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Nielsen count: Measuring value of #Esports tournaments $

Posted by AGORACOM-JC at 11:04 AM on Thursday, August 17th, 2017
  • Nielsen has launched a competitive gaming branch that will measure the value of esports tournaments, events and streams
  • Also release global fan insights throughout the year, with a new research offering spanning the United State, England, Germany, France, Japan, South Korea, and China in 2017

Nielsen developed Esport24, a syndicated sponsorship tracking service for esports tournaments. The service measures brand exposure in esports tournaments representing a variety of titles, event formats and geographic locations based on the same methodology that allows traditional sports rights holders and brands to quantify value and benchmark performance.

Nielsen has created an esports advisory board of industry stakeholders who will provide insight to help shape the future of esports audience measurement and valuation. ESL, ESPN, Facebook, FIFA, Major League Gaming/Activision Blizzard, NBA 2K League, The Next Level, Sony PlayStation, Turner, Twitch, Twitter, Unilever, and Google YouTube are all part of the board.

“The global, digital and young nature of esports fan base audience represents advertising’s most highly sought after segment, yet consistent and high quality data has been a challenge to measure and define,” said Craig Levine, CEO of North America, ESL. “As ESL has been pioneering esports for the past 15 years, we have witnessed the incredible growth and enthusiasm of our audience.

“We’re excited to partner with Nielsen and other industry leaders to guide the framework to measure esports sponsorships, shape the industry, and help further accelerate the esports industry overall.”

Nielsen is one of top market research firms that measure the TV and media business.

Stephen Master and Nicole Pike will-lead the global Nielsen Esports business.


College #Esports Teams Aim To Get Varsity Sport Status $

Posted by AGORACOM-JC at 6:00 PM on Wednesday, August 16th, 2017
  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)

I write about PC gaming, virtual reality games and Blizzard eSports.Opinions expressed by Forbes Contributors are their own.

Heroes of the Dorm Blizzard Entertainment

Fans cheer on University of California, Irvine, at the 2017 Heroes of the Dorm competition.

Two announcements today will help esports take one more step toward traditional competitive sports status at universities around the country.

Tespa, organizers of the “Heroes of the Dorm” competitions broadcast on ESPN networks, announced a slew of new changes for its events designed to direct more scholarship money towards student gamers and encourage participation from more university campuses. Among the announcements:

  • New leagues. Tespa’s events now include competitions in Overwatch, Hearthstone, Heroes of the Storm, StarCraft II, World of Warcraft and Rocket League.
  • Open membership. Previously, students had to compete in a Tespa league or go to a university with a Tespa chapter. This year, students at any North American university may compete, a move Tespa hopes will spur chapter creation.
  • Six broadcasts a week, and on- and off-seasons for each game (Overwatch in the fall, for example, and Hearthstone or Heroes in the spring.)
  • More money. Tespa tournaments will hand out more than $800,000 in scholarships and $200,000 in other prizes. Heroes of the Dorm winners already received full scholarships for the remainder of their college careers.
  • In-game rewards. Tespa competitors in Blizzard Entertainment titles–all the games on the list but Rocket League–will earn in-game goodies such as Hearthstone card packs or Heroes of the Storm loot chests by progressing in standing with Tespa.

In a simultaneous statement, Georgia State University announced that it will join two collegiate gaming leagues, the National Association of Collegiate eSports (NACE, which has 33 programs) and the new Georgia Esports League (GEL), which launches next month. GSU will become the latest university to award scholarships, practice facilities and other varsity-team perks to its gamers, joining such campuses as University of California, Irvine; Western Kentucky University and the University of Utah.


Blizzard Entertainment

Adam Rosen

“One of the things we’re focused on is to help grow collegiate teams in the esports space,” said Adam Rosen. He and twin brother Tyler founded Tespa when they were students at  the University of Texas at Austin. “We want competing for universities to be an aspirational thing. A lot of times universities are a little bit scared of it. It’s a risky endeavor. We’re attempting to provide assurances that our leagues will be around for multiple years, and formats will be consistent. We strongly feel it’s going to be the best year ever for esports.”

Tespa’s first year in 2010 consisted of an informal group of approximately 30 gamers from UT who showed up to compete in StarCraft II. Today it encompasses more than 65,000 members, with 220 chapters at more than 1200 universities.

“If we were to look at Tespa’s size now and compare it to a Greek organization, we’d be in the top 10 in the world for number of chapters,” Tyler Rosen said. “When Adam and I founded Tespa, we had this dream of elevating gaming to the same levels as traditional sports on campus. Last year, we had more tournaments than ever before.”

Georgia State University statements say the university sees esports as a way for its students to not only compete, but build skills and provide opportunities to learn concepts in broadcasting, production, coaching, student management, game development and marketing.

Blizzard Entertainment

The University of Texas at Arlington won Heroes of the Dorm 2017.

“The skills developed by eSports-interested students are the very skills most needed for success in the 21st century economy, including collaborative soft skills and computer coding,” said David Cheshier, director of the Georgia State Creative Media Industries Institute, in a written statement. “We see this initiative as building essential links to emerging creative careers in animation, 3D and immersive world creation, and other media industries.”

More than 90 million viewers watched esports finals in 2016, the university said.

“Esports are both the most rapidly growing field of sports and also one of the best ways to get students interested in technology,” said Andrew Greenberg, president of the Georgia Game Developers Association. GGDA sponsors the new Georgia league.

“Georgia State has become one of the first schools to recognize the link between eSports and academic achievement. We are delighted both with its role as one of the Georgia Esports League’s inaugural members and the opportunities it is providing its students.”


Tyler Rosen

Tyler Rosen said when the company first got started–even when its Heroes of the Dorm tournament was first broadcast on ESPN–colleges were hesitant.

“At first, a lot of the universities ignored their teams,” he said. “But what we saw hosting that tournament year over year was that universities were supporting their teams: celebrating on social media, giving them facilities they needed. Arizona State University [winners the 2016 Heroes of the Dorm competition] brought them back to campus, paraded them at a baseball game, and gave them full housing scholarships. That’s a really great trend that we’ve seen growing.”

Registration for upcoming Tespa tournaments begins today.


I’ve covered gaming for more than two decades, and I cover PC games, VR games and Blizzard eSports for Forbes. Sign up for email alerts when my stories run. Follow me @gbitses.




The rise of Esports sees wave of Gaming Cafe’s open $

Posted by AGORACOM-JC at 11:46 AM on Friday, August 11th, 2017
  • Each month, over 100 million viewers tune to watch video game play and that number is expected to near 145 million by the end of the year
  • eSports tournaments have exploded in the past 14 years and what started as small events between amateur players has grew to nearly 2,000 tournaments boasting the world’s top professional players

eSports is undoubtedly a million-dollar industry with millions of fans worldwide. America, with its NBA, NFL, NHL and MLS is even witnessing eSports coming the fastest-growing and most-viewed sport. Each month, over 100 million viewers tune to watch video game play and that number is expected to near 145 million by the end of the year. eSports tournaments have exploded in the past 14 years and what started as small events between amateur players has grew to nearly 2,000 tournaments boasting the world’s top professional players.

The likes of Vodafone are now even getting in the action and took advantage of the thriving gaming market in Spain by launching its own eSports channel. The network provider launched a dedicated Twitter page for eSports Vodafone and has also announced a collaboration with G2 eSports, a world premier eSports club, to support a League of Legends team in Spain.

Many high-street bookmakers are capitalising on the buzz and host a platform for betting on eSports, offering great deposit bonuses and more. Betting on eSports may sound strange but live-betting is a form of wagering that has taken off in recent years, in particularly on live casino platforms like CasinoCruise.

Elsewhere in Europe, eSports is also big business in the UK with a number of eSports cafes propping up. In London, popular eSsports café Meltdown allows you to play games including Hearthstone, Starcraft 2, DOTA 2 and League of Legends to name a few. The café offers customers their PCs and consoles for free, whether its to play or watch live streams. All users need to pay for is any food or drink they consume, entry is free and the majority of tournaments are free to enter. The café is overwhelmingly popular and has been since its opening in 2013.

credit: Micko1986

Across the capital is Swan Wharf, a Victorian warehouse amassed with design agencies, metalworking workshops and other assorted businesses. It does not look like the place to find a promising new hub for gamers, but that’s exactly what you’ll find spanning two floors of this building. Named EXP, it is described by its founder as “the largest dedicated games and play-space in London, embracing video games, table top games, films, TV, books and comic hobbyists”. On the top floor, you’ll come across 32 gaming PCS – all great for watching and playing eSports, 20 consoles ranging from Xbox One to PlayStation 4 from the modem era and retro favourites such as Nintendo 64.

The popularity of eSports tournaments is booming. Players are simply competing against one another on the latest computer games and the industry is booming.

eSports tells us that the likely winners in the online gambling market will be not only the obvious casino players, but also others that embrace the full spectrum of entertainment and social media around it.

The total of number of hours spent watching eSports events last year exceeded six billion worldwide, up 19% from 2015. Not only has the popularity of eSports grown exponentially but so has its profitability, thus gambling websites are leveraging the trend’s success.

Read more: The rise of eSports sees wave of Gaming Cafe’s open – TNT Magazine

BULLETIN: Casinos embrace esports even as they work to understand it $

Posted by AGORACOM-JC at 10:44 AM on Tuesday, August 8th, 2017

  • Competitive video game tournaments, known as esports, are a growing industry around the world
  • fast-paced action, vivid graphics and often violent on-screen action is catnip to millennials, the audience casinos are targeting as their core slot players grow old and die

In this March 31, 2017 photo, video game players compete against one another in an esports tournament at Caesars casino in Atlantic City, N.J. Casinos are slowly embracing esports as a way to help their bottom line, but so far, the money is coming from renting hotel rooms to the young players and selling them food and drinks, not from turning them into gamblers. (AP Photo/Wayne Parry)

ATLANTIC CITY, N.J. — Casinos are slowly embracing competitive video game tournaments as a way to help their bottom lines, but the money is coming from renting hotel rooms to the young players and selling them food and drinks, not from turning them into gamblers.

Like most other ways gambling halls have tried to attract millennials and their disposable income, it hasn’t been easy. Atlantic City was first city in the nation to adopt skill-based slot machines to woo millennials but bailed on them after a few months when the response was underwhelming.

Competitive video game tournaments, known as esports, are a growing industry around the world. The fast-paced action, vivid graphics and often violent on-screen action is catnip to millennials, the audience casinos are targeting as their core slot players grow old and die.

But it’s been difficult to move them from the video console to the craps table.

“Everybody’s still trying to figure out, how do you make this appealing for the consumer and make sense for the business? How do we all profit from this?” said Kevin Ortzman, Atlantic City regional president for Caesars Entertainment, which owns three casinos in the city.

The company in March hosted an esports tournament at Caesars that drew about 900 competitors and spectators.

The bottom line result was encouraging, if not dynamite.

“We certainly experienced a spike in our hospitality offerings — the hotel, food and beverage side of things,” Ortzman said. “We didn’t see as much on the gambling side, which we weren’t terribly surprised by.”

But he said coming up with ways to attract millennials is a necessity for the casino industry as a whole, adding that esports players could be cultivated to embrace casinos for video game competitions the way their parents and grandparents went there to play slot machines.

Gambling requires discretionary income and free time, things that people starting their careers or families may not have in abundance, said David Schwartz, director of the Center for Gaming Research at the University of Nevada-Las Vegas.

“The big question is whether people who are 40 or 20 now will begin to play casino games as they get older,” Schwartz said. “This isn’t a given.”

Schwartz agreed the real money for casinos in esports tournaments comes from ancillary spending on food, drinks and hotel rooms.

The Caesars video tournament offered $200,000 in prize money, including a $70,000 top prize, that lured players like Jose Mavo, of Charlotte, North Carolina, who has been playing competitively for a decade and has become a casino customer as a result of being in tournaments hosted by gambling halls.

“We had a tournament in Vegas, and that was the first time I went to a casino, so ever since then, I’ve been gambling quite a bit,” he said, listing blackjack and roulette as favourites.

Alec Collins, of Piedmont, South Carolina, who goes by the competitive name Shock, is only 18, so he’s three years away from gambling legally. But it’s something he’d like to try then.

“I love Atlantic City so in a few years I would definitely come back and experience the casino a little bit,” he said.

Until then, he added, referring to the video game competition, “We’re just here to shoot our guns.”

Wall Street sees growth potential in esports. Deloitte Global pegged the worldwide esports market last year at $500 million, up from $400 million in 2015, and estimated the industry has a global in-person or online audience of nearly 150 million people a year.

Newzoo, a company following the esports market, predicted in a report that esports will generate nearly $700 million this year, including media rights, ticket and merchandise sales, brand partnerships and game maker investments. The company projects that figure will surpass the $1.5 billion mark by 2019.

One of the biggest supporters of esports among casino owners is Seth Schorr, CEO of the Downtown Grand in Las Vegas, whose casino regularly hosts video game tournaments that, he said, “make a little bit of money.” But Schorr said the tournaments offer other revenue opportunities, including suites for groups and meal packages.

“Is it the silver bullet? Of course not,” he said. “Is it one tactic in an overall strategy? Of course it is.”


Tencent Details $15B Esports Investment Plan Over The Next 5 Years $

Posted by AGORACOM-JC at 8:23 AM on Friday, August 4th, 2017

tencent esports

  • World’s largest mobile gaming developer and the parent owner of Riot Games, has revealed a five-year outline for its esports ventures
  • Planning to create a 100 billion yuan ($14.6 billion) industry within China,
  • Includes new leagues, tournaments, associations and its previously announced esports-themed industrial parks

Tencent, the world’s largest mobile gaming developer and the parent owner of Riot Games, has revealed a five-year outline for its esports ventures. The investment holding company announced at a press conference last Friday that it would create a 100 billion yuan ($14.6 billion) industry within China, complete with new leagues, tournaments, associations and its previously announced esports-themed industrial parks.

Tencent sits within the world’s top ten companies measured by market capitalisation.

The announcement was made by Tencent E-sports, its competitive gaming subsidiary established in December 2016. At the same conference, Ding Dong, Director of the information center of the State General Administration of Sports, confirmed that Chinese sport authorities would be working closely with Tencent over the next five years to establish unified standards for esports in the country.

Tencent, as well as fellow esports competitor Alibaba, sits within the world’s top ten companies measured by market capitalisation. Alongside its esports success with League of Legends, Tencent acquired 84% of Finnish mobile developer Supercell in 2016 for $8.6 billion, and recently launched a $1 million prize pool league platform for its tower defense/MOBA hybrid title Clash Royale.

In China, Tencent’s LoL “inspired” MOBA Honor of Kings has consistently been a chart topper for mobile devices, was largely responsible for an 87 per cent spike for the company’s mobile game revenue in Q3 of 2016, and its Pro League last year was watched by over 70 million people. The title was soft-launched in Europe earlier this year, under the alternative title Strike of Kings.

According to the research firm IDC, China’s total revenue from the esports industry has grown 52% year-on-year to $7.3 billion, and 34 percent of this was generated by mobile gaming. Tencent’s major investment in their home esport-turf could be an attempt to finally claim the last area where they aren’t #1: prize-winnings. According to Unibet, Chinese esport tournament winnings last year eclipsed $19.3 million, primarily on the back of Valve’s Dota 2.


BOOOM! Patriots, Mets Amongst Pro Teams That Bought Cities In Overwatch Global ESports League. $

Posted by AGORACOM-JC at 3:33 PM on Wednesday, July 12th, 2017
  • Blizzard has announced major investment in its Overwatch League, the official home of Overwatch esports, first announced at last year’s Blizzcon.
  • Seven team slots have been acquired by organisations from both the traditional sports and esports worlds, as well as a couple of tech-focused entrepreneurs, with ESPN reporting a potential fee of $20 million per team.

“We’re not commenting on the price of the spot,” said Nate Nanzer, Commissioner of the Overwatch League when I spoke to him this week. “But we can talk a little bit about the terms of the relationship.

“I think one of the key differences in our structure is the local opportunity. There really hasn’t been a city-based, global league in this way. Not just in esports, but in traditional sports too, there hasn’t ever really been a league where Los Angeles plays Shanghai in the regular season.”

When a team owner purchases a position in the league, they also acquire the rights to a city of their choice. Boston, for example, has been picked up by Robert Kraft, the Chairman and CEO of the American football team, the New England Patriots.

His team will eventually have a home stadium in Boston, with all local revenues (up to an undisclosed figure) remaining with the team itself. On top of that, the team will have the option to host and monetise up to five amateur Overwatch League events in their home territory each year.

The other team owners include Jeff Wilpon, the COO of the New York Mets, who unsurprisingly nabbed New York as his team’s city of choice, as well as a couple of tech organisations based out of Shanghai and Seoul. There are also three esports-only teams, often referred to as ‘endemics’: Immortals (Los Angeles), Misfits Gaming (Miami-Orlando) and NRG Esports (San Francisco).

“I’m happy to announce that we have three endemic teams to reveal today, despite the fact that the internet says we don’t talk to endemics,” said Nanzer. “Obviously we’re also very excited about the traditional sports owners because they bring a lot of incredible history to the table: building generational fandom around their teams and great local expertise, which is important for our city-based, home and away structure.”


The Commissioner.

A couple of weeks ago, Eurogamer published an article that questioned the current state of Overwatch esports, suggesting that since the announcement of the Overwatch League in November, very little has actually happened. More than that, its announcement in some ways had a damaging effect on the tournaments operating outside of the league itself.

“We wanted to make sure that when we spoke with our community next in a meaningful way, we had really important stuff to talk about,” said Nanzer when I questioned him on this. “Building a sports league from scratch is pretty hard and takes a lot of time.

“Blizzcon is obviously the best place ever for us to announce anything, but do I wish Blizzcon had been in March or April, instead of November? Sure.”

We’re still waiting on the league’s official start date, although we’ve been been told the first season will begin at some point this year. For the duration of that season, all matches will be played at a venue in Los Angeles, giving the seven team owners time to build up the necessary local infrastructure they’ll require going forwards.

During the league itself, matches will be played every Thursday, Friday and Saturday and we can apparently expect the match schedule soon™.


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

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

LA Live immortals AEG

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

AEG and Immortals

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

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

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

LA Live will host Immortals events

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

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

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

AEG already invested in esports

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


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

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 $

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.”


Our new corporate website, set for imminent launch, can be found at

Our new Twitter account is @eSportsEntGroup and can be found at

Our new Online Investor Relations Community on AGORACOM can be found at

About Esports Entertainment Group

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

Our Online Investor Relations Community at shareholders with the ability to post IR questions, receive answers and collaborate with fellow shareholders in a fully moderated environment.

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.


A beginner’s guide to enjoying eSports $

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.


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