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Meet PSG’s latest signings – an esports team $GMBL.us

Posted by AGORACOM-JC at 8:36 AM on Tuesday, March 21st, 2017
  • Predicted to become a £1bn industry by 2020

With esports – organised, competitive computer gaming – predicted to become a £1bn industry by 2020, traditional sports clubs are looking to get involved in this fast-emerging world.

As part of a BBC State of Sport week examining different topics and issues across sport, meet Paris St-Germain’s League of Legends team, who are representing the club in online tournaments.

They live in Berlin, practise 14 hours a day and prepare like professional sportsmen.

READ MORE: Esports ‘to double audience by 2020′.

READ MORE: What is esports?

Source: http://www.bbc.com/sport/39331794

eSports revenues estimated to reach $3.5bn by 2021$GMBL.us

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.

Source: http://advanced-television.com/2017/03/14/esports-revenues-to-reach-3-5bn-by-2021/

Intel talk IEM esports and why that matters for VR to eSports Pro $GMBL.us

Posted by AGORACOM-JC at 11:09 AM on Wednesday, March 8th, 2017

  • First of all it’s the viewership,” said Woo.”Last year we had 256 million viewers watching this stuff. That’s supposed to grow to 345 million by 2019. So there’s a huge growth opportunity there.
  • You’ve got the communities, the competitions are getting better, more digital platforms like Facebook Live and Twitter – this is all spurring the growth of eSports. And then tech companies like ourselves – we’re learning too.

    Intel “in the leadership spot right now” when it comes to eSports VR

    In an interview with Intel’s esports marketing manager George Woo, our sister site eSports Pro has talked about how Intel’s IEM esports events could be leading towards better adoption for VR

    The IEM is a collaboration between esports outfit ESL and the tech giant, and Intel are using this event to talk about their plans for virtual reality.

    “First of all it’s the viewership,” said Woo.”Last year we had 256 million viewers watching this stuff. That’s supposed to grow to 345 million by 2019. So there’s a huge growth opportunity there.

    You’ve got the communities, the competitions are getting better, more digital platforms like Facebook Live and Twitter – this is all spurring the growth of eSports. And then tech companies like ourselves – we’re learning too. We’re learning how to address those audiences and create those amazing experiences, pushing the boundaries of innovation. And this year is all about VR.

    We are going to continue to be that leader in VR. Are we going to say we’re going to have eSports in VR next year? No. But what we want to do is get this top of mind, get people experienced with the head units, start with the experience showcases, and the next iteration is broadcast – in which we did League of Legends and CS:GO with Sliver.TV.

    If people didn’t have the head sets, they can still see in 360. It’s just getting that option rate higher and faster. The more that happens you get AAA titles, titles that might be more conducive towards eSports that the community gets behind, and so on. And we want to be at the forefront of that. Because we believe that IEM delivers the best VR Gaming streaming content in the world, and you need that with the whole suite of Intel products. It’s a natural fit. That’s why we want to continue to do this.”

    Intel could be a powerful advocate for virtual reality, even if they admit in the interview — which you can read here — that Intel are mostly interested in it so they can ride the hardware wave that increased interest in virtual reality can give, but a rising wind lifts all ships, and developers looking to develop in virtual reality could also benefit from Intel’s efforts.

Source: http://www.develop-online.net/news/intel-talk-iem-esports-and-why-that-matters-for-vr-to-esports-pro/0230387

 

Former Brazil, Real Madrid and Inter Milan striker Ronaldo has become the latest high profile figure to invest in esports $GMBL

Posted by AGORACOM-JC at 5:10 PM on Tuesday, January 24th, 2017
  • Former Brazil, Real Madrid and Inter Milan striker Ronaldo has become the latest high profile figure to invest in esports.
  • Alongside professional poker player André Akkari and Igor Trafane Federal, CEO of the Brazilian Series of Poker (BSOP), the two time Ballon d’Or winner has invested in CNB e-sports Club
  • The three of them now own 50% of the team which currently boasts a roster in League of Legends.

Founding brothers Cleber ‘Fuzi’ Fonseca and Carlos ‘Fury’ Junior own the remaining 50% of the organisation which was founded back in 2001. Fury commented: “The administration remains the same, with me and my brother, what changes is that we now have two world champions with us, which adds a lot to our image.”

This story went live on Brazilian site MyCNB.com, and it states that this deal has been on the discussion table since the summer of 2016. The deal was finally put to paper in the iconic city in which Ronaldo was born; Rio de Janeiro.

Brazilian esports includes teams such as INTZ based in Sao Paulo and interest is high though significant investments have been somewhat lacking to date. Naturally this investment begs the question of who the highest profile investor is in esports, and whether Shaquille O’Neal or Ronaldo is the bigger sporting star?

Esports Insider says: We’re going with our (English) gut and stating that Ronaldo is a bigger name than Shaq. With such a prominent backer, this should spell great things for CNB and Brazilian esports more widely. 

Source: http://www.esportsinsider.com/2017/01/ronaldo-invested-brazilian-esports-team/

Big Ten Universities Entering The New Esports Realm $GMBL

Posted by AGORACOM-JC at 11:05 AM on Friday, January 20th, 2017

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Members of Robert Morris University eSports teams practiced League of Legends in Chicago in 2014.CreditNathan Weber for The New York Times
  • In a recognition of the popularity of e-sports on college campuses, most Big Ten universities will field teams in the multiplayer online game League of Legends and compete in a style resembling conference play, in a partnership with the Big Ten Network.
  • Besides streaming competitions on the internet, the Big Ten Network will broadcast select games, including the championship in late March, weekly on its cable network, which is available to more than 60 million households nationally.

Riot Games, League of Legends’ creator and publisher, and the Big Ten Network — which is owned by Fox and the Big Ten Conference — announced the partnership Thursday morning in a joint statement. The Big Ten does not sponsor e-sports, which are not official N.C.A.A. sports.

In the first broadcast, on Jan. 30, teams from the Big Ten’s two newest members, Rutgers and Maryland, will face off, according to a Big Ten Network spokesman.

A number of popular games, including Madden-brand football video games, fall under the e-sports rubric. In League of Legends, two teams of five — composed of a set of stock characters seemingly inspired by fantasy novels — try to destroy a glowing object, called a nexus, on their opponent’s side.

In the Big Ten Network’s League of Legends season, teams in the Big Ten’s East and West divisions will play each other in best-of-three, round-robin competitions, and the top four from each division will then enter a single-elimination bracket. (The two Big Ten universities not participating this year, Nebraska and Penn State, are in different divisions. The Big Ten has 14 members.)

While lacking the mainstream visibility of traditional college sports, e-sports are wildly popular, even as spectator sports, among young people of the type sought after by both colleges and advertisers. Professional gaming contests frequently sell out major arenas, including Madison Square Garden, and several top European soccer clubs have signed e-sports playersas brand ambassadors.

Riot already runs a League of Legends College Championship, and the champion crowned by the Big Ten Network season will compete in the final rounds of that annual event.

Source: www.nytimes.com/2017/01/19/sports/big-ten-is-entering-a-new-realm-e-sports.html?smprod=nytcore-ipad&smid=nytcore-ipad-share&_r=0

VGambling Appoints Director $GMBL

Posted by AGORACOM-JC at 2:12 PM on Thursday, October 27th, 2016

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  • Recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company
  • Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience

ST. MARY’S, ANTIGUA–(Oct 27, 2016) - VGambling Inc. (OTCQB: GMBL) (or the “Company”), a next generation online gambling company specifically focused on eSports, has recently appointed Mr. David George Atmore Watt, FCCA as a Member of the Board of Directors of the Company.

“We are honoured to have Mr. Watt join our Board of Directors,” said Grant Johnson, Chairman of VGambling. “We believe that Mr. Watt’s leadership and financial expertise will enable him to contribute significant managerial and strategic oversight skills to the Company.”

Biography of Mr. Watt, Director

Mr. Watt, FCCA, age 58, is a Fellow of the Chartered Association of Certified Accountants of the UK. Mr. Watt is a Chartered Certified Accountant and a Member of the Institute of Chartered Accountants of the Eastern Caribbean with more than 25 years of finance, accounting and senior management experience. Most recently, Mr. Watt was Financial Controller for the Blue Waters Hotel and Caribbean Developments (ANU) Ltd., both in Antigua. Previously, Mr. Watt was a Partner with the accounting firm Derrick & Watt in Antigua. Prior, Mr. Watt was an Accountant with South Bank Glass Co. Ltd, Input Typesetting Limited, and Cable & Wireless Plc all in London, UK. Mr. Watt is a graduate of South Bank Polytechnic in London, UK.

On October 26, 2016, Mr. Chul Woong Lim resigned from his position as a director of the Board of Directors the Company. The resignation was effective immediately.

About VGambling Inc.

VGambling Inc. is a next generation online gambling company specifically focused on eSports. VGambling intends to offer wagering on eSports events on a fully licensed, regulated and secured platform to the global eSports audience, excluding the United States. In addition, VGambling intends to offer users from around the world the ability to participate in multi-player video games tournaments online for cash prizes. VGambling is led by a team of industry and technical experts from the online gambling and video game industries, e-Sports, marketing, legal and financial professionals. The Company maintains offices in St. Mary’s, Antigua and Barbuda. VGambling is currently developing several play money websites and their real money wagering website. VGambling common stock is listed on the OTCQB under the symbol GMBL. For more information, please see www.vgambling.net

Contact:
Grant Johnson
Chief Executive Officer
Tel. +1-905-580-2978
grant@vgambling.net

FEATURE: Wagering on eSports is projected to hit $23 BILLION by 2020 $GMBL

Posted by AGORACOM-JC at 11:33 AM on Thursday, October 20th, 2016

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Online Wagering Platform for the Future of Competitive Gaming

Why VGambling Inc?

“There is no other way to say it … VGambling represents one of the best potential mega winners I’ve seen in years.” George Tsiolis, AGORACOM Founder

“The Business of eSports Is Set To Explode…. Billions of dollars will soon be wagered on eSports competitions. Brands, consultants and investors are always looking for the next great opportunity and eSports appears to be an able applicant for the role.” Forbes Magazine, October 15, 2015

The 5 Things You Need To Know:

1. eSports – Over 130 million people from around the world tune in to watch teams of video game players compete with each other.

2. eSports Wagering – Wagering on eSports is projected to hit $23 BILLION by 2020.

3. VGambling is the next generation online gambling company that is built for the purpose of facilitating as much of this wagering as possible

4. VGambling is fully licensed, compliant and authorized to legally transact in eSports wagering.

5. VGambling has assembled a team of officers and board members with significant star power in the world of eSports and online gambling

VIDEO: eSports Investing AGORACOM at League of Legends Finals

Who is VGambling Inc.?

  • Company intends to offer users from around the world the ability to wager on professional e-Sports events for real money in licensed and secure environment.
  • Makes it possible to play in multi-player video game amateur tournaments and win cash prizes.
  • Issued an Internet gambling License by the Kahnawake Gaming Commission in Canada
  • Applied for a License in Antigua and Barbuda.
  • Company intends to conduct real money interactive gaming activities on a global basis from our base in St. John’s, Antigua.
  • Bringing users from these two huge industries together by offering our users from around the world the opportunity to play, and bet on online single and multi-player, video game tournaments for real money in our secure and licensed environment.
  • Utilizing VGambling Inc.’s peer-to-peer wagering system, video game fans and enthusiasts everywhere will be able to place all manner of bets on eSports professional players’ performance. Wagering will be available on a wide range of professional eSports events from around the world.
  • Company also intends to offer the widest selection of video games of skill, designed to be compatible for all applications including mobile and in multiple languages, to be played online for real money in small groups, tournaments and major events

The Opportunity

INTERNET GAMBLING EXPENDITURE IS INCREASING GLOBALLY

Online gambling, also known as Internet gambling and iGambling, is a general term for gambling using the Internet.

  • $40B industry with +20% annual growth
  • Sports betting estimated to be 41% of total online market.
  • Internet gambling represents +10% of global gambling market

eSports

Electronic sports (also known as eSports, e-sports,
competitive gaming, or progamming in Korea) is a term for organized multiplayer video game competitions.
Last year Riot Games’ “League of Legends” world championship had 27 million streaming views. To provide some correlation, it was more than the average viewership of the World Series of baseball, which is the second most viewed sport in the USA. The number of professional eSports tournaments worldwide more than tripled from 430 in 2013 to 1,485 in 2014.

  • eSports organizations hosting major tournaments include the Electronic Sports League in Europe, Major League Gaming in North America, and the Korean eSports Association founded by the Korean government and affliated to the Korean Olympic Committee
  • China and Korea continue to dominate the global eSports market
  • eSports are currently being seriously considered by the IOC as an Olympic sport

A millennial view of the gaming industry $GMBL

Posted by AGORACOM-JC at 4:09 PM on Monday, September 19th, 2016

 

  • eSports may be the thing to bring millennials back to the casinos.
  • Industry, both operators and regulators, need to take hold of the new opportunities – skill gaming, sports, social games and eSports – and present them in novel ways in order to survive
eSports may be the thing to bring millennials back to the casinos.

It seems that every year before the Global Gaming Expo (G2E), as the gaming industry spends some time self-reflecting, executives and marketing professionals focus on developing strategies to attract the ever-elusive “millennial.” As a member of that confusing young generation, and as someone who has spent over a decade in the industry, I wanted to offer a few thoughts as everyone heads to Las Vegas this year.

The gaming industry is at a dramatic turning point. From a legal and regulatory perspective, the country has never been more open to legalized gambling, as reflected in the increasing number of jurisdictions that have authorized casino gaming in the past decade. Daily fantasy sports are finding a regulated path in light of initial legal challenges. New Jersey is tirelessly and ceaselessly — though not necessarily successfully — thumbing its nose at federal bans on sports wagering, causing many former skeptics to at least consider the idea of legalized sports gaming. Legislatures across the country considering gaming expansion opportunities are increasingly concerned about that once-unthinkable phenomenon — “market saturation.

“So where has the demand gone? I’ll spare you the well-worn statistics about how millennials now outnumber baby boomers and are the nation’s largest generational group. And, as you are well aware, we aren’t necessarily thrilled about traditional casino gaming.At industry panels and discussions — often solely featuring older generations — there has been plenty of talk about opening up the casino floor, placing “lounge” areas throughout a property, incorporating more nongaming amenities throughout the gaming space, and other cosmetic changes to better draw in younger crowds. I’ve seen many an executive wring his hands over the fact that young men and women will gladly drop hundreds on bottle service but won’t sit down at those fancy new “Big Bang Theory” slot machines designed to attract them.

“New colors, sounds and themes aimed at the customer’s existing preferences have always worked! What’s wrong with kids these days?”

I am not a marketing expert, and I am certainly not claiming to speak for everyone in my increasingly diverse generation, but the industry seems to miss some key points in its attempts to adapt to a new demographic.

After spending considerable time thinking about why casinos seem unappealing, I think all of the issues boil down to this:

We simply don’t have the economic security to take blind risks with our leisure time.

First, and most obviously, we are under a level of financial stress and uncertainty unfamiliar to many except those who lived through the Great Depression. After being encouraged by well-meaning parents to take out exorbitant student loans so that we could “find a good job,” we enter the real world with few employment prospects and massive, non-dischargeable debt. Not only do we not have a large budget to put down at the tables, but we have delayed major life decisions (marriage, home ownership, etc.) because of unemployment, underemployment or lack of faith that our existing position won’t be cut tomorrow. Studies have shown a lack of trust in established brands, corporations and other major economic players as we have seen quality sacrificed for growth. In essence, although we have great optimism in ourselves and our social group, we have a deep-seated skepticism of large institutions, as we have seen our parents, friends and personal prospects largely left behind.

It is much easier to spend a set amount of our money on a night of booze and dancing, where we can truly escape ourselves for a few hours, than to watch our chips slowly transfer across the table just like our meager salaries are transferred back to student loan collectors. Sure, it’s possible to walk away a winner, but we all know the odds are more likely that we walk away with just a story of the grumpy old-timer who got angry that we “took his card” through non-optimal blackjack strategy.

But table games are not the true threat to gaming’s continued growth. At least millennials will consider a few games of blackjack, poker or craps. Slots, the bedrock of gaming revenue for decades, simply have no appeal to younger generations. Here, we have absolutely no say in the outcome, no way to try to grow our initial gaming investment beyond the press of a button. And we have vastly more interactive and exciting gameplay opportunities on our phones, many of them free. We are also, as is well documented, a social generation, for whom the idea of engaging with a single, personal screen with no contact with others is unappealing. The small prospect of winning, let alone the infinitesimal prospect of winning a jackpot, isn’t appealing as entertainment in and of itself.

Despite all this, I am still hopeful that the industry will adapt to new entertainment options. I can’t place the blame on casino operators, as laws and regulations strictly dictate the products they can offer in a way unseen in the rest of the corporate world. Thankfully, through the efforts of AGEM, the AGA and their state-level partners, skill-based gaming has been authorized and may offer an opportunity to truly revolutionize the industry. These games may allow the industry to address the concerns noted above, letting younger players have greater control over the outcome of the game, create a more social atmosphere, and bring gaming technology into line with the most current video and mobile games. This type of regulatory reinvention is necessary to drive gaming entertainment into the current leisure activity options for younger demographics.

Sports wagering offers a much more interactive opportunity and control over our betting — so much so that daily fantasy operators have tried to argue that their games are purely skill-based. Here, we can also engage with some of the few major brands that have appeal: professional and college sports teams and athletes. eSports is an entirely new opportunity that has an incredibly dedicated and engaged fan base that is entirely dependent on the video games and technologies that millennials grew up enjoying. There is already a massive gray market where gaming fans wager in-game skins and other virtual items on matches between professional Counter Strike, DOTA and League of Legends events. Many would more than happily throw down cash at the opportunity to play a similar type of game in a casino atmosphere against a few other competitors for a prize.

There is a change coming, and it will need to be dramatic for modern casinos to compete with other entertainment options. This goes well beyond moving a few chairs around the gaming floor, pumping in loud music or changing the themes of slot machines. The industry, both operators and regulators, need to take hold of the new opportunities – skill gaming, sports, social games and eSports – and present them in novel ways in order to survive.