable decision to “ban” GIFs with the press covering the event, which qualifies as one of the more stupid things a governing body has ever tried to do. First, it won’t work. Secondly, and more to the point, it demonstrates how out of touch the IOC is with the ways in which media has evolved in the last 20 years.

However, unlike the Olympics, where no corporation owns the rights to volleyball or the pole vault, all esports companies own the IP associated with the game itself. That means, by default, the IOC would not have carte blanche when making decisions about how to represent the games, programming, licensing rights and other factors it has enjoyed for a long time.

Finally, it’s worth noting that the IOC doesn’t like the idea of “violent” games being added to the Olympic roster. It would prefer to see current sports transformed into virtual competitions. But anyone who knows anything about esports understands that this isn’t how esports works. Before a game ascends to esports royalty, it needs to be a good game. If nobody plays it, it’s unlikely anyone will want to watch it.

Secondly, it has be digestible as a viewing experience. World of Warcraft Arena is a game that draws a lot of players, but it’s almost impossible to know what is going on unless you’re an expert at the game or you have a godly shoutcaster who can translate the on-screen action. You can’t make track and field an esport and hope audiences will want to watch.

The IOC Solution

The IOC has taken steps to try and stave off declining youth viewership trends by adopting sports considered “young” in the past few years. Five sports recently added to the Olympic games include:

  • Sport climbing
  • Surfing
  • Skateboarding
  • Karate
  • Baseball/softball

The baseball/softball addition notwithstanding, I think you would have to live under a rock if you thought that competitive sport climbing held a candle to Fortnite or League of Legends in terms of generating youth interest. Frankly, this seems like an idea that came from an old person trying to find a way to “get the kids back.”


To the IOC’s credit, it has begun to hold panels and conferences with esports experts and game publishers, but the deals that will come from these will look REALLY different than what they are used to. It seems to me that we have a long way to go here.

For my part of the panel, I argued that the Olympics need esports much more than esports need the Olympics. Media companies are only going to overpay for broadcasting rights for traditional sports for so long. At some point, someone is going to notice that the “inside the demo” group isn’t there and move on.

The thing that esports CAN get from the Olympics is understanding a better way to monetize its audience, something that the Olympics do well and esports doesn’t do well right now. A report from Goldman Sachs shows the audience size and monetization based on that audience, showing that esports dramatically underindex on monetization relative to their more established sports league equivalents. It is clear that esports is immature from a monetization perspective and, while the Olympics aren’t on this chart, I would assume that it punches WAY above its weight, much like MLB does, trading on its reputation more than on actual results these days.

The IOC should act fast, though. It won’t be long until esports figures this whole thing out and once they do, the Olympic games won’t have anything to offer this emerging media powerhouse.

Read More: https://techcrunch.com/2020/06/18/why-the-olympics-should-add-esports/

#Esports Entertainment Group $GMBL Announces Pricing of Above Market $8.4 Million Public Offering and Uplisting to #Nasdaq $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 9:26 AM on Tuesday, April 14th, 2020
  • Uplisted to Nasdaq Capital Market trading under the symbols “GMBL” and “GMBLW,”
  • Company expects to receive gross proceeds of approximately $8.4 million, before deducting underwriting discounts and commissions and other estimated offering expenses

BIRKIRKARA, Malta, April 14, 2020 — Esports Entertainment Group, Inc. (NasdaqCM: GMBL, GMBLW) (or the “Company”) a licensed online gambling company with a focus on esports wagering and 18+ gaming, today announced the pricing of its public offering of 1,980,000 units at a price to the public of $4.25 per unit. Each unit issued in the offering consists of one share of common stock, one Unit A Warrant to purchase one share of common stock and one Unit B Warrant to purchase one share of common stock. The common stock, Unit A Warrants and Unit B Warrants are immediately separable from the units and will be issued separately. The common stock and Unit A Warrants are expected to begin trading on the Nasdaq Capital Market on April 14, 2020, under the symbols “GMBL” and “GMBLW,” respectively. Esports Entertainment Group expects to receive gross proceeds of approximately $8.4 million, before deducting underwriting discounts and commissions and other estimated offering expenses.

Each Unit A Warrant is immediately exercisable for one share of common stock at an exercise price of $4.25 per share and will expire 5 years from issuance, and each Unit B Warrant is immediately exercisable at an exercise price of $4.25 per share and will expire one year from issuance.

Esports Entertainment Group has granted the underwriters a 45-day option to purchase up to 297,000 additional shares of common stock, and/or 297,000 Unit A Warrants, and/or 297,000 Unit B Warrants, or any combination thereof, to cover over-allotments, if any. The offering is expected to close on April 16, 2020, subject to customary closing conditions.

Maxim Group LLC is acting as the lead book-running manager for the offering. Joseph Gunnar & Co., LLC is acting as co-book-running-manager for the offering.

The offering is being conducted pursuant to the Company’s registration statement on Form S-1 (File No. 333-231167) previously filed with and subsequently declared effective by the Securities and Exchange Commission (“SEC”).  A prospectus relating to the offering will be filed with the SEC and will be available on the SEC’s website at http://www.sec.gov.  Electronic copies of the prospectus relating to this offering, when available, may be obtained from Maxim Group LLC, 405 Lexington Avenue, 2nd Floor, New York, NY 10174, at (212) 895-3745.

This press release shall not constitute an offer to sell or the solicitation of an offer to buy these securities, nor shall there be any sale of these securities in any state or jurisdiction in which such offer, solicitation or sale would be unlawful prior to registration or qualification under the securities laws of any such state or jurisdiction.

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers fantasy, pools, fixed odds and exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta. For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS

The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

U.S. Investor Relations 
RedChip
Dave Gentry
407-491-4498
[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup