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Life in an #Esports gaming house with #Schlinks $GMBL $ATVI $TTWO $GAME $

Posted by AGORACOM-JC at 11:34 AM on Monday, November 27th, 2017

It’s essentially every gamer’s wildest fantasy – living in a house full of other esports enthusiasts.

  • Essentially every gamer’s wildest fantasy: Living in a house full of other esports enthusiasts, where everyone understands that online games can’t be paused
  • But for esports pros, gaming house life is even more valuable than not being nagged to empty the dishwasher all the time – it allows teams to bond and gel on all-new levels.
27 November 2017 – 17:01 By Good Luck Have Fun

Image: Scott Peter Smith

It’s essentially every gamer’s wildest fantasy: Living in a house full of other esports enthusiasts, where everyone understands that online games can’t be paused. But for esports pros, gaming house life is even more valuable than not being nagged to empty the dishwasher all the time – it allows teams to bond and gel on all-new levels.

The concept of gaming houses is new to the South African esports scene, so naturally there’s a lot to be learned from the first MGO to do it, White Rabbit Gaming. We managed to get over our jealousy long enough to catch up with Nicholas ‘Schlinks’ Dammert about what it’s like to literally be living the dream.

“Since WRG were the first in the local scene to venture into the whole idea of gaming houses, I was really excited for this new adventure. Initially I thought it would be quite hard to adjust to the new living circumstances and the change of scenery (Capetonian for life). I expected most of my days to be quite repetitive and restricted, but nevertheless would enjoy the tough grind. “It turned out to be extremely liberating. Outside of team obligations (practices, tournaments) you’re in control of whatever you want to do. On off days you could go read a book, watch series or spend your time visiting new places and experiencing new things. Although it took some time to get used to, the gaming house started to feel like a second home and the change of scenery was hardly noticeable.”

SA gets its first house of gaming – yes, an actual house

In what many consider to be a significant step in local esport development, South Africa now has its own dedicated gaming house
2 months ago

A man after our own hearts – #capetown4lyf. We had to try hard to not make the rest of the interview about how great Cape Town is. Fortunately for you, our self control is excellent.

When gaming is such a massive part of your life, it must be, as Schlinks says, “extremely liberating” to be able to just focus on what you do best. It allows the players to dive right into the competitive side.

“The grind was really fun. When we’re motivated and every one of us are all playing tons of Dota, matching into each other (in solo queue) or against one another, there’s really high spirits in the team (special shoutout to Castaway’s mid Techies vs my offlane Dazzle in ranked). “Most importantly, every time we managed to achieve a good result against a notable team or placed high in online international tournaments we could all celebrate our achievements together.”

Instead of whooping and hollering over Discord or TeamSpeak, these guys get to walk right up to each other after an online win, high five, tap a few bums, hug it out in a manly fashion and crack a beer in appreciation – adopting the best elements of traditional team sports.

But when you’re living in a gaming house, are you allowed to do anything other than game, eat, sleep, repeat? Are you even allowed to eat and sleep?

“It all depends on whether Dota 2 is getting any local action. While us Dota players are fortunately able to practice on international servers with only minor drawbacks, it’s fairly difficult to maintain a hyper-competitive mindset all the time – it all depends on the competitive climate. “Basically, if there aren’t many international qualifiers or local tournaments being held, us WRG players take a more mellow approach and prefer to play solo queue or relax. But don’t be fooled – we practice a damn load and intensely when we are in that competitive mindset. “On a good day I would play for about 8 hours (practice/solo queue) – taking breaks to walk to the local convenience store and spending some time with the boys while we cook/eat dinner. On lazy days I would watch series all day and order take-out. “As surprising as it may seem, we do tend to go out a fair bit. I believe it’s important to get that little break from the surreal life of full-time gaming and enjoy the time we spend out of the house. We tend to usually walk to the shop around lunch time every day and some of the WRG guys go gymming every few days. Depending on the mood, we also spontaneously visit the casino and have some good nights out around Joburg. Good times.”

It all sounds too good to be true, but Schlinks assures us it was all very real. And yes, we’re nerdgasming over here too.

While there were obvious benefits, there were a few bugs that needed patching too, which is to be expected when you put five highly-competitive individuals in such close quarters for too long. But even those issues were resolved by the magic of the gaming house.

“The positives were very clear. Our performance in-game and communication improved significantly over the competitive Dota season (locally and internationally). The only negative I could point out is the clashes amongst players, but as of late these issues have been rectified via open communication between players and the support we offer one another. “You learn a lot about your teammates once you spend upwards of 75% of your time with them for months at a time. Thankfully we all get along really well and I have come to respect each of them. As time passes it’s typical that some personal issues or clashes ensue, but they’re generally very small-scale and we resolve them swiftly and maturely (while others in the team prefer to box it out – no kidding. Kicking too).”

Competition is tough for the South African Dota 2 circuit but international play is what will really improve your game, say gamers.
Image: Scott Peter Smith

For those of you who don’t stalk local esports players like we do, Schlinks moved back home to Cape Town a few weeks ago. Given the success of the whole experience, this left a couple of onlookers speculating about his future at WRG. But fear not, he ain’t goin’ nowhere. Except for, like, back to Joburg. Poor guy.

“As many people know, the Dota 2 competitive scene in South Africa has largely been on hold for the latter part of the year. Internationally however, the Dota 2 competitive scene has completely restructured and now works in qualifier ‘blocks’ (periods of which many qualifiers are held).

“Once these blocks were finished, I felt the majority of my days were lazy days. I figured I needed a break from the mild pressure of practicing and flew back home to Cape Town – where I am seriously contemplating my Dota 2 career for the upcoming year. However, the move back is only temporary and as soon as things spice up in the local Dota 2 scene I’ll be on the next flight back to the gaming house.”

The benefits of gaming houses are clear, with one of the top Dota players in the country vouching for their efficacy. But are they vital for team growth and progression?

“While they’re a great benefit to any team that would utilise them correctly, I don’t think they’re necessary for that next level.

“The current situation is that esports in SA has – for the most part – been circulating around itself with regards to playstyles, strategies and general competitiveness. The level of competitiveness in SA has been maximised and we need to look overseas in order to expand.

“Thus, for us to reach the next level of competitiveness we would need to have achieved reputable results in international events (‘putting SA on the map’) and in order to get good results teams need to be exposed to these international teams’ level of competitiveness.”

The gaming house life has certainly helped WRG improve as a team. They have the freedom to train as much as they like, their communication skills are getting almost as good as their Dota skills, and they’ve got the international results to show for it. So, while not vital to the scene, gaming houses do seem to play a part in getting us some international exposure.

We’ll leave you today with Schlinks’ answer to our ultimatum: Gaming house and no salary, or salary and no gaming house?

“I’d definitely choose both options – a luxurious gaming house as well as a hefty salary.”

Nope, that’s not how ultimatums work, bro.

“If I had to choose, my answer would be the salary. The reason being: While a gaming house helps in most aspects of gaming, I think the main objective of a gaming house can primarily be achieved by a bootcamp before a tournament. On the other hand, a salary changes the game entirely.

“If salaries were mainstream it would stabilise the competitive scene in many ways. More players would find themselves in an adequate financial state from gaming revenue. This will result in growth amongst the entire competitive scene as we see less players leaving the scene, more players entering the competitive sphere, fewer players jumping ship and switching to other teams and overall less emphasis on trying to place first at every event.

“The point of less pressure on placing first alone encourages practice amongst teams on a local scale and I think we will see the scene expand at a rapid rate – both in mentality about practicing (thus competitiveness) and the pure number growth.”

There you have it MGO owners. If you’re thinking about renting a house for your teams, rather consider putting that money towards stable salaries for the players. But if you’re feeling generous, get them a nice little house too. Preferably in Cape Town.


Alonso launches #Esports team $GMBL $ATVI $TTWO $GAME $

Posted by AGORACOM-JC at 11:09 AM on Thursday, November 23rd, 2017

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By: Jonathan Noble, Formula 1 Editor
1 hour ago
  • Fernando Alonso has become the first Formula 1 driver to branch out into eSports, after launching his own team ahead of the Abu Dhabi Grand Prix
  • Two-time world champion has formed a partnership with McLaren sponsor Logitech to expand into the gaming world – with ambitions set on his outfit becoming the best in the world

The two-time world champion has formed a partnership with McLaren sponsor Logitech to expand into the gaming world – with ambitions set on his outfit becoming the best in the world

The team, which will be called FA Racing G2 Logitech G, will compete in a host of top-line series both in F1 sim racing and other online categories.

“I am a team principal finally,” smiled Alonso at the launch of the team in the Yas Marina paddock on Thursday. “There will be no meetings very early. We will change completely the way we work!!”

Alonso said he had been approached by Logitech and G2 a few months ago about the idea, and believed it was the right time to get involved with gaming as eSports racing was starting to take off.

“It is very exciting, and it is a completely new thing to discover,” he explained. “I think eSports in other formats has been very successful but in racing, it is at the very beginning, and I think huge potential will come.

“I am happy to be one of the first investing in this direction and I think good and fun times are coming – not only for us, but for gamers at home and for fans.”

While the focus on FA Racing will be on professional championships, competing in the official F1 game, rFactor and other categories, Alonso said that part of his team’s plan was to find ways that fans could race with them too.

When asked if he had signed himself to his own team, Alonso said: “Not yet. But we have some ideas for our fans to have online competitions, monthly, that they can not only participate with our pro drivers but also with myself.

“I will definitely be slower – more the amateur level. We will have fun, that is the first thing, and we will develop a platform that is available for everyone in the world.”

F1 boost

F1 commercial chief Sean Bratches believed Alonso’s decision to run an eSports team would deliver a big boost to the sport’s profile amid younger fans.

“Fernando’s brand has been a pillar of the success of F1 in the linear world, and just like other brands going into other areas, he gives a credibility,” he said.

“A lot of drivers and athletes, in their second career, go into business and I think while this is a fun participatory game, it is competition. It is a big business and it is just getting bigger.

“F1 and Fernando are getting in at the early stages, notwithstanding that it has been around a couple of years.”


#Goldenstate Warriors unveil Hunter Leigh as head of #Esports $GMBL $ATVI $TTWO $GAME $

Posted by AGORACOM-JC at 10:19 AM on Tuesday, November 21st, 2017

  • Golden State Warriors esports arm has named Hunter Leigh as its head of esports.
  • Comes after the NBA Championship team were confirmed as an partner in Riot Games’ new North American League of Legends Championship Series franchise system.

In the role, Leigh will oversee esports activity related to the Warriors itself, who are set to compete in the NBA 2K League as well as the newly named “Golden State Guardians”, the brand that will enter the NA LCS for the new season.

Hunter Leigh is a man with an array of experience in esports. Prior to this role, he was head of esports operations for Yahoo Esports which shut back in June following Verizon’s acquisition of the Yahoo brand. He has also set up several esports events in the growing University and College space in the United States, including in League of Legends and FGC titles.

Leigh commented in a release: “The Warriors are such a well-respected sports franchise and organization, and I am fortunate that they selected me to help steward their entrance into esports. I’m eager to hit the ground running as it relates to player acquisitions and building competitive teams for both League of Legends and the NBA 2K League. The Warriors have a proven model for championship success, and I am looking to bring their player development and analytical approach to the esports space.”

Esports Insider says: The Warriors have in Leigh a man with a great understanding of the esports scene. With regards to folk that can oversee a successful entrance into esports and truly understand the demographic, there’s likely few candidates better suited to the role. We look forward to seeing who the Golden Guardians sign as they look to be competitive in what should be an intriguing first season of the new LCS.


What I learned visiting my first live #Esports tournament $GMBL $ATVI $TTWO $GAME $

Posted by AGORACOM-JC at 9:36 AM on Monday, November 20th, 2017

  • The appeal of the live experience for most sports is obvious
  • For all the convenience of a televised game, it can’t compare to the sense of scale and 3D perspective you get actually seeing professional sports in person;
  • Watching plays develop and players perform nearly superhuman feats right in front of you.

Just watching on Twitch isn’t the same as being immersed in the crowd.

Kyle Orland – 11/19/2017, 10:00 AM

At this point, I don’t have much patience for the argument that eSports fans should stop watching other people play video games and just play those games themselves.

For one, it’s an argument that few people make about spectator sports like basketball and football, where the skill difference between a pro and a novice is roughly the same as in eSports. For another, the thrill of watching a competitor at the top of his or her game is entirely distinct (and better in some ways) from competing yourself.


Ars Live Episode 18: Gary Whitta explores geeky Hollywood

What I’ve never quite understood, though, is the concept of paying money for a ticket to watch a live eSports competition in-person.

The appeal of the live experience for most sports is obvious. For all the convenience of a televised game, it can’t compare to the sense of scale and 3D perspective you get actually seeing professional sports in person, watching plays develop and players perform nearly superhuman feats right in front of you.

None of that really applies in eSports, where you’re basically going to a large room to watch a big screen that has the exact same game content you could see at home on Twitch, down to the pixel. Watching the eSports competitors themselves as they sit like statues and become part of the machine during a match hardly seems worth the price of admission, either.

Yet plenty of people pay that admission. The League of Legends World Finals alone filled 80 to 90,000 seats in the Beijing National Stadium this year. What were these people seeing that I wasn’t?

To find out, I decided to check out the Rocket League Championship Series (RLCS) Season 4 world finals in nearby MGM National Harbor last weekend. What I quickly found out is that the point of being in a live eSports crowd is, to a large extent, just being part of the crowd.

Take a seat

Rocket League is by far my favorite eSport to watch as a spectator. While I can follow a high-level game of Hearthstone or Smash Bros. with the best of them, Rocket League‘s simple two-teams, two-goals format makes it incredibly simple for even a novice player to keep track of the action.

Watching a high-level Rocket League match, you get a real sense of the strategy and coordination necessary for the three-person teams to balance an offensive threat with the ability to rush back and knock a ball away on defense. And while pros make it look exceedingly simple to make precision passes and shots while rocketing at high speeds through the air, regular players know how hard it is to just make contact with a ball high above the arena.

I’ve only been a casual fan of the RLCS, checking out a few stray matches when my weekend schedule allows. Going into the finals weekend, I was at least peripherally aware of the stories surrounding competing teams like the robotically efficient Cloud 9 and the crowd-pleasing G2 eSports. I also knew that these hometown favorite North American teams were extreme underdogs to the European powerhouses like Method and Gale Force.

But it was something else to see a crowd of 3,000 react to those teams right in front of me, rather than just hearing their cheers through an ambient microphone via Twitch. In that National Harbor ballroom, the crowd itself practically became a participant in the competition, going crazy for the North American teams and icily silent for the European competition.

The competitors themselves almost faded into the background in this environment. Ghost Gaming player Zanejackey tried to get the crowd riled up at one point, standing and raising his arms above his head to get the noise pumping louder, but he received little to no notice for his efforts. While the crowd was treated to live webcam close-ups of the players at many points in the matches, the stony-faced videos may as well have been photographs.

What the crowd did react to was the action on those big projection screens. In tense overtime situations, the entire room swooned in crescendo with each shot and cried out in pain or glee with every close miss or solid goal. In quiet moments between matches, audience members might pick up a cheer of “Let’s go G2!” or try to get a wave going through the stands.

If I had been watching from my living room, I wouldn’t have heard the guy sitting behind me exclaim “it’s getting lit now, man!” after a big overtime goal. I wouldn’t have witnessed a neighbor literally jump up and slap his knee after a close crossbar miss.

I’m still not sure these kinds of moments are in and of themselves worth the significant money it costs to attend one of these events live. That said, I can now say I at least understand the potential appeal of sharing a dramatic eSports competition with a few thousands strangers.

Listing image by Kyle Orland


Game Digital bets on #Esports with plans for up to 100 ‘gaming arenas’ $GMBL $ATVI $TTWO $GAME $

Posted by AGORACOM-JC at 3:02 PM on Thursday, November 16th, 2017


  • Game Digital plans to open 35 Belong “gaming arenas” by the end of the financial year
  • The retailer’s chief executive Martyn Gibbs told The Daily Telegraph today: “Our focus on bringing grassroots eSports to the UK and Spain will remain a massive priority for us.

Jack Torrance

Game Digital is betting on eSports as it bids to restore profitability, with plans to open 35 of its Belong in-store “gaming arenas” by the end of next year and 100 or more in the longer term.

The retailer’s chief executive Martyn Gibbs told The Daily Telegraph today: “Our focus on bringing grassroots eSports to the UK and Spain will remain a massive priority for us.

“The growth in eSports viewership [and participation] is significant, and I think we’re really well-placed to capitalise on that.”

Britain’s biggest videogames retailer has struggled to maintain market share and profits since going into administration in 2012. It relisted on the stock exchange in 2014 but its shares slumped as low as 19.3p earlier this year, from highs of 335p in 2015.

eSports have become big business of late, with some top competitors filling arenas and taking home millions of dollars of prize money

Game has been heavily reliant on the so-called “console cycle”, with hardware sales peaking as the industry’s big players Sony, Microsoft and Nintendo release new iterations every six-to-eight years.

Mr Gibbs said the company’s emerging non-retail business could reduce that “cyclicality” in the future.

Game’s events, eSports and digital revenues more than doubled to £13.2m in the 52 weeks to July 29, it revealed today, though that still represents just 1.7pc of its total group sales.

The retailer’s Belong arenas are based on a similar concept in South Korea, where gamers can visit any of 10,000 “PC bangs” and pay by the hour to play on top-spec PCs and the latest consoles.

It has opened 18 so far since summer 2016, and customers racked up 89,000 hours of gaming in the first quarter of the company’s current financial year.

Mr Gibbs was speaking after Game revealed a pre-tax loss of £10m for last year, down from a £1.1m profit previously.

Group sales were down 3.6pc to £782.9m, despite booming sales of the new Nintendo Switch console, which boosted revenues towards the end of the year.

“We had a tough first half to 2016/17 but market dynamics improved significantly in the second half,” Mr Gibbs said.

Gross transaction values in its core retail division grew 5.4pc in the first 15 weeks of this financial year, he added.

Game Digital’s shares were down 5.3pc to 38p in afternoon trading.


Are #Esports going to replace the beautiful game? $GMBL #ManUtd

Posted by AGORACOM-JC at 11:47 AM on Wednesday, November 15th, 2017

  • The best gamers have millions who follow their lives. Images of Faker, a 21-year-old bespectacled South Korean described as the Michael Jordan of League Of Legends (a multiplayer online battle arena)
  • They make millions through prizes, appearance fees or merchandise. They have fans and fan clubs who sing about and chant names of star players. There are transfers between teams.

I recently took the 256 bus from Urmston, via Stretford, to Old Trafford. I was on that bus frequently as a kid and it was packed with equally young, local Manchester United fans who paid to stand on the terraces which covered all four sides of Old Trafford. The bus trip was part of the day, a raucous experience, be it mixing with fellow fans, people from other schools or goading stray away fans from the safety of the upper deck.

As I got off the 256 outside the Bishop Blaize pub on my way to watch United beat Everton, the only other passengers disembarking were five stadium catering staff. There wasn’t a single United fan.

Old Trafford has been expanded, but it’s still full for every league game and going to games is not accessible like it was. The average age of the fan has increased steadily since the Taylor Report. You still see kids at games, but they’re not the unaccompanied gangs of yore, but shepherded by an adult into the family stand. The rest of the stadium is populated largely by the middle-aged onwards

United are hamstrung as they can’t turf fans out for being old, though the club do work hard to offer tickets for cup games where demand is lower. Having established that the average age of an MUTV viewer is 53, they’re also trying to attract younger fans to a new app.

It’s not just United. A friend who stood on the terraces at his beloved AFC Wimbledon last week was struck by the profile of those around him.

“They were all old men,” he stated. “The hardcore, the faithful. I’m a bit worried about our prospects at our new home if we don’t attract more young people.”

Wimbledon have been an incredible success, but they attract crowds of 4,000 in a division where Bradford average 20,000, Portsmouth 17,000, Charlton and Blackburn 11,000. Without a benefactor, Wimbledon are doing well to be where they are, even if there’s a lack of goals and great games. My friend suspected that younger people had more exciting pursuits to occupy their time.

There are alternatives. I grew up in a football city where if you were into football, you either played it or you went to support your team. Or you did both. If you didn’t go to games then you weren’t considered a proper football fan, and televised games were few and not a substitute for the real thing.

Now, most people who support Manchester United don’t go to games. There’s been a gigantic shift, with United’s global support watching every kick on screens of varying sizes. There’s no need to miss a game. While televised football was once considered a grievous threat to match-going attendances, now it barely matters.

PA Photos

Far more people are watching football, both in person and televised, than ever before. Compare the average attendances from 1986 to today’s. Manchester United’s was 46,321 (now 75,027), Manchester City’s 24,299 (52,268), Liverpool‘s 35,271 (53,191), Arsenal‘s 23,824 (59,290), Chelsea‘s 21,984 (41,501) and Tottenham‘s 20,859 (70,724).

English football is incredibly popular, stadiums continue to expand, thanks mainly to lucrative television deals. There are three fifth-tier teams with average crowds above 4,000 – it’s unheard of outside England. But are the kids attending? And, if not, what else are they doing?

I was recently asked to host an interview on eSports in Lisbon with Sam Mathews, the founder and chairman of something called Fnatic. A Melbourne-raised Shoreditch resident, Mathews’ Fnatic has been called the Manchester United of its genre with its Counter-Strike team former world champions. The team even has a coach.

I’d never heard of it, nor knew much of eSports or eGamers – a phrase Sam quickly corrected me as a no-no, suggesting that eAthletes was more appropriate.

Athletes? It was explained that while they might not be running around a field, they were showing skills in other ways, through co-ordination, daring moves against rivals, practice and dedication. They were bringing joy to millions, too.

I assumed that people who played a lot of computer games were pasty-faced geeks who struggled with real-life social interaction. I was in for a surprise, but the interview brief seemed ridiculous. “Can eSports franchises build a brand similar to that of Real Madrid and Manchester United?”

The interview was on a stage in front of 900 seats at the Lisbon Web Summit. All appeared taken. The crowd were asked if they’d heard of Manchester United. Almost all raised their hands. Then they were asked if they’d heard of Fnatic. A similar number raised their hands.

Sam explained how 60,000 had recently watched an eSports event at Beijing’s iconic Bird Nest stadium. I struggled to get my head around why anyone would travel to watch people play computer games, but I was the odd one out here.

The best gamers have millions who follow their lives. Images of Faker, a 21-year-old bespectacled South Korean described as the Michael Jordan of League Of Legends (a multiplayer online battle arena), sobbing after an unexpected defeat last year brought an outpouring of emotion and sympathy from millions.

They make millions through prizes, appearance fees or merchandise. They have fans and fan clubs who sing about and chant names of star players. There are transfers between teams.

This phenomenon has largely escaped the mainstream – eAthletes don’t make the news or the covers of magazines, which tend to go for real-world stories. But the mainstream is now sitting up and taking notice. Manchester City and Paris Saint-Germain are among two of the clubs now employing professional eAthletes. There’s an alternate Dutch Eredivisie for gamers.

Thirty million watched the 2016 League Of Legends World Championship, where the winners took $2.68 million in prize money. Little wonder mainstream television channels want a piece. The people behind LA’s bid for the 2024 Olympics considered proposing eSports for inclusion.

Interview over, it was time to hear other views when I spoke to eSport fans. They wanted to know what was the big deal about paying £40 to sit in the cold and see one goal in 90 minutes at a conventional football game?

I imagined being a 10-year-old being taken to watch Louis van Gaal’s Manchester United. I’d probably have been back on Space Invaders as quickly as possible.

Other eSport advocates talked of their communities, their friendships with people around the world; technology has allowed that, though the virtual and real seem to blur. Isn’t that the same in other areas of life, when people are registered on forums under pseudonyms? United, along with several other top clubs, are trialling virtual reality in training sessions.

The eSport fans were also curious to know what was so great about travelling hundreds of miles to watch a game that had been switched for the benefit of television? And when I talked of how unhealthy it must be to spend ten franchises’ hours a day in front of a screen, they pointed out that football fans were hardly renowned for being paragons of health.

Where there’s mass interest, money will follow. The biggest Korean firms already sponsor teams of professional eAthletes. The last two championships have been staged in Los Angeles. It’s accessible, fast improving, attractive, well marketed and a threat to conventional, professional sport games such as football, cricket, baseball, boxing or rugby – sports conceived in England and exported via the British Empire. Who’s to say there shouldn’t be new mass appeal sports?

Anyway, for me – admittedly in my forties and fitting the demographic perfectly – the buzz is from anticipating everything that goes with Newcastle at home on Saturday. Should I get the bus or the tram? And those paper fanzines need protecting if it rains.


Millennial #Esports Announces #Blockchain Advisory Board $GMBL #Blockstation

Posted by AGORACOM-JC at 2:44 PM on Monday, November 13th, 2017
  • Leading experts, including William Mougayar, will guide implementation of blockchain-based game and digital content tokens

TORONTO, ONTARIO–Nov. 13, 2017) – Millennial Esports Corp. (TSX VENTURE:GAME) today announced it has established a Blockchain Advisory Board comprised of some of the world’s leading blockchain and funding innovation experts: William Mougayar, Miko Matsumura, and David Drake. The blockchain advisory board will be tasked with guiding the design and implementation of blockchain-based game and digital content tokens as part of the company’s integrated Esports strategy.

“The combined experience of the members of our advisory board provides Millennial with unmatched expertise in blockchain technology and innovative funding methods,” said Millennial Esports CEO, Alex Igelman. “The advisors will be a valuable resource in the development and implementation of our revolutionary blockchain tokenization strategy.”

Today’s announcement revealing the members of the Blockchain Advisory Board follows the formation of a new division of Millennial Esports focused on the creation and implementation of blockchain based ‘in game and cross platform’ game and digital content tokens. The company is currently exploring various synergies in implementing blockchain-based applications and protocols to enhance the community and user experience.

“I am very excited and looking forward to working with the Millennial management team to develop blockchain tokenization strategies for their Esports ecosystem,” said new advisory board member, William Mougayar. “Millennial is uniquely positioned in the Esports content space to take advantage of the innovative features of the blockchain, as the next logical step for their evolution.”

Blockchain Advisory Board, Members

William Mougayar is a Toronto-based investor, researcher, blogger, author of The Business Blockchain (Wiley, 2016), founder of The Token Summit, and manager of WMX, a cryptocurrency index fund. He is a known authority on, and a direct participant in, the crypto-technology market, and an advisor or board member to some of the world’s leading blockchain organizations, including Ethereum, OpenBazaar, Coin Center, Steem, Stratumn, and Bloq.

Miko Matsumura founded crypto exchange Evercoin, and is a limited partner with Pantera Capital ICO Fund. As chief evangelist for the Java Language and Platform, Matsumura participated in the first wave of the Internet, and is now fully engaged in the crypto-fuelled Internet of value. Matsumura leads the Crypto Underground meet-up in San Francisco and is a speaker at the upcoming Token Fest. His keynote speeches include ICOnference NYC, Blockchain Life in St. Petersburg Russia, Global Blockchain Summit, The Future of Money Summit, and Coin Agenda in Las Vegas. Currently advising crypto-currency start-ups, as a 25-year executive in Silicon Valley, Matsumura has raised more $50 million in capital for Open Source start-ups. He holds a Master’s degree in Neuroscience from Yale University where he worked on abstract computational neural networks.

David Drake is the Chairman of LDJ Capital, a multi-family office based in New York, with real estate, energy, tech, media, and telecom investments and assets. Drake represented the US Commerce Department at the EU Commission in Brussels and Rome in 2012, was invited to the White House Champions of Change ceremony, and was a speaker at the UK Parliament in 2013. He speaks as an equity expert at top universities such as Cambridge, NYU, Cornell, and Columbia, and writes regularly for major publications such as WSJ, Forbes, Huffington Post, and Thomson Reuters. Drake is the co-author of the book Planet Entrepreneur and Crowdfunding and Other Animals and is the author of the upcoming book The Crowdfunding Economy and LIFEE: Life Instructions for Entrepreneurs and Executives.

Guided by the knowledge and experience of the Blockchain Advisory Board, Millennial Esports is working towards implementing its token generation strategy in early 2018.

Millennial Esports Corp.:

Millennial Esports provides turnkey global solutions that cover gaming technology and studios, event management, research and analytics, content production, and broadcasting.

  • is the premier operator of tournaments and building communities by and for gamers.
  • IDEAS+CARS, based out of Motorsport Valley, UK, provides industry leading knowledge and intellectual property in the burgeoning and increasingly lucrative Esports racing genre.
  • Eden Games will soon become part of Millennial Esports’ offering in motor sports and racing.
  • O’Gaming TV, based in Paris and a part of Alt Tab Productions, is an Esports video content production and events company, and a major player in live French-language esports streaming.
  • thE Arena at Neonopolis is Las Vegas’s first permanent Esports venue. The 15,000 square foot state-of-the-art facility accommodates more than 1000 people in comfort and provides technical services including facilities, expertise, and manpower for clients such as EA, Amazon, and Microsoft.
  • Stream Hatchet, operating out of Barcelona, Spain, offers complete Esports data analytics solutions. The company focuses on providing actionable intelligence in a format that is easy to understand at a glance.

Contact Information

Esports Entertainment Group $GMBL Launches Beta Test Of #VIE #Esports Wagering Platform, With Global Esports Enthusiasts Competing For Over $USD100,000 In Prizes

Posted by AGORACOM-JC at 8:05 AM on Wednesday, November 8th, 2017

Esports large

  • Announced the beta test launch of VIE  (  the world’s safest, most secure and transparent esports wagering platform
  • Beta test will take the form of a global competition for esports enthusiasts with cash prizes and incentives totaling more than $USD100,000.   

ST. MARY’S, ANTIGUA, Nov. 08, 2017  — Esports Entertainment Group, Inc. (OTCQB:GMBL) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the beta test launch of VIE  (  the world’s safest, most secure and transparent esports wagering platform. The beta test will take the form of a global competition for esports enthusiasts with cash prizes and incentives totalling more than $USD100,000.

Highlights Of The Beta Competition Are As Follows:

  • The Beta Competition Will Last at least 2 Weeks
  • The Beta Is Open Only To 18+ Participants From Compliant Jurisdictions
  • Up To 2,000 Participants Will Receive 50 Euros Each In Their Respective Accounts
  • Participants Must Place A Minimum Of 10 Bets During The Competition
  • Participants Must Answer 2 Surveys During The Competition
  • Additional Cash Prizes Will Be Awarded To The Top 3 Winners As Follows
    • 1st Place – 1,000 Euros
    • 2nd Place – 500 Euros
    • 3Rd Place – 250 Euros
  • The Beta Competition Will Feature Wagering On The Following  Esports Games:
    • Counter-Strike: Global Offensive (CSGO)
    • Dota 2
    • Call of Duty
    • Hearthstone
    • StarCraft II
  • Full Terms and Conditions Are Available On VIE  (

Grant Johnson, CEO of Esports Entertainment Group stated “As a result of affiliate marketing developments that far exceed our expectations since July, we took the prudent step of delaying the launch of VIE to be better prepared for our new anticipated client base.  The launch of this beta competition signifies we are on the cusp of launching the most secure, transparent and regulated esports wagering platform in the world. I urge all of our esports enthusiast shareholders to participate in this beta competition.”

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 with a specific focus on esports wagering and 18+ gaming. Initially, Esports Entertainment intends to offer bet exchange style wagering on esports events in a licensed, regulated and secured platform to the global esports audience, excluding the US and EU. In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis, excluding the US and EU, in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information 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.


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Vice President, Corporate Development

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How #Cryptocurrencies And #Blockchain Are Taking #Esports $GMBL To The Next Level #Blockstation #ThreeD $

Posted by AGORACOM-JC at 9:40 AM on Tuesday, November 7th, 2017

Alexander Kokhanovskyy

Alex is the CEO/ Founder of DreamTeam, an Esports and gaming recruitment platform using blockchain to help gamers monetize their teams.

Team Method: Triforce compete with Team Grmbl at World of WarCraft at BlizzCon 2017. BlizzCon is the site of the Overwatch World Cup 2017 eSports tournament. (Joe Scarnici/Getty Images)

Revenue from eSports — or competitive video gaming — will grow to $700m in 2017, a 41.3% increase from 2016 , according to Newzoo research. The industry is forecast to reach $1.5 billion by 2020. Major investors, high-profile celebrities, big-brand sponsors and major tech companies are banking on eSports’ profitable trajectory.


Study shows the Esports market has tremendous untapped potential

Blockchain-powered solutions are the latest trend to shake up transactions and data for the entire sector. To gamers, blockchains and digital currencies are nothing new, and this attitude enables the industry to adopt new technologies faster than other industries like banking or logistics. Part of that has to do with age. According to Newzoo‘s 2017 Global Esports Market Report, electronic gaming entertains a young and marketable demographic: Millennials. More than half of eSports enthusiasts globally are aged between 21 and 35, and they are often early adopters of technology, including blockchain.


Blockchain applications across eSports

Startups are leveraging the benefits of blockchain to deploy smart contracts, fuel betting, host tournaments, and ease the purchase virtual assets, all of which help grow the eSports ecosystem. Much has been written about blockchain startups tackling eSports betting and the purchasing or trading of skins (cosmetic items), but another important application is how this technology can help amateur gamers on their pathway to going pro though both tournament and team building platforms.

Guests demo the new World of WarCraft game at BlizzCon 2017 at Anaheim California Convention Center (Joe Scarnici/Getty Images)

Tournaments are a way of life for avid eSports gamers and online gaming platforms that have embraced blockchain are seeing the pay-off. FirstBlood, an eSports platform created on the Ethereum blockchain, decentralizes tournament setup and winnings distribution. It allows players to test their skills and to bet on games without being dependent on traditional money transfers, financial regulations and middleman corruption. With FirstBlood, players can game solo or with a team in order to improve their skill through games in a competitive environment. Other blockchain companies including and EloPlay have entered the tournament space as well.

From amateur gamers to going pro 

While fostering a tournament environment can help players sharpen their skills, we believe there is an opportunity to take this one step further, by lessening the barrier of entry when it comes to building and managing teams.


Majority of top competitive game titles are team-based

There are 1.4 billion registered gamers, and most of those players are concentrated around the most competitive eSports titles that include LoL, CS:GO, Dota2 and Overwatch.  One of the most loved esports titles, League of Legends, has 250 million players players who want to build, grow and manage their teams, but there are only 100 League of Legends clubs worldwide. Let’s compare that to football, a traditional sport, with more than 300 million players globally, with around 300,000 clubs. This discrepancy of players to clubs was the catalyst for our company, DreamTeam, to develop a dynamic platform to solve this problem.

Building teams to advance 

DreamTeam takes blockchain-powered tournaments one step further by creating a recruitment and management platform for amateur, novice, and pro teams. Blockchain-based smart contracts ensure contractual financial relations for all users without participation of third parties. One function of DreamTeam is to aid the development of small tournaments and secure payments. On the DreamTeam platform, when a team that participates in a tournament gets a winning place, the prize money automatically transfers to their account according to predefined rules (the data is taken from game API’s — application program interface and oracles, or a service that verifies the data independently). All players receive their share of the prize money without issues or delay. This is just one aspect; we envision the platform developing into a multi-billion dollar ecosystem built upon media right sales, sponsorships, players salaries, and prize money.

People watch the World Championships Final of League of Legends at the National Stadium ‘Bird’s Nest’ in Beijing, the national stadium built for the 2008 Olympic Games. (STR/AFP/Getty Images)

Blockchain has the potential to revolutionize a wide variety of industries, but with eSports’ audience made up of younger, tech savvy individuals, blockchain is more easily embraced. Every corner of eSports is ripe for rethinking. Aiding amateur gamers through team building and tournaments is only the beginning.


The Unbelievable #LeagueOfLegends World Championship 2017 Grand Final Stadium Crowd #Worlds2017 $GMBL

Posted by AGORACOM-JC at 12:57 PM on Monday, November 6th, 2017

The League of Legends World Championship 2017 was one of the biggest events in esports history.

  • League of Legends owes a significant part of its status as arguably the biggest esport in the world to China
  • Streams reportedly pull in millions of viewers for the biggest matches

While online viewership, production, and of course the games themselves, are always at the heart of what makes a great esports event, Riot’s World Championship has also produced some of the most epic live environments for matches in the industry. This year, the bar may well have been raised once again.

The 2017 League of Legends World Championship took a tour of China, playing its group stages in Wuhan, moving to Guangzhou for quarter-finals, Shanghai for the semi-finals before finally culminating in Beijing for the final showdown between SK Telecom T1 and Samsung Galaxy.

League of Legends owes a significant part of its status as arguably the biggest esport in the world to China, where streams reportedly pull in millions of viewers for the biggest matches. While some dispute the veracity of some of the numbers, which often come from sources that cannot be independently verified, the live crowds at the various stages certainly didn’t disappoint. Nothing quite compared, however, to the masses present for the grand final.

If there were concerns that the lack of a Chinese team in the finals might have impacted interest, there needn’t have been. The Beijing National Stadium was packed out, producing one of the most epic arenas for a showdown yet seen in esports.

The World Championship ultimately concluded with Samsung Galaxy dethroning Lee ‘Faker’ Sang-hyeok’s SK Telecom T1, sweeping them 3-0 to deny SKT a third consecutive win at the event.