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Enthusiast Gaming $EGLX.ca Releases Its Most Successful Documentary to Date, Featuring 83-Year-Old Gaming Grandma, Shirley Curry $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-Eric at 9:03 AM on Wednesday, April 24th, 2019
https://s3.amazonaws.com/s3.agoracom.com/public/companies/logos/564647/hub/images.jpg
  • Led to 442% increase in viewership of Enthusiast’s ‘Gameumentary’ series Q1 2019 over Q1 2018
  • ‘Shirley Curry: The Gaming Grandma’ is 18th documentary filmed and produced by Enthusiast and already has over 2.5 million minutes of watch time
  • Enthusiast working on three more documentaries this year with plans for more in 2020

TORONTO, April 24, 2019 (GLOBE NEWSWIRE) — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”) is excited to announce the recent premier of its video game documentary titled, “Shirley Curry: The Gaming Grandma“. The documentary has already received over 300,000 views and 2.5 million minutes of watch time since its mid-April launch. Nick Calandra served as Director and Omar Ahmed as Producer for the documentary which was released under the ‘Gameumentary’ label owned by Enthusiast.

The documentary explores the popularity rise of Shirley Curry, the 83-year-old grandmother, celebrity gamer, and streaming sensation who has earned the nickname “Skyrim Grandma” for her videos about The Elder Scrolls V: Skyrim. The Gaming Grandma started playing video games in 2014, and has built a loyal fanbase of over 558,000 subscribers on YouTube.

“The Gaming Grandma” reflects the new reality of the gaming community as the demographics within the industry have broadened significantly in recent years. Gaming is becoming a hobby for everyone and age is becoming less relevant. A recent study highlighted that 20% of all gamers in the US are now between the ages of 36 to 49 and 23% of all gamers in the US are over 50 years old(1). Enthusiast’s platform and significant network provides communities for gaming enthusiasts of all ages and located all over the world.

Nick Calandra, Founder and Director of Content for Gameumentary commented, “Since being acquired by Enthusiast in June 2018, Gameumentary has seen significant growth. We have launched 18 gaming documentaries worldwide since 2017, and most recently, the Gaming Grandma which already has over 300,000 views. Our documentaries and short films are meant to tell the stories behind the games and its fans, and the support and partnership with Enthusiast enables us to continue producing content.”

Enthusiast acquired Gameumentary in June 2018, as a property focused on telling the stories behind video games and the communities that play them, through long-form and short documentaries. Gameumentary has already produced 18 documentaries and with the support and management of Enthusiast, has traveled around the world from Los Angeles to Seattle, Austin to Prague, Ghent to Amsterdam to find exciting content.

Since the acquisition, the company has seen substantial growth with an increase of 440% in views compared to the same period, Q1 2018. Gameumentary will continue its momentum with three more studio documentaries planned for 2019. The next major documentary will cover the Insurgency series by New World Interactive, expected to premiere this summer.

About Enthusiast Gaming

Founded in 2014, Enthusiast Gaming is the largest vertically integrated video game company and has the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.

(1) https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/

A video accompanying this announcement is available at http://www.globenewswire.com/NewsRoom/AttachmentNg/40b955c7-7ba4-4433-9aa6-8339915b5742

Enthusiast Gaming $EGLX.ca Hires Former #CBS Interactive and #Vox Media Sales Director as VP of Sales $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:43 AM on Friday, March 29th, 2019

Veteran Sales Executive to Lead Los Angeles Sales Office for Fastest Growing Gaming Property

  • Announced that it has hired David Newman as Vice President of Sales.
  • David brings more than 18 years of experience across multiple disciplines, including sales, marketing, business development, and public relations, and is expected to play a key role in driving the national sales strategies

TORONTO, March 29, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is excited to announce that it has hired David Newman as Vice President of Sales. David brings more than 18 years of experience across multiple disciplines, including sales, marketing, business development, and public relations, and is expected to play a key role in driving the national sales strategies for Enthusiast Gaming in an attempt to achieve its revenue objectives.

Prior to joining Enthusiast Gaming, David served as the Director, Brand Partnerships for Machinima (Warner Media / AT&T), based in LA, California. Previous to Machinima, David spent a number of years as the Director, Sales for Vox Media and CBS Interactive, where he led National Sales teams to deliver exceptional results year after year, including activations and partnerships with Microsoft Xbox, Activision, 2K Games, Qualcomm and Modelo.

David will be heading the Los Angeles office and will focus on building out key activations for brands and agencies looking to target Esports and video game verticals. His extensive sales experience across various media and advertising industries will be instrumental in helping execute the long term direct sales strategy of Enthusiast Gaming, and in helping develop and foster key advertising partnerships. 

Recently ranked as the fastest growing gaming property in North America by ComScore, Enthusiast Gaming believes the addition of David is a significant step in strengthening its direct sales team and in driving revenue and key partnership growth.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “We are thrilled to welcome David to our North America sales team. His experience in media and advertising sales and proven track record of delivering results is invaluable to the growth of Enthusiast’s key partnerships. One of our main focuses for 2019 is to build out a successful direct sales strategy to drive revenue, and David will be a valuable asset for Enthusiast to do so.”

About Enthusiast Gaming

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content and over 50 million YouTube visitors. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.ca) with over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
[email protected]
(604) 785.0850

This news release contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that Enthusiast anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations and future actions of the Company. Often, but not always, forward-looking information can be identified by the use of words such as “plans”, “expects”, “is expected”, “budget”, “scheduled”, “estimates”, “forecasts”, “intends”, “anticipates”, or “believes” or variations (including negative variations) of such words and phrases, or statements formed in the future tense or indicating that certain actions, events or results “may”, “could”, “would”, “might” or “will” (or other variations of the forgoing) be taken, occur, be achieved, or come to pass. Forward-looking information is based on currently available competitive, financial and economic data and operating plans, strategies or beliefs as of the date of this news release, but involve known and unknown risks, uncertainties, assumptions and other factors that may cause the actual results, performance or achievements of Enthusiast to be materially different from any future results, performance or achievements expressed or implied by the forward-looking information. Such factors may be based on information currently available to Enthusiast, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations or beliefs regarding future growth, results of operations, future capital (including the amount, nature and sources of funding thereof) and expenditures. Any and all forward-looking information contained in this press release is expressly qualified by this cautionary statement. Trading in the securities of the Company should be considered highly speculative.

Neither the TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

The securities of the Corporation have not been and will not be registered under the United States Securities Act of 1933, as amended and may not be offered or sold in the United States absent registration or an applicable exemption from the registration requirement. This press release shall not constitute an offer to sell or the solicitation of an offer to buy nor shall there be any sale of the securities in any jurisdiction in which such offer, solicitation or sale would be unlawful.

Esports Entertainment Group $GMBL – G-Loot welcomes $25 million in investment $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:27 PM on Tuesday, March 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

———————–

G-Loot welcomes $25 million in investment

  • Swedish esports company G-Loot has received an $25 million £18,695,883.50) from both new investors and current investors such as Swedbank Robur and asset management company Norron.
  • G-Loot is the parent company of competitive PUBG platform Global Loot League and competitive card game platform TopDeck. This capital will be used to bolster prize pools and help expand in terms of staff, more competitive titles, and more competitions.

Patrik Nybladh, Founder and CEO of G-Loot commented on the investment: â€It feels great that G-Loot now has secured 25 million US dollars to finance our ongoing expansion and to support our ambition to become the world’s leading online esports company. As far as I know it is the largest European esports investment ever. I am particularly glad that our current major owners increased their holdings when given the chance.”

G-Loot received $12.1 million (£9.2 million) in an investment round led by Swedbank Robur in January 2018. At the time, the capital was said to be going towards staff recruitment, increased marketing, and platform development.

Henrik Carlman, Fund Manager at Swedbank Robur commented: “Esports is one of the fastest growing forms of entertainment today. There are plenty of opportunities and many companies are trying to get a piece of the growth but only a few of them have a clear idea on how to monetize the emerging industry. G-Loot are among the very few with a proven business model and a grand vision of democratizing esports and making competitive gaming available to all.

“I am very proud and enthusiastic to support G-Loot and its entrepreneurs with our second investment in the company. G-Loot’s strong growth and improved profitability creates a fantastic opportunity for our funds to participate in this kind of value creation.”

Esports Insider says: This is a huge investment for most industries, never mind just in esports. G-Loot’s offering is interesting so we’ll be keeping an eye on how these additional funds helps things to improve further over the coming months.

Source: https://esportsinsider.com/2019/03/g-loot-25-million-investment/

VIDEO: Good Life Networks $GOOD.ca CEO Jesse Dylan Discusses Recent Agreement with AMPD (Game Technology) CEO Anthony Brown $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 4:58 PM on Thursday, November 1st, 2018
Good Life Networks Inc. (TSXV: GOOD) (FSE: 4G5), a programmatic advertising technology company, announced that it has entered into an agreement AMPD Holdings Corp to provide the Company’s programmatic advertising technology to the Gaming industry. AMPD is a Vancouver company that specializes in Game Technologies and is the only company in Canada specifically focused on providing technology solutions for game developers and publishers. Read the full press release HERE

This CEO Is Cashing In On Female #Gamers (By Giving Them What They Want) #Kuuhubb $KUU.ca

Posted by AGORACOM-JC at 12:07 PM on Friday, August 31st, 2018

  • Mobile games are exploding
  • Women make up almost half of gamers
  • Although boys (and young men) still come to mind for most people when asked what a “gamer” looks like, the percent of women playing video games is now up to 45%

Gorman believes women are the future of gaming — and that gaming companies need to embrace this overlooked demographic in their game design to succeed in the next wave of development. Her solution is to bring gender diversity to an industry that is perversely unaware of it. Her company’s mission is to focus on creating games that are artificial intelligence-based and specifically designed to help players relax and de-stress. The company’s debut mobile app is called Confetti Casino, a Vegas-style slots game.

There are several new trends that could help Gorman achieve her goals:

Mobile games are exploding

Over the next 4 years, Gorman says that “all growth in gaming revenue will be on mobile platforms.” At this time, 64% of women and 38% of men already prefer using mobile over other gaming platforms. Gorman attributes this growth to the convenience and accessibility of mobile. Mobile games are more approachable and offer quick play sessions during lulls in the day. In this way, mobile games can become core parts of our lives, just as text messaging, online shopping, and social networking have. Traditional console and PC games require expensive equipment that facilitates longer, more intense play sessions. Often, the extended gaming time spent on those devices can be a problem for players, as when teens avoid dinner or homework to play them. However, a mobile game player only needs a smartphone and appropriate apps to participate. Plus, both mobile phones and the apps they run are becoming more powerful and  more graphically realistic, making them more appealing every year.

Gorman also points out that Millennials and Gen X-ers grew up playing games on their mobile devices. With the exponential rise of smartphones, it simply makes sense that a fun childhood hobby will continue into adulthood.

Women like using games to destress and to be social

When it comes to mobile games, what do women want? Fort Mason Games surveyed 3,000 women to find out. 93% said

Kate Gorman, CEO of Fort Mason GamesFort Mason Games

they play slots games on their phones and tablets to relieve stress. Fort Mason Games also found that women tend to be highly social when it comes to mobile gaming. Confetti Casino was designed with that in mind. It’s easy for players to bring new friends into the game, as well as forming new friendships with other players. The game encourages players to send and receive HeartGrams that pay in-game rewards. Gorman says this feature has resulted in highly positive App Store reviews and more engagement and fun for participants.

The games women love to play will gross billions in revenue

There are over 2.5 billion players in the socially-driven mobile gaming ecosystem. Social casino games alone are projected to gross $4.2 billion in revenue just this year. That’s money that will be left on the virtual table if gaming companies continue to ignore the female gaming community and its particular needs and interests. According to a Google study, 60% of female mobile game players surveyed feel that fewer than 1 in 3 games are made with women in mind.

Gorman advises gaming companies — especially ones with male-dominated leadership — to remember that female audiences are different. They may not necessarily value the same themes, artwork, and gaming mechanics as male audiences. It’s important to consider what female audiences would find relatable and enjoyable to play, but it’s equally important to ensure the gaming experience is respectful to women. In many games, female characters are portrayed in an overly-sexualized fashion that is meant to serve the male audience’s interests.

Gorman says she is aware of how demeaning this can be for women, so she created Confetti Casino Slots with a more sensitive and respectful approach. The in-game characters are fully clothed, and the tone of the game portrays a simple party-vibe as opposed to one of sexual conquest.

Forging the future of women in gaming

Gorman is one of very few women CEOs in mobile gaming. She’s on a mission to build a billion dollar mobile entertainment business — and she’s doing it by creating a gaming community for and by women. With several new games under development, look to Fort Mason Games to lead the way in the female future of mobile gaming, that is, an experience that’s mobile, socially-focused, and female-centric. For companies looking to take a bigger piece of the pie in the coming years, the female audience is a relatively untapped and underserved population.

@kate_l_harrison is a branding and marketing consultant specializing in nonprofits and sustainable businesses (katelharrison.com).

Kate L. Harrison is branding and marketing expert with a passion for helping nonprofits and eco-friendly businesses succeed. She has a Master’s in Environmental Management from the Yale School of Forestry & Environmental Studies and a JD in Environmental Law from Pace. K…

Source: https://www.forbes.com/sites/kateharrison/2018/08/28/this-ceo-is-cashing-in-on-female-gamers-by-giving-them-what-they-want/#416fb0c87825

Female Video Gamers Splashing the Cash Online $KUU.ca $GMBL #Esports #Egaming Egambling

Posted by AGORACOM-JC at 11:55 AM on Tuesday, June 19th, 2018
  • Number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017
  • Accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp.

More and more female gamers in China are splashing their cash online, increasingly becoming a key driving force behind the world’s largest gaming market, according to a recent report.

The number of female gamers active in the Chinese market grew 6 percent year-on-year to hit 264 million in 2017, accounting for 45 percent of the total number in the country, according to a report by industry database Gamma Data Corp. The company predicted that number will grow steadily in the coming months, reaching 281 million this year.

The report said female gamers’ passion is set to create a market worth 56.84 billion yuan ($8.85 billion) by 2020, buoyed by mobile internet expansion, booming social media usage and major online game companies’ shift toward creating more games targeted at women.

The market is expected to reach to 49.93 billion yuan this year, compared with 43 billion yuan in 2017, the report said.

Kern Zhang, senior customer manager at mobile analytics firm App Annie in China, said the mobile internet boom has made it easier for producers to target female players’ needs and tastes.

“Unlike console-based games that usually require a long period of participation, mobile games are notably appealing to women as they are light, fun and particularly highlight their emotional demands,” Zhang said. “And the detailed game graphics activate players’ natural desire to share, especially their sharing of opinions on social networking sites.”

Gamma Data’s report said China’s mobile female gamers market was worth 26 billion yuan last year, contributing more than half of total sales revenue.

“It will still take some time to grow the market, and other similar mobile games can be expected to pop up in the near future,” Zhang said.

Seeing the new trend, a growing number of developers are already introducing games targeting women, and many have been reaping the benefits.

Love and the Producer, a mobile dating game developed by Paper Studio, based in Suzhou, Jiangsu province, has attracted a huge following among Chinese females in recent months. Given the role of female TV producers, the game allows users to date virtual boyfriends — four male protagonists with different professions and personalities.

Gamma Data reported that since its release last December to February this year, the game recorded more than 9.5 million downloads on Apple Inc’s iOS App Store and the Android app store in China.

Source: https://sputniknews.com/asia/201806071065172706-china-video-games-female-cash/

#F1 looks to the future with #Esports series $GMBL $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:45 PM on Wednesday, June 6th, 2018
  • Electronic sports is one of the fastest-growing entertainment industries, swelling to a value of almost $1 billion as it attracts a young demographic of fans.
  • It an important area of focus for Formula 1, which is looking to capitalise on interest in virtual gaming and competition.

F1 had not stepped into the esports arena before Liberty Media’s takeover in January 2017. Fans looking to race together had to make do with unofficial leagues organised online, but that all changed last autumn when F1 launched its esports series.

The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture

Drivers were invited to take part in online qualifiers using the official F1 video game before the top 40 met in London for the live semi-finals. This was whittled down to 20 drivers for the live finals at the season-ending Abu Dhabi Grand Prix, where the races were broadcast online and given a full TV presentation similar to that of the real-life F1 events. The winning driver – 18-year-old Brendon Leigh, a kitchen manager from Reading – was awarded the trophy on the podium in Abu Dhabi just hours before the final grand prix of the season.

“The attraction to a broad and committed younger generation of F1 and esport fans is something that we are proud to support and nurture,” F1 commercial chief Sean Bratches said following the live final. “We look forward to establishing a season-long series in 2018.”

Liberty has been pushing to make F1 more attractive to a younger audience since its takeover, and esports offers a straightforward way to do that. A report from analytics provider Nielsen Sports found that the average age of esports fans is 26. And among those in its sample from the UK and Germany – two of F1’s most important markets – motorsports is the third most popular sport.

Nielsen reports that esports fans consume around 3.5 hours of digital/streaming content each week, and spend 4.5 hours watching videos online through websites such as YouTube. F1 recently launched its F1 TV platform, which looks to take the sport to a new, younger audience that would not watch the sport on mainstream TV. The crossover with the esports demographic makes it an obvious point of interest for F1.

I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers

Enthusiasm for esports is also bringing fans to F1 who might not otherwise have tuned in. “I think there’s no doubt that F1 gaming, and specifically videos of it on YouTube, helps the real-life sport gain new followers,” said Aarav Amin, a leading F1 gaming content creator on YouTube whose videos have amassed more than 65 million views.

“From personal experience, I’ve seen comments from viewers countless times expressing how they’ve become new fans of the sport and are now obsessed with it thanks to watching my videos. These viewers are typically either teenagers or young adults, which is exactly the type of audience Liberty Media has been wanting to engage.”

Esports is also creating opportunities for drivers. Motorsport is traditionally a very expensive pastime, and young drivers require huge financial support to even get close to F1. As video games and simulations have improved, the gulf between the virtual and the real world has shrunk, giving gamers a chance to get a foot on the motorsport ladder.

The McLaren F1 team staged a ‘World’s Fastest Gamer’ competition last year to find a new simulator driver, testing gamers through a series of virtual and physical challenges. The event was won by Holland’s Rudy van Buren, who is now officially part of the McLaren team, working with race drivers Fernando Alonso and Stoffel Vandoorne to help develop the real-world F1 car.

Van Buren said: “Every boy that starts karting dreams about F1, and at a certain point that dream just vanishes. Now by winning World’s Fastest Gamer, I can relive that dream. It really was the toughest job interview I ever faced, but with such an incredible reward at the end of it.”

Van Buren and F1 esports winner Leigh were both given a berth in the ‘Race of Champions’ event in January that pits drivers from a variety of racing series in a head-to-head challenge. Leigh had never driven a real-life car until the week leading up to the showcase, but was able to get up to speed and underwent an intensive fitness regime similar to that of professional drivers, completing the transition from gamer to racer.

The esports effect on F1 is greater than simply offering a younger, previously untapped audience to the series. It is also makes motorsport more accessible and opens doors to aspiring racers.

Four-time world champion Lewis Hamilton is not convinced we will see future F1 drivers starting out in esports, but having come from a poorer background himself, he recognises the value of it and the opportunities it might create.

 I’ve got fans who are good at gaming but when they got into the car it isn’t the same

“It is quite incredible, the recent developments,” Hamilton said. “But do I think that will translate into a racing driver? Honestly, I don’t think you can ever be sure, but I doubt it. I’ve got fans who are good at gaming but when they got into the car it isn’t the same.

“It would be a far more feasible career for many because right now racing is so expensive and if [esports creates] an opportunity in the future, then that’s good for people that come from places that I came from. They can’t get that now. It is much harder for anyone from a council estate in Stevenage to get to F1 now – pretty much impossible because you need a lot of money.”

As F1 begins to map out its digital future, esports is going to be a key part of its plan – and it could have a significant impact both on and off-track.

FEATURE: Kuuhubb $KUU.ca Mobile Video Gaming And Apps For Women; $US 6.6M Quarterly Revenues, 33M Downloads, 7M Monthly Active Users $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 3:21 PM on Friday, May 4th, 2018

Why Kuuhubb?

  • $US 6.6 Million Quarterly Revenues
  • 200 Million Quarterly Sessions
  • 33 Million Downloads
  • 7 Million Monthly Active Users (MAU)
  • Partnerships: Kellogg’s and Samsung
  • Research Reports Target Significantly Higher Prices (Please Refer To Echelon Wealth Partners and Cormark Securities)
  • Aggressive Global Growth Plans Now Underway
  • Japan Already Established. Japan Mobile Revenues
  • Have Surpassed The USA For 3 Consecutive Years
  • India, Korea and China Are Planned For 2018
  • Global Social App Comparables Are Trading At $58/Monthly Active User (MAU) (Excluding Facebook)

#Gaming stock KuuHubb $KUU.ca has 413% upside, Echelon Wealth Partners says $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 10:30 AM on Saturday, April 7th, 2018

 

  • KuuHubb Inc. (TSXV:KUU) is a small cap Top Pick for Ralph Garcea, analyst with Echelon Wealth Partners
  • On Wednesday, Garcea reiterated his “Speculative Buy” and target of C$4.00 for KUU

April 5, 2018 By Jayson MacLean

With an eye towards expansion into Asian markets and an experienced management team able to get the job done, mobile game and lifestyle company KuuHubb Inc. (TSXV:KUU) is a small cap Top Pick for Ralph Garcea, analyst with Echelon Wealth Partners. On Wednesday, Garcea reiterated his “Speculative Buy” and target of C$4.00 for KUU.

Last month, Helsinki, Finland-based KuuHubb reported its FQ2/18 financials, which showed a revenue increase of 123 per cent over the previous quarter, much of those gains coming from its leading digital colouring book app, Recolor, says Garcea, who thinks that KUU will be EBITDA positive by FY2019.

“We believe momentum continued for KUU into FQ3/18 (Mar) and expect results to be up q/q, driven by growth in Recolor and MyHospital,” says the analyst in a research note to clients. “In addition, the acquisition of the blockchain-enabled mobile e-sports platform (Valiance UG) is designed to support both mobile e-sports competitors and content creators and provides them with opportunities to monetize their involvement playing e-sports titles.

Garcea says that shareholder value should come from key acquisitions of proven, under-appreciated assets, projected that the company’s capable management team should be launching its mobile games in India and Japan this quarter.

“KuuHubb’s co-founder and CEO, Jouni Keränen, has over 18 years of international business and management experience, with particular experience and in-depth knowledge of the online games industry and market in China and elsewhere in Asia, which are a particular area of focus for KuuHubb in its business plans,” the analyst says.

“We believe there is plenty of upside in our estimates as KUU expands across demographics and into adjacent lifestyle categories (like interior design, fashion and jewelry, home and garden, etc.),” says the analyst. “We note that the Global Social App comparables are trading on average (excl. Facebook) at a multiple of US$40/monthly active users (MAU). Applying this multiple to KUU’s 7.0 million MAUs would value the Company at US$280 million (or C$6.50-7.50/shr).”

The analyst’s $4.00 target price represents a 413 per cent projected return on investment as of publication date.

Source: https://www.cantechletter.com/2018/04/gaming-stock-kuuhubb-has-413-upside-echelon-wealth-partners-says/

Mobile gaming: there’s a new entertainment player in town, Women $KUU.ca #Kuuhubb $TCEHY $ATVI $CYOU

Posted by AGORACOM-JC at 10:17 AM on Friday, March 16th, 2018

  • Research by Google found that women make up 52% of total usage time, illustrating mobile gaming’s attraction to a broad, diverse audience.

A switch to the smaller screen

It’s no secret that games consoles dating as far back as the Sega Mega Drive and Nintendo SNES have enjoyed pride of place in living rooms around the world, providing a welcome dose of entertainment and a brief escape from reality.

But, thanks to incredible advances in mobile technology – just look at the iPhone X and Google Pixel 2 – gaming on the small screen in your pocket is giving the latest consoles a run for their money. And that means big opportunities for marketers.

Mobile makes its mark

Back in 2012, people spent just over an hour a day using a mobile device online.

In the five years since, this has risen to over three hours, according to WARC. In 2017, mobile advertising spend overtook desktop for the first time, and it now stands to become a staple advertising platform – afforded the level of thought and attention currently demanded by more traditional channels like TV and cinema.

women make up 52% of total usage time

Once, mobile gaming may have been tarred with the archetypal young, male gamer brush – but this profile is long since out of date. Research by Google, for example, found that women make up 52% of total usage time, illustrating mobile gaming’s attraction to a broad, diverse audience.

That makes it a powerful branding tool, and brands are taking note. According to a report by Sensor Tower, mobile spending – driven by games – was up globally across the board in 2017.

Gaming’s huge potential for brands

The opportunity for brands lies in tapping into this huge, entertainment-seeking audience through relevant content in the context of the game being played. We are working with companies like Disney and Universal to realise the potential of mobile gaming.

But marketers need to remember, when it comes to mobile, how precious and personal our devices are to us.

Disruptive banner ads or invasive pop-ups appearing on personal devices can easily irritate consumers – especially when screens are small enough to cause accidental clicks. We need to ensure that we are only serving content that adds to the experience.

Creating branded mini-games and sponsored in-game events, carefully tailored to players’ interests, will see players develop positive affiliations with branded advertising. It’s a simple method, but one we know works.

Mobile’s growth shows no sign of slowing, and brands need to act on the unique role mobile gaming can play in the entertainment mix.

Source: https://www.marketingtechnews.net/news/2018/mar/12/mobile-gaming-theres-new-entertainment-player-town/