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Esports Entertainment Group Hires Digital Marketing Team And Opens Antigua Headquarters With Full Staff In Preparation For Launch Of Esports Betting Platform $

Posted by AGORACOM-JC at 1:44 PM on Thursday, June 22nd, 2017

Esports large

  • Opening Antigua office in preparation for imminent launch of Esports betting operations
  • Hiring key personnel, staff
  • Antigua Headquarters will serve as the operational brain trust of the Company

ST. MARY’S, ANTIGUA–(Jun 22, 2017) – Esports Entertainment Group Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on eSports wagering, is pleased to announce the hiring of key personnel, staff and the opening of our Antigua office in preparation for imminent launch of our Esports betting operations.


The Company is pleased to announce the hiring of the following two digital marketing experts.

Stephen Banham — Social Media Marketing Manager

Stephen has served as a Social Media Marketing Consultant and Manager in the gaming industry since 2012. He will be responsible for establishing, developing and managing our social media strategy for the purpose of engaging the online gaming community, building brand awareness and driving traffic to our online betting platform. In accomplishing this goal, Stephen will be creating content for Twitch, YouTube, Twitter, Facebook and any other relevant gaming communities.

Sandra Österlund — Global Affiliate Manager

Sandra has served as an Affiliate Marketing Manager and Marketing Executive to several online casinos and eGaming Operators. She will be responsible for establishing, developing and managing our online affiliate program, focusing specifically on partnerships with affiliates with large audiences such as website operators, gaming streamers and social media influencers.


Our digital marketing team is already confirmed to attend two major industry conferences in the next two months as follows:

Amsterdam Affiliate Conference — July 11 -14

The Amsterdam Affiliate Conference will take place during the iGaming Super Show and is expected to attract over 4,500 delegates, including 100 speakers and 150 sponsors / exhibitors. The conference is widely regarded as one of the best events to meet, find and sign new affiliates. To this end, the Company has already confirmed meetings with approximately 25 affiliates, including Super Affiliates and is confident it will be concluding meaningful affiliate relationships.

gamescom (Cologne, Germany) — August 22 – 26

gamescom is the biggest consumer gaming conference in the world, with approximately 900 exhibitors, 500,000 visitors and 650 journalists from 55 countries attending this year. For the digital gaming world is it considered the meeting point for global companies from the entertainment industry and the international gaming community. Esports Entertainment Group will be exhibiting at gamescom in anticipation of the launch of additional platforms by the Company over the summer.


The Company recently opened its Antigua Headquarters with a full staff of six seasoned online gambling experts with the following specialties: Finance, Card Services, Customer Service, IT, Operations and Anti-Money Laundering. The Antigua Headquarters will serve as the operational brain trust of the Company and is expected to add more personnel through to the end of 2017.

Grant Johnson, CEO of Esports Entertainment Group, stated, “Esports Entertainment Group is on the verge of launching operations and becoming a meaningful long-term player within the hyper growth Esports industry. We can’t accomplish this goal without a great team and I’m happy to show our shareholders, partners and the industry that we are well on our way to building that team with this announcement. As we set to launch the safest and most secure Esports betting platform on the planet, this group of seasoned professionals and future anticipated additions will play an important role in executing our plan.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at

About Esports Entertainment Group

Esports Entertainment Group Inc. is a licensed online gambling company specifically focused on eSports wagering. Esports Entertainment intends to offer wagering on eSports events in a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. Esports Entertainment is led by a team of industry and technical experts from the online gambling and video game industries, eSports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL. For more information please visit

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.


Corporate Matters
Grant Johnson
Chief Executive Officer

All Investor Relations Inquiries

AEG Increases Investment In Esports With Immortals Deal; LA Live Set To Host Events $

Posted by AGORACOM-JC at 10:01 AM on Wednesday, June 21st, 2017

LA Live immortals AEG

  • International sports and live entertainment company AEG is upping the ante when it comes to its investment in the world of esports.
  • Top North American teams across a variety of esports.
  • Currently fields teams in League of Legends, CS:GO, Overwatch, Super Smash Bros. and Vainglory

AEG and Immortals

AEG announced it on Tuesday that it made a strategic investment in the esports franchise Immortals. That is one of the top North American teams across a variety of esports. It currently fields teams in League of Legends, CS:GO, Overwatch, Super Smash Bros. and Vainglory

“AEG prides itself on being a forward-thinking, innovative company and is committed to leading the way as the industry evolves,” said Dan Beckerman, president and CEO of AEG, in a press release. “Expanding our interests in esports is a natural progression as we continue to invest in growth initiatives that further our leadership in sports and live entertainment.

“L.A. LIVE offers state-of-the-art venues, production facilities and an unparalleled fan experience, and we have ambitious plans for the campus to become the epicenter of esports in Los Angeles. Through our partnership with Immortals, we are looking forward to exploring a variety of collaborative opportunities to further broaden the global appeal of esports.”

LA Live will host Immortals events

One big part of the deal is that Immortals’ Los Angeles-based tournaments will take place at AEG’s LA Live entertainment complex, which is home to Staples Center.

“AEG’s unrivaled experience in the cross-section of sports and entertainment makes them an ideal partner for any organization,” Immortals CEO Noah Whinston said. “Combined with Immortals’ competitive success and passionate fan base, this partnership provides unique and appealing paths forward to achieve our goal of creating the most exciting and fulfilling esports fan experience in the world.

“Whether it’s through hosting events at AEG’s world-class venues, such as L.A. LIVE, allowing fans unprecedented access to our team and players, or the seemingly endless well of talent and business experience AEG brings to the table; this partnership marks an exhilarating milestone for Immortals and its fans.”

AEG already invested in esports

It marks the second major esports foray for AEG, which entered into a long-term partnership with ESL last year. That gave ESL access to AEG’s portfolio of 120 clubs, theaters, arenas and stadiums to host esports events.


Route Mobile founder to invest $10m in eSports, launch online league $

Posted by AGORACOM-JC at 2:59 PM on Tuesday, March 28th, 2017
  • Ronnie Screwvala and Nazara Games, the founder of Route Mobile Rajdip Gupta is planning his eSports venture – COBX Gaming – that will invest $10 million to promote eSports in India
  • COBX will launch an online domestic league, and an international league besides building an Indian team for international eSports championships

MUMBAI: 2017 is turning out to be a watershed year for India’s eSports industry as three companies have announced plans to put big money to launch their respective leagues in the country.

After Ronnie Screwvala and Nazara Games, the founder of Route Mobile Rajdip Gupta is planning his eSports venture – COBX Gaming – that will invest $10 million to promote eSports in India. COBX will launch an online domestic league, and an international league besides building an Indian team for international eSports championships.

According to the Netherlands-based market intelligence company Newzoo, eSports is a $99.6 billion industry globally, as of 2016. Led by China, the Asia Pacific region controls 47% of the total market and 58% of the growth in the global games market comes from the Asia-Pacific region.

Gupta, who recently sold 10% stake in Route Mobile for $23 million, told ETthat COBX wants to create awareness and give an opportunity and a platform to Indian players. “This is the right time to invest in eSports, and it could not have been better. There are other people trying different things in this space, but I want to create awareness and make eSports a career option for serious players,” Gupta said.

His plan is to launch an online league in the second half of April, inviting participation from any team in India. “We have kept the total prize money of `10 lakh for the online championship, which may not sound big, but will surely attract gamers. The idea is to get the right talent and create a team that will take part in International majors,” he added.

COBX will also launch the first international eSports league in India by the end of this year. “We are focused on getting teams from 16 different countries in December for the international league, which will have a prize money of $300,000,” he added.

eSports revenues estimated to reach $3.5bn by 2021$

Posted by AGORACOM-JC at 11:24 AM on Tuesday, March 14th, 2017
  • Rapid rise in consumption of eSports and streamed games content will drive $3.5 billion (€3.29bn) in revenues by 2021, up from $1.8 billion in 2017

A study from Juniper Research has found that a rapid rise in consumption of eSports and streamed games content will drive $3.5 billion (€3.29bn) in revenues by 2021, up from $1.8 billion in 2017.

Juniper’s report found that whilst the subscription model, as seen on platforms such as Twitch, will contribute significant revenues to the industry, it will be advertisers who reap rewards; with almost 90 per cent of eSports & ‘Let’s Play’ viewers also watching ad-supported casual games streams in 2021.

Alongside eSports viewership, the popularity of casual ‘Let’s Plays’ (commentary on streams of the playing of videogames) has accelerated dramatically.

The research found that much of this relates to viewers seeking to improve their own gameplay, alongside a dedicated following of individual broadcasters on platforms including Twitch and YouTube. It argued that companies seeking to cash-in on the trend should either work with a streamer who aligns with their values, or closely monitor content which is to be published in public.

Research author Lauren Foye explained: “As we saw following PewDiePie’s recent controversial videos, a breach of a sponsor’s values can result in the termination of lucrative partnerships. Nevertheless, a rise in PewDiePie’s channel engagement following the scandal highlights a quandary sponsors are facing.”

Whilst advertising, and increasingly tips, are dominant in the viewership of casual games streaming, eSports content has begun to be monetised through alternative means. Juniper believes that the sale of merchandise, time-limited content (such as in-game items), and access passes, will form part of a wider trend to drive the industry forwards. As we saw with DOTA 2’s 2016 ‘The International’ tournament, sales of additional content boosted the prize pool by $18 million.


Nazara Games will invest $20 million to build Indian esports league $

Posted by AGORACOM-JC at 9:28 AM on Tuesday, February 14th, 2017
Manish Agarwal, CEO, Nazara Games.
  • Nazara said it will invest the $20 million over the next five years in the league, which will be a subsidiary of Nazara Technologies

Nazara Games is announcing it will invest $20 million in a new esports league in India.

While Nazara Games is a mobile game publisher, the initial sports in the league will include PC-based games such as Dota 2 and Counter-Strike: Global Offensive. Nazara said it will invest the $20 million over the next five years in the league, which will be a subsidiary of Nazara Technologies.

Nazara Games recently reported a revenue of Rs 220 crore, or $26 million, and 40 percent compound annual growth rate for sales over the past four years. The company said it plans to build the “most vibrant and all-encompassing ecosystem for eSports in India, which can produce Indian teams capable of winning in global eSports competitions across different games.”

Nitish Mittersain, founder and managing director of Nazara Games, said in a statement, “Esports has become a cultural phenomenon in the last few years. Countries in Europe, Korea, China and US have seen massive growth in the number of players and spectators. Asia-Pacific accounts for 44 percent of the audience and is the fastest growing region globally. Given, improving internet connectivity in India today, launching an eSports league seemed the perfect way to reach out to the large group of esports enthusiasts in India.”

The league will have two seasons per year and will feature six teams that will be selected through open and free online qualifier tournaments. All players and teams from India are welcome to join this qualification process by following the online registration once the website has been launched. The progress of all players in the qualification tournament and their progress beyond can be tracked by the entire Indian esports community through live web programs.

Manish Agarwal, CEO of Nazara Games, said in a statement, “We are excited to provide Indian eSports enthusiasts with a solid and player/community orientated eSports ecosystem, in which players can thrive, improve their skills and become top competitors at an international level. The eSports league will not only be great for Indian players but also for fans. This platform will provide very extensive and exciting coverage of the Indian eSports landscape and will allow fans to track the careers and professional achievements of their eSport idols on a daily basis.”


eSports: Facebook takes over from ESPN2 $GMBL

Posted by AGORACOM-JC at 3:08 PM on Thursday, January 26th, 2017
Arizona State's 2016 "Heroes of the Dorm" national championship computer gaming team during the final game.
  • “Facebook provides a great opportunity to offer this experience to new viewers around the globe and with a new level of engagement,” said Blizzard’s college eSports lead Adam Rosen. “We were very happy with the two years spent working with ESPN on the program and look forward to another great year with Facebook.”

Arizona State’s 2016 “Heroes of the Dorm” national championship computer gaming team… more

“Facebook provides a great opportunity to offer this experience to new viewers around the globe and with a new level of engagement,” said Blizzard’s college eSports lead Adam Rosen. “We were very happy with the two years spent working with ESPN on the program and look forward to another great year with Facebook.”

A Facebook spokesperson said the social media site will enable viewers to engage with each other around the world in real time in addition to providing statistics, team and player profiles.

Heroes of the Dorm is structured like the NCAA basketball season. The regular season, or group play, happens on the last two weekends of February and the first weekend of March. Regional competition takes place March 4-9 to narrow the field to 64 five-player teams, the same number as the NCAA tournament.

At that point teams are put into a single-elimination bracket that leads to the “Heroic Four” and national championship, both played on April 8.

College students have begun registering for this year’s competition, which was won in 2015 by UC Berkeley and last year by Arizona State. This year’s tournament includes $500,000 in scholarships and prizes.


U of T announces creation of new esports scholarship, Dallas Cowboys considering enterance to Esports World $GMBL

Posted by AGORACOM-JC at 9:24 AM on Monday, January 23rd, 2017

University of Toronto announces creation of new esports scholarship

  • University of Toronto has founded Canada’s first university-specific esports scholarship
  • Will be funded by alumnus and global equities investor Victor Xin
  • Victor Xin Scholarship in esports will be awarded to one full-time undergraduate student in Applied Science & Engineering with at least a 3.5 GPA, who has a “passion for esports or gaming”

Jphillips23 / Wikimedia Commons
The University of Toronto has founded Canada’s first university-specific esports scholarship. It will be funded by alumnus and global equities investor Victor Xin.The Victor Xin Scholarship in esports will be awarded to one full-time undergraduate student in Applied Science & Engineering with at least a 3.5 GPA, who has a “passion for esports or gaming” and participates in the UofT esports club. U of T does not specify how much the scholarship is worth, but does note that the first scholarship will not be awarded until fall 2018.“There are trailblazers on campus who are rallying a different set of students to build campus organizations focused on an alternative way of learning to lead and succeed in life,” Xin said in a press release. “Society may not recognize them yet – but we shouldn’t let them fall through the cracks.”According to a press release, Xin played StarCraft while he was in the Engineering program in 2008 and started the U of T esports Club. He now mostly plays Dota 2 when he has the time.U of T joins a growing list of universities and colleges that have begun to offer esports scholarships. In 2016, the University of California at Irvine launched a scholarship program, while Robert Morris University and the University of Pikeville both kicked off esports scholarship programs in 2015.

College eSports Will Be Bigger Than March Madness $GMBL

Posted by AGORACOM-JC at 3:02 PM on Tuesday, December 20th, 2016

The stratospheric rise of competitive gaming has inspired schools to create programs, scholarships and arenas devoted to the burgeoning sector, which has hundreds of millions of fans.

  • In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle

For a year after graduating from high school, Derek Micheau lived in his hometown of Olympia, Wash., flipping burgers at a Jack in the Box by day and playing League of Legends all night. Alone in his apartment, Micheau spent up to 14 hours a day chasing a dream shared by thousands of other serious League players — going pro.

League of Legends is one of a dozen hugely popular games known as “eSports,” in which teams of professional gamers from around the world compete for millions of dollars in prize money.

If this is the first time you’ve heard of eSports, you can be sure it won’t be the last. In 2016, nearly 300 million people worldwide tuned in to watch major eSports tournaments online, and hundreds of thousands packed into sports stadiums from Seoul to Kiev to watch teams of professional gamers do battle. This isn’t like watching your buddies play Super Mario Bros. Games like League of Legends, Dota 2 and Heroes of the Storm are team-based, real-time strategy contests known as Multiplayer Online Battle Arenas (MOBAs). The action is intense and matches stretch for an hour or more, with brilliant attacks and counterstrikes punctuated by high-adrenaline announcers called shoutcasters.

Global viewership of professional eSports already exceeds the 204 million people who watch NFL games, and the number of viewers is expected to explode to 500 million by 2020, toppling other traditional sports like basketball and baseball. The top-earning eSports pros earned nearly $2 million each in 2016 playing Dota 2, with prize money coming from corporate sponsors and crowd-funded contributions.

Micheau was about to quit his full-time League of Legends habit and enroll in a local community college when he got a call from Ferris Ganzman, a semi-pro League of Legends manager who had just been hired by Robert Morris University (RMU) in Chicago as the country’s first-ever head coach of a varsity League of Legends team. Like the school’s other athletic programs, the gaming squad was named after the school mascot, the Eagles. Ganzman was calling with an intriguing offer: more than $18,000 in annual scholarships to come play video games at RMU.

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“The first thing my parents told me was, ‘You’d better not give them any money,” said Micheau, who is now a senior business major at RMU in his third season with the Eagles. “I don’t think they ever thought that I’d be able to correlate how good I was at video games to any kind of school.”

The varsity eSports team at RMU was the brainchild of Kurt Melcher, a 20-year athletics administrator and former women’s soccer coach at the college. He’s also a lifelong gamer. Back in 2014, there were hundreds of student-run clubs at U.S. colleges playing in online eSports tournaments, but administrators scoffed at awarding official status to a bunch of gamers sitting in a dorm room.

“We went 100 percent the other way and said, ‘This is a sport,'” recalled Melcher, who used his cache as a veteran administrator to convince RMU’s president to back the idea. “We wanted to go all in, provide scholarships, provide training space, provide gear, and really treat it as if it were a college basketball team.”

There are 50 players on the 2016-2017 RMU League of Legends team. Roughly 30 of them receive a varsity scholarship equaling 70 percent of tuition and the other 20 get a varsity reserve scholarship, 35 percent of tuition. They practice eight to 10 hours each day under a full-time coaching staff in a state-of-the-art gaming facility that is sponsored by industry heavyweights like iBUYPOWER and Asus. The facility is equipped with $350 ergonomic gaming chairs, $100 headphones, and vast projection screens.

All of that training has paid off. In their first two seasons as a program, the Eagles came in second in the North American Collegiate Championships, a “March Madness”-style League of Legends tournament. Micheau and his teammates were beaten both times by a club team from the University of British Columbia.

“Since I’ve come to RMU, the only time we’ve ever lost is at finals,” said Micheau, noting that the University of British Columbia lost four of its five starters from last season. “It’s a completely different scene this year. I expect us to get first.”

The national championship tournament is run by University League of Legends (uLoL), a division of Riot Games, the creator of League of Legends.

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“Riot as a company never set out to start a college-focused program,” said Trey Keeler, associate brand manager at the Los Angeles-based gaming company. “We started getting emails from students asking for help, things like swag, sponsorship for their events and support.”

What began as a side project for a handful of Riot employees in 2013 evolved into a dedicated collegiate marketing team. ULoL is now the largest college gaming network in North America, with more than 700 uLoL teams. The vast majority of them are student-run clubs, with only 20 having official campus status like the program at RMU.

In 2016, the University of California Irvine (UCI) became the first public school to launch a university-backed eSports program. Mark Deppe, UCI’s acting director of eSports, managed to build a $250,000 campus gaming arena and fund 10 scholarship spots (at $15,000 each) without spending a dime of university money, the key to convincing cash-strapped administrators to take a bet on eSports. Deppe also decided not to call it a “varsity sport,” preferring to position eSports as a part of the broader student life experience at UCI.

“Our program is unique in that no one else in the world is looking at eSports holistically,” said Deppe, pointing out that his program’s “four pillars” — competition, academic research, community support and entertainment — reach a wider swath of UCI students and faculty.

“While we currently offer scholarships for players, we dream of offering scholarships for shoutcasters, internet broadcasters, coaches and managers,” Deppe said. “We’re partnering with undergraduates in our Computer Game Science program and faculty who are studying gaming and the brain.”

Both Melcher at RMU and Deppe at UCI predict that every college in America will have an official eSports team within 10 years. Both men have fielded hundreds of calls from schools and clubs that are interested in taking their game to the next level.

The only potential obstacle for Melcher is the issue of intellectual property and broadcasting rights. No one owns the rights to play football or basketball, but eSports are a different legal beast.

“I think League of Legends is a sport, just like I think Overwatch, which is a Blizzard property, is a sport. But at their core, those are two companies and their goal is to make money,” said Melcher, who fears that competing publishers could lock universities into exclusive contracts like Coke and Pepsi. “Companies like Riot and Blizzard need to step back and see the bigger picture.”

The folks at Riot defended their hands-off IP policy, which generally lets fans and gamers use League of Legends content as much as they want as long as it’s not a money-making enterprise. Michael Sherman, Riot’s associate collegiate eSports manager, stuck with the sports metaphor.

“You don’t see hockey fighting for the attention of football,” said Sherman. “We believe in coexisting with other eSports on campus and building out a framework that helps support growth in general.”

ULoL will hold its fourth North American Collegiate Championship for League of Legends in the spring of 2017. Around the same time, Blizzard will run its third Heroes of the Dorm tournament with the “final four” broadcast live on ESPN2. You can get a sense of last year’s tournament by viewing the Blizzard-produced documentary A New Hero: the Rise of College eSports.


Casino Gamblers’ Spending Prognosis Expected to Bump by 3.5 Percent Through 2020 $GMBL

Posted by AGORACOM-JC at 9:11 AM on Thursday, December 15th, 2016

Casino consumer spending is ready for takeoff. According to a study titled “Gambling: United States” conducted by Freedonia Focus Reports, an Ohio-based market analytics firm, gambling will grow in the United States at an annual rate of 3.5 percent through 2020.

casino consumer spending Steve Wynn

  • “States will attempt to overcome stagnating gaming receipts by proposing new forms of, or locations for, gaming such as retail gaming, satellite casinos, and slots at airports,” Spectrum predicts. “More casinos in Las Vegas and Atlantic City will stage eSports events and contests, while Atlantic City will attempt to reposition itself as an eSports hub.”

Due to increased consumer spending, domestic casinos should see their revenues and bottom lines bounce upwards 2.9 percent during the same period, if Freedonia’s projections come true. It’s promising news for gambling companies and industry operatives who might be concerned that the US has become oversaturated with casinos.

Freedonia points to an increasingly permissible gaming landscape in numerous states, as well as casino patrons having more disposable income due to a resurging economy.

“Casino hotels are expected to see above-average growth, as many of these establishments offer gambling as part of a diversified entertainment strategy,” the report states. “Efforts to offer the Las Vegas casino experience closer to home will also boost revenues.”

Bearer of Good News

There are only a dozen states remaining that don’t have either commercial or tribal gaming. That’s why some are understandably worried that there are simply too many slot machines and table games in the US.

But directly on the heels of a national recession, the casino players that know best are making substantial investments. Steve Wynn is building a $2.1 billion resort in Boston. MGM Resorts recently opened the $1.4 billion National Harbor outside of Washington, DC, and is working on a $950 million facility in Springfield, Massachusetts.

Two of the most well-known and respected gaming companies aren’t scared of competition, and along with Freedonia, another market research firm supports the notion that there’s more money up for grabs for casinos.

Spectrum Gaming Group, a consultancy company in New Jersey that analyzes gambling markets, says in its 13th annual list of gaming trends that casinos will adequately adapt to a changing environment.

Vegas Confidence

Casino revenue has stabilized on the Las Vegas Strip, after falling from $6.8 billion in 2006 to $5.7 billion in 2010. Total gross gaming receipts came in at $6.3 billion in both 2014 and 2015, but will eclipse $6.4 billion this year.

Many believe eSports is a key area that Vegas needs to tap into. The emerging world of competitive video gaming was a major talking point at the Global Gaming Expo this fall. ESports is an area highly popular arena with the millennial, a demographic that hasn’t seemed to keen on playing games of pure chance common on casino floors.

For now, the older generations are providing a rebound to overall revenues in Vegas. Paired with the prospect of bringing new customers to casinos with eSports, gaming companies remain optimistic in Nevada and throughout the country.


Multi-Million Dollar Big Data Deal Paves The Way For Esports Betting $GMBL

Posted by AGORACOM-JC at 5:35 PM on Friday, November 18th, 2016
  • By 2020, wagering on esports is expected to reach $29.8 billion, with 15.4 million individuals placing wagers on the outcomes of video game competitions.
  • Bookmakers must prepare for extreme growth in this area, equipping themselves with requisite data and analysis to cater to bettors while protecting against accumulation of losses in the cases of wise competitors.

Sportradar, through its brand Betradar, noticed an early opportunity and has entered into a partnership with esports big data startup DOJO Madness in order to become first-to-market in offering bookmakers a suite of tools to provide live-odds across online and offline esports competitions.

The exclusive partnership has an initial term of eight years and includes multiple millions of dollars in guaranteed base payments from Betradar to DOJO Madness. The deal will extend automatically unless either side exercises an opt-out clause during the initial term. It also includes a revenue participation component, which will entitle DOJO Madness to a commission based on retainers received by Betradar from third party bookmakers for the esport services that Betradar contemplates providing.

At least some form of revenue share is guaranteed, as Betradar already has customers signed up when the esports product goes live, which DOJO Madness CEO Jens Hilgers says will be in a couple of weeks. Betradar is expected to tap into its existing network of partners, which includes over 450 bookmakers in more than eighty countries.

“Betradar doesn’t want to miss the esports portal,” says Hilgers. “We bumped into Betradar and realized that Betradar had trouble to create the algorithms to predict the outcome of esports matches. Betradar found that we had actually done that already.”

But DOJO Madness entered into the business of providing esports data as a matter of chance. Its main focus has been providing coaching esports apps for players and teams. According to Hilgers, the DOJO Madness team would spend some time during evenings to create real-time predictions for esports games simply as an enjoyable activity. The result is the formulation of a new division that has led to rapid growth for DOJO Madness and the employment of roughly twelve data scientists in Berlin that are focused entirely on esports.

“Esports games are much more complex than traditional sports. The strategic depths are significantly higher,” explains Hilgers. “Modeling that out with people who have never played esports games is complex. You need to aggregate a lot of data in various ways.”

Negotiations between DOJO Madness and Betradar were also quite complex. It took six months for the parties to go from having talks to executing a contract. Now, DOJO Madness will provide Betradar with pre-match and in-play odds for all of the popular esports games, including CS:GO, Dota 2, League of Legends and Overwatch.

“We were always clear that esports live betting provided a great opportunity to invigorate the market, but we weren’t prepared to rush in at the cost of our, and our clients’, reputation,” says James Watson, Betradar’s Head of Esports. “We’re delighted to have been able to partner with industry-experts DOJO to create a best-in-class approach, further enhancing the exclusive fast content from our partnership with ESL – we have really created a new and unique framework that will greatly benefit operators.”

Betradar’s parent company Sportradar received $44 million in a funding round in 2015, which was led by Revolution Growth with involvement by Charlotte Hornets owner Michael Jordan and Dallas Mavericks owner Mark Cuban. Washington Wizards owner Ted Leonsis is a co-founder of Revolution Growth.

Earlier this year, DOJO Madness raised a $4.5 million Series A round of funding led by March Capital Partners. At the time, DOJO Madness was still mainly focused on providing esports coaching, but Hilgers already recognized that the data he was collecting could lead to other opportunities. It has, in the form of millions of dollars guaranteed and the ability to earn much more through a revenue share platform with Betradar.