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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 $GMBL.us

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.

DIGITAL MARKETING TEAM

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.

DIGITAL MARKETING TEAM TO ATTEND MAJOR INDUSTRY CONFERENCES

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.

ANTIGUA HEADQUARTERS OPENED AND FULLY STAFFED

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 https://agoracom.com/ir/EsportsEntertainmentGroup

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 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:

Corporate Matters
Grant Johnson
Chief Executive Officer
grant@vgambling.net

All Investor Relations Inquiries
AGORACOM
ESPO@agoracom.com
https://agoracom.com/ir/eSportsEntertainmentGroup

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

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.

Source: https://www.esportsbettingreport.com/aeg-announces-investment-in-leading-esports-franchise-immortals/

EA and FIFA tease largest esports initiative to date with launch of FIFA 18 $GMBL.ca

Posted by AGORACOM-JC at 10:52 AM on Monday, June 12th, 2017
  • Undoubtedly huge growth in FIFA as an esport
  • Whilst it’s still considered a “softer” esport by the masses
  • EA has resource aplenty and seem focused on fostering growth in the space

At the Electronic Entertainment Expo, otherwise known as E3, Electronia Arts (“EA”) teased a bigger and better esports initiative for the immensely popular football simulation title FIFA next year.

Credit: EA

Whilst we will ascertain a better understanding come summer, the initial details revealed by EA are as follows:

  • Official football league competitions – Players will have the opportunity to represent their favourite real-life club through official league competitions.
  • FIFA Ultimate Team Champions Cups– Open to all eligible players, this mass entry tournament starts with online matchmaking with top players qualifying for live events this winter and spring.
  • New FIFA Interactive Club World Cup – An All-Star tournament featuring players signed to clubs.
  • AND, top-tier competitive gaming organisations will help us deliver even more ways for players to compete at the highest levels.

This year we’ve undoubtedly seen huge growth in FIFA as an esport. Whilst it’s still considered a “softer” esport by the masses, EA has resource aplenty and seem focused on fostering growth in the space.

It’s undeniably one of the easiest games to grasp from an esports perspective and the recent regional finals was broadcast across a multitude of traditional broadcasting platforms as well as online. Whilst it may not always be the most compelling game from a spectator standpoint, it’s most definitely one of the easiest for a casual observer to grasp due there’s few people who don’t understand football.

Additionally, it remains the easiest entry point for football clubs into esports. There’s a plethora of teams across Europe and the world that have already picked up FIFA players and this trend looks only set to continue and grow as FIFA 18 ushers in even greater competition. Theoretically, once they’re in esports and see proof of concept there’s nothing to stop them branching out and expanding beyond the title which can only be good for the wider industry.

Esports Insider says: Oh EA, you big tease. It seems like FIFA will really have a focus on structured competition for next year and considering the growth this year it’s going to be a very interesting space to watch. We look forward to hearing more come this summer. 

VGambling Changes Name to Esports Entertainment Group in Anticipation of Platform and Operations Launch $GMBL.us

Posted by AGORACOM-JC at 12:35 PM on Thursday, May 18th, 2017

Vgabmlinglarge copy

  • Announced its recent name change to Esports Entertainment Group, Inc.
  • Anticipation of imminent launch of eSports online wagering platform in June
  • Online wagering platform will trigger the start of our corporate and business development programs, including eSports industry and trade conferences around the world

ST. MARY’S, ANTIGUA–(May 18, 2017) – VGambling Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on eSports wagering, is pleased to announce its recent name change to Esports Entertainment Group, Inc.

The Company elected to change its name for several reasons, first and foremost is the imminent launch of our eSports online wagering platform in June, which will be supported by both investor relations and media relations campaigns focused on the eSports industry. Our new company name will provide us far better name recognition amongst investors and within the industry, as well as, far greater search engine relevancy on both traditional and social media search engines.

Secondly, the imminent launch of our online wagering platform will also trigger the start of our corporate and business development programs, including eSports industry and trade conferences around the world, as well as, investor conferences in North America and Europe. Our new company name will provide us with greater brand recognition.

Finally, though the main focus of the Company will be its eSports online wagering platform, we intend to expand our scope of operations within the eSports entertainment and gaming industry over the next 12 months and beyond.

Grant Johnson, CEO of Esports Entertainment Group, stated, “We are pleased to announce our corporate name change because it sends a signal to the world that we are preparing to imminently launch both our eSports wagering platform and corporate development programs. This is an incredibly exciting time for our shareholders, pre-registered customers, partners and the entire eSports industry.”

NEW WEBSITE, TWITTER ACCOUNT & ONLINE INVESTOR RELATIONS

Our new corporate website, set for imminent launch, can be found at www.esportsentertainmentgroup.com

Our new Twitter account is @eSportsEntGroup and can be found at https://twitter.com/eSportsEntGroup

Our new Online Investor Relations Community on AGORACOM can be found at https://agoracom.com/ir/EsportsEntertainmentGroup

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 www.esportsentertainmentgroup.com.

Our Online Investor Relations Community at http://agoracom.com/ir/eSportsEntertainmentGroupprovides shareholders with the ability to post IR questions, receive answers and collaborate with fellow shareholders in a fully moderated environment.

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 INFORMATION

A beginner’s guide to enjoying eSports $GMBL.us

Posted by AGORACOM-JC at 12:20 PM on Monday, May 1st, 2017
  • Reader offers an introduction to watch eSports through League Of Legends, Dota 2, and Counter-Strike: GO.

I’m about to talk about three games I’ve never played. Not even once. I’ve seen them played. I’ve seen them played in theatres, in conference halls, on streaming websites like Twitch and YouTube, and in some extreme examples in stadiums. It’s the part of gaming that can be the hardest to fathom, and that’s the psyche of a person who watches eSports. As if to reinforce the unacceptableness of it Microsoft Word angrily underlines the word eSports as I type it. As if to say, ‘That’s not a word, silly boy, don’t be so ridiculous’.

But it clearly is, as evidenced by its growing popularity, I think it’s worth trying to understand it if only as a phenomenon of our hobby in its own right. To give people a bit of background knowledge, and to try remove some of the barriers to entry for people curious to find out what it’s all about, this is intended as a beginners’ guide, a cheat sheet if you will. I will leave judgment on eSports’ worth as entertainment or its validity as a sport for you to decide

There are a number of game genres which lead the way for eSports, we have MOBAs (Multiplayer Online Battle Arena) such as LoL (League Of Legends) Dota 2 (Defence Of The Ancients), Heroes Of The Storm, and SMITE. We have first person shooters such as Counter-Strike: Global Offensive, Overwatch, Halo, and Call Of Duty. And finally card games, both physical like Magic The Gathering and digital such as Hearthstone

These games have a few things in common: they usually either require great skill, twitch sensitivity, or immense brainpower to execute perfectly every game. Note, I’m not saying that they should be great games to play, just that they require great skill to play. That is the primary draw for the top level eSports titles.

Most of the games are based on PC, or the tournaments are largely ran on PC. This is probably for a broad range of factors. PCs are more customisable for the user, the game may have its biggest audience on PC, PCs may be more stable and suitable for tournament play, or it may just be because Twitch has led the way in making eSports accessible to people and has been available for longer on the PC platform

The most passionate fans make up the bulk of an eSports games audience, and even as a newcomer you are expected to enter with knowledge of the jargon and terms used. In my experience this is the biggest exclusionary factor of all eSports, their love of acronyms, in-jokes, obscure memes, and the lack of any explanation

The three biggest players in eSports would be Dota 2, League Of Legends, and Counter-Strike, so two MOBAs and a shooter. It is fair to say that MOBAs dominate the scene, so what are these games?

Most MOBA games follow a similar template, so I am going to give a very general overview so you get the idea. To keep it simple I will limit my description to the characteristics of the two genre giants: LoL and Dota 2. The setup is of two teams of five players who face each other across an arena where the objective is to capture a key piece of the opposing team’s base. In between the teams the arena usually consists of broad paths known as lanes, parts with winding paths known as jungle, and some form of defensive fortifications usually known as towers for each team – up to the halfway point of the map.

The players themselves take roles as heroes to defend their base by taking up one of the lanes and battling their counterparts, hoping to push them back towards their own base and destroying the defences as they go. They are also supported by computer-controlled allies who will mindlessly attack any opposition they meet. These are referred to as either creeps or minions. The spare human members usually roam the winding paths in the jungle and support their teammates in their task attempting to ambush or ‘gank’ opposing team members.

Players level up as the game progresses and can purchase items using gold earned in the game to build up their avatar. All progress is reset at the start of each game. The skill lies in the deep knowledge of the game, players’ positional awareness, and the ability to predict what their opponent will do. The very best players can seem clairvoyant and creative as they build their player up in surprising and unusual ways.

….

Read more: http://metro.co.uk/2017/05/01/a-beginners-guide-to-enjoying-esports-readers-feature-6607864/#ixzz4fqIxnBC4

Gaming for a living? It’s a real thing $GMBL.us

Posted by AGORACOM-JC at 9:35 AM on Monday, April 10th, 2017
  • Call of Duty: Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket
  • Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket

For two days this past weekend, local video game aficionados were invited to bring their A-game to the Machine Shop for the first ever Sault Ste. Marie UMG Pro-Am tournament. Call of Duty: Infinite Warfare was the challenge with $10,000 at stake as teams of four went head-to-head to work their way up the bracket. The entire eSports event was broadcast on Twitch.tv and Microsoft’s new streaming platform, Beam.

“A lot of people identify video game tournaments with where they came from – college dormitories and things like that. Around 2010, we got the ability to broadcast tournaments and that’s really what’s made eSports the billion dollar industry that it is,” explained Cynn Smith, event lead at UMG. “In many way we emulate traditional sports – we have analysts, we have commentators, we have massive production needs.”

The world of eSports has grown very quickly, Smith said, and the players responsible for that surge are now gaming as professionals. While traditional sports recruit new talent from college, eSports recruitment is a bit more challenging.

“It’s actually rare for new teams to show up,” he said. “We’re looking at places like Sault Ste. Marie, and other places in Canada and around the world where we can find that new talent – getting them on stage, getting them on camera – so they can be noticed. We see ourselves as a stepping stone for their career just as much as a provider for entertainment.”

And gaming can definitely lead to a career. Upper echelon eSports teams can make a living at it, Smith said, but not from tournament prize money. The real money comes by way of corporate sponsorships.

“That’s way we keep our production and broadcast quality high,” he said. “We’re making these amateurs look like professionals, and that’s going to be the number one thing they need to get sponsors and to go full time. There’s a lot of teams that can and do this full time.”

While the majority of participating teams in the Sault Ste. Marie UMG Pro-Am tournament were local, a few traveled from out of town for the event including the reigning COD world champion SetToDestroyX. The Canadian team managed to live up to its title, taking home first place and $6,000 of the prize pool. 1 Hype placed second followed by PrimeTime Nation in third.

Source: https://www.sootoday.com/local-news/gaming-for-a-living-thats-a-thing-7-photos-584514

Joe Montana talks of esports: ‘We believe in the space’ $GMBL.ca

Posted by AGORACOM-JC at 11:31 AM on Friday, March 31st, 2017

Joe Montana said he doesn’t take losing well, and after getting beaten by his kids in video games he lost interest in playing. But investing in esports, however, is a whole different ballgame for the NFL Hall of Famer. Thearon W. Henderson/Getty Images

The Cloud9 organization and its co-founder and CEO Jack Etienne are no strangers to winning, having won the North American LCS in its inaugural season in the summer of 2013.

Former San Francisco 49ers quarterback and Hall of Famer Joe Montana is also no stranger to victory, just on a different playing field. He was named Super Bowl MVP three times in his career and lifted the Vince Lombardi Trophy on four occasions in the 1980s and early ’90s.

Together, they both hope to continue their winning ways. Montana and his seed stage fund Liquid 2 Ventures invested in Cloud9 over the past week, along with other notable athletes such as Hunter Pence of the San Francisco Giants and Andrew Bogut of the Cleveland Cavaliers.

For Montana, one of the winningest players in NFL history, the rapid growth of esports was an opportunity that he and his partners couldn’t pass up, even if his children continually beat him down in the world of video games.

“[My background] in video games has been very limited,” Montana said. “[It’s] because I hate to lose.”

Montana’s four children, in their mid-20s and early 30s, passed up the MVP quarterback when it came to video games, and made him a less-than-active participant. As an observer, however, Montana has already made moves to enter the video-game scene, helping create Montana 17, a mobile virtual reality football game for VR systems like the Samsung Gear.

On the opposite end of the spectrum, Etienne has been in the esports scene for five years now, first a manager for Team SoloMid before co-founding Cloud9. Even during his days while working at Crunchyroll, the leading streaming anime service, the C9 CEO knew one day esports had the potential to be as big as it’s getting now.

“I did believe we were heading in this direction” Etienne said of his team’s growth over the past few years. Starting as just a League of Legends club, the organization has expanded across the esports landscape, having players and teams in such large competitive titles as Overwatch, Dota 2 and Counter-Strike: Global Offensive.

With the added funding, Cloud9 is always on the search for the next big esport, and for Etienne, it’s the fans, not the game publisher or title itself, that interests the organization in terms of expanding.

“Twitch is a fantastic tool to find what people are watching,” Etienne said. “There is a lot of research you can do on Twitch. H1Z1 and games [in the same genre] are getting a lot of attention.”

In the day and age where every game publisher with a new multiplayer title wants to become an esport, Cloud9 believes in trusting what the fans support instead of simply backing the video game with the most marketing behind it. If the fans flock to a video game on Twitch, C9 takes notice.

With that being said, though, Etienne says that although the organization is looking to expand, the added investment will also be a boon toward its already established teams, giving them more funds to help them improve.

“We believe in the team. We believe in the space.”

Joe Montana

In the whirlwind of traditional sport owners and stars investing in esports over the past year, the NFL has seemingly lagged behind the competition. The NBA has had the biggest impact in competitive gaming, with stars and former stars like Rick Fox, Magic Johnson, and Shaquille O’Neal becoming faces for various organizations. Montana, the biggest NFL name to attach himself to esports, says he believes there are a few factors for that.

“Part of it is the NFL, part of is coincidence,” Montana said. “On average, until recently at least, NBA players made more than players in the NFL. Also, NBA players are traveling all the time, and are on the road three-to-five days a week.”

In the NFL, players can have more of a stable home life. They play on the road only eight times a season, not counting the playoffs, and when you’re a family man, being able to play games is a luxury. NBA players, especially younger ones, bring their favorite consoles along for long road trips, playing with their teammates in the hotel to kill time while away from their families. Additionally, the NBA has fewer traditional owners compared to the NFL, so it’s not surprising why it’s now that the NFL and its representatives are discovering the potential of esports.

A similarity Montana found between esports and NFL is the newfound training regimens. When asked how he felt about esports moving away from the old stereotype of players sitting in a room guzzling Mountain Dew and devouring Doritos, Montana said, “Anything you do, you’re better when you’re healthier. That [stereotype] is what linemen used to be.”

As esports advances to match traditional sports in mental and health training, it also appears to be heading toward a franchising system. Blizzard, for example, announced the upcoming Overwatch League in North America would be built around geolocation and owners bidding where they would want their team to play.

Etienne sees this as the inevitable future of competitive gaming if it wants to reach its full potential. “I think for esports to evolve, these franchises need to happen,” he said. “Franchise models are critical.”

On the topic of fan support and the difference between esports fans primarily following teams because of personalities over any sort of allegiance with a city, Montana isn’t deterred. He cites a story about meeting a die-hard 49ers fan in the heart of Miami Dolphins country, so he says he believes fans can come in all different shapes. “To [esports] fans, it’s the same as a [traditional] sport to them. They’re crazy. It can survive the way it is.”

Montana knows that profits won’t come easy or right away. He and his group, especially when coming into a space so early, are aware of the risks and are confident that their investment in Cloud9, and esports in general, will bear fruit sooner rather than later.

“We believe in the team,” Montana said. “We believe in the space.”

Source: http://www.espn.co.uk/esports/story/_/id/19027086/joe-montana-esports-believe-space

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

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.

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/