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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.


#Blockchain and biometrics: The #tech disrupting banking #ThreeD $ #Blockstation

Posted by AGORACOM-JC at 12:16 PM on Friday, November 3rd, 2017
  • As the banking industry changes at a rapid pace, one term is being used with increasing frequency — blockchain
  • blockchain refers to a tamper-proof, distributed digital ledger that records transactions.
Published 5 Hours Ago
A look at some of the tech disrupting banking   6 Hours Ago | 04:20

Put simply, blockchain refers to a tamper-proof, distributed digital ledger that records transactions.

Instead of different parties involved in a transaction keeping their own records of that transaction — which could potentially differ and cause confusion — blockchain creates one “master” record. This cannot be changed once a transaction has been recorded.

As technology giant IBM notes: “All parties must give consensus before a new transaction is added to the network.”

Dirk Haubrich is head of consumer protection, financial innovation and payments at the European Banking Authority (EBA). He told CNBC: “We’ve looked at blockchain… in one particular use case, which was virtual currencies, four years ago.”

At that time, the EBA had a “rather negative view,” Haubrich explained. “But there are lots of other use cases that have been emerging since then, like trade finance and… clearing of payments.”

This was “quite interesting,” he added. “Many of the risks that we’ve identified at the time for virtual currencies probably don’t arise for those use cases but we need to have a closer look, which we haven’t done yet.”

It could be argued that blockchain technology is still in its infancy, and that its potential is a long way from being fully realized.

PayPal’s Mark Brant told CNBC that blockchain would continue to evolve, “but for it to become widely used there need to be scale use cases on either the consumer side or the merchant side or both.”

“We’ll continue to follow that and experiment with it and keep abreast of it, and continue to look to see whether there is a clear gap in the market that we can exploit with it,” Brant, who is managing director at PayPal U.K., added.

While blockchain technology offers new ways of carrying out transactions, other innovations could help to boost the security of financial dealings.

One such development is the increasing use of biometrics in banking. Already, many of us use our fingerprints to unlock our smartphones, and there are a range of potential applications.

“There’s voice biometrics, there’s fingerprint biometrics, there’s iris biometrics, I think there’s going to be many more invented,” Niall Cameron, global head of corporate and institutional digital at HSBC, said.

Cameron went on to say that biometrics was probably one of the most important areas of new technology needed by the industry.


Namaste Announces $ Joint Venture Agreement With Leading #Israeli Vaporizer Retailer #Vapes #Vaping

Posted by AGORACOM-JC at 11:51 AM on Thursday, November 2nd, 2017


  • Announced signing of a Joint Venture Agreement with one of Israel’s premier online vaporizer retailers,
  • Agreement will bring and together under Namaste management to increase revenue and gain greater exposure in the Israeli market

VANCOUVER, British Columbia, Nov. 02, 2017 – Namaste Technologies Inc. (“Namaste” or the “Company”) (CSE:N) (FRANKFURT:M5BQ) (OCTMKTS:NXTTF) is pleased to announce signing of a Joint Venture Agreement (the “Agreement”) with one of Israel’s premier online vaporizer retailers, (“Vaporiza”). The Agreement will bring and together under Namaste management to increase revenue and gain greater exposure in the Israeli market. Through the Agreement, Namaste benefits from new customer acquisitions and plans to explore new opportunities for export of medical cannabis products from Israel to Namaste’s wholly owned subsidiary Cannmart Inc. (“CannMart”).

This Agreement represents a strategic decision for Namaste to expand its consumer base in Israel while growing the Company’s database of users. Vaporiza is one of Israel’s leading vaporizer e-commerce sites with a strong management team focused on marketing and business development. Vaporiza will provide value to Namaste through expansion of local channels and will provide services as per the Agreement. General terms of the Agreement are as follows:

  • Namaste will take ownership and management of the domain
  • Namaste will provide inventory for and
  • Namaste will collect revenue from both sites and net profits to be disbursed equally
  • Namaste will provide an integration for to access Namaste’s inventory management system that will provide Vaporiza with access to a larger offering of products
  • Vaporiza will provide order fulfilment, marketing and warranty processing locally
  • Vaporiza will provide all sales and customer service support locally for both sites

The Israeli market is at the forefront of innovation in the cannabis industry. Namaste expects to see rapid growth in the market and this Agreement being accretive in nature, will bring value to Namaste with new revenue and customer acquisitions, along with a broader exposure to the Israeli market. Namaste will continue to explore opportunities in the Israeli market including supply agreements for medical cannabis, in relation to its wholly owned subsidiary CannMart, and in implementing in the Israeli market to focus on acquiring medical patients in Israel.

Management Commentary

Sean Dollinger, President and CEO of Namaste comments: “We are very pleased to be partnering with Vaporiza as it has an established business with a strong reputation locally. We feel that we can bring value to Vaporiza through inventory and logistics support while at the same time gaining in Israeli market share. Israel is a high priority for us. We see a lot of potential in growth through retail sales channels in working with Vaporiza. Its management team is dedicated to our joint growth in revenues and exposure in the Israeli market. We also plan on pursuing further partnerships with Israeli medical cannabis producers that could provide supply for CannMart in Canada.”

About Namaste Technologies Inc.

Namaste is the largest online retailer for medical cannabis delivery systems globally. Namaste distributes vaporizers and smoking accessories through e-commerce sites in 26 countries and with 5 distribution hubs located around the world. Namaste has majority market share in Europe and Australia, with operations in the UK, US, Canada and Germany and has opened new supply channels into emerging markets including Brazil, Mexico and Chile. Namaste, through its acquisition of Cannmart Inc., a Canadian based late-stage applicant for a medical cannabis distribution license (under the Access to Cannabis for Medical Purposes Regulations) is pursuing a new revenue vertical in online retail of medical cannabis in the Canadian market. Namaste intends to leverage its existing database of Canadian medical cannabis consumers, along with its expertise in e-commerce to create an online marketplace for medical cannabis patients, offering a larger variety of product and a better user experience.

On behalf of the Board of Directors

“Sean Dollinger”
Chief Executive Officer
Direct: +1 (786) 389 9771

Further information on the Company and its products can be accessed through the links below:

FORWARD LOOKING INFORMATION This press release contains forward-looking information based on current expectations. These statements should not be read as guarantees of future performance or results. Such statements involve known and unknown risks, uncertainties and other factors that may cause actual results, performance or achievements to be materially different from those implied by such statements. Although such statements are based on management’s reasonable assumptions, Namaste assumes no responsibility to update or revise forward looking information to reflect new events or circumstances unless required by law. Although the Company believes that the expectations and assumptions on which the forward-looking statements are based are reasonable, undue reliance should not be placed on the forward-looking statements because the Company can give no assurance that they will prove to be correct. Since forward looking statements address future events and conditions, by their very nature they involve inherent risks and uncertainties. These statements speak only as of the date of this press release. Actual results could differ materially from those currently anticipated due to a number of factors and risks including various risk factors discussed in the Company’s disclosure documents which can be found under the Company’s profile on This press release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. The CSE has neither reviewed nor approved the contents of this press release.

#NBA launches own #Esports league as competitive gaming explodes $GMBL

Posted by AGORACOM-JC at 1:18 PM on Thursday, October 26th, 2017


  • Gamers are practising for hours on end with hopes of being drafted into the NBA 2K League, which could catapult players into a lucrative career that comes with some of the same perks enjoyed by real-life basketball stars
16 minutes ago October 25, 2017

At home, in the basketball hotbed of Cleveland, Artreyo Boyd is grinding every day.

His focus is sharp. The game is all that matters. Each day, from morning through late night, he fine tunes his play making, boosts his reputation and dominates the competition, eagerly awaiting the draft in 2018.

He has lived modestly in his 23 years and said the game kept him off the streets. He’s a die-hard Cavaliers fan, but he’d love to live in any NBA city, walk the halls of its team’s facilities and sign autographs for fans. The wait is excruciating.

Story continues below advertisement

As the NBA season gets under way, another group of players prepares for a different opportunity with the league. They hope to be among 85 “athletes” drafted into the new NBA 2K league to play a basketball video game professionally, paid by actual NBA teams and awarded some of the same perks enjoyed by stars such as LeBron James and DeMar DeRozan.

“I imagine we will have something like a professional athlete’s life – meeting fans, playing in front of crowds, working hard all day on our games, getting endorsement opportunities,” said Boyd, better known by his player name, “Dimez,” in NBA 2K and widely considered one of the world’s best. “I hear the NBA’s goal is to turn us into famous people. We have to be marketable and professional.”

Video games have been popular for decades, but competitive gaming is now a burgeoning spectator sport. The NBA will be the first North American professional sports league to operate its own eSports league, eager to stake out territory in this exploding industry.

The breakdown

Each franchise will draft five of the world’s best 2K gamers, move them to its city and house them. While the NBA says the salaries have yet to be finalized, MLSE projected the gamers would be paid between $50,000 and $70,000 (U.S.), plus benefits. The players will also have access to their NBA team’s facilities, all the muscle of its marketing department, and opportunities to make additional earnings through sponsorship or endorsements.

The season will run from May to August. NBA players’ likenesses won’t be used in the 2K League. Instead, the five gamers on each NBA 2K team will each create unique avatars in the remarkably life-like game, and play in pro-am mode against other clubs’ fivesomes. The 2K league will have one or two central locations – production studios – to which all teams will be flown to play the games.

There will be a regular-season schedule, followed by playoffs, culminating in a championship. Adam Silver, NBA commissioner, even joked that it would be cool to see his avatar award the trophy (the NBA says that may not be exactly how it happens though. So fans will have to wait and see.)

Signalling their long-term interest in eSports ventures, many of the 17 NBA teams that will have eLeague squads in the inaugural 2K season have recently hired experts from the gaming community as directors of eSports business.

“This is going to be another way to engage with our fans,” said Brendan Donohue, the NBA’s manager of the 2K league. “Two-thirds of our fans on social media are outside North America, and one-quarter of 2K games are sold outside the continent. We have an online version of the game being played on Tencent in China that has 34 million registered users. It’s difficult for those fans to attend an NBA game, so this is another way to reach them. It definitely has a global appetite.”


The #Esports Industry Is Booming — Can #Blockchain Supercharge It? #Blockstation $GMBL

Posted by AGORACOM-JC at 10:11 AM on Wednesday, October 25th, 2017
  • Multi-player gaming is the king of esports and there is a belief that the blockchain can be a big benefit to its continued growth
  • video gaming industry is currently undergoing some major developments as big players are posting massive growth, with the likes of Activision BlizzardATVI +2.16%, Take-Two Interactive, and Electronic ArtsEA -0.15% (EA)

Darren Heitner , Contributor

I cover the intersection of sports and money. Opinions expressed by Forbes Contributors are their own.

Multi-player gaming is the king of esports and there is a belief that the blockchain can be a big benefit to its continued growth. Photographer: Patrick T. Fallon/Bloomberg

The video gaming industry is currently undergoing some major developments as big players are posting massive growth, with the likes of Activision BlizzardATVI +2.16%, Take-Two Interactive, and Electronic ArtsEA -0.15% (EA) posting year-to-date gains as of Oct. 13 of 70%, 112% and 51% respectively. The growth has been partly driven by the recent and upcoming releases of AAA game franchises.

Aside from big budget titles, the esports scene can be credited for much of the traction driving the industry forward. The idea of creating professional leagues out of popular multiplayer titles is catching on. Just this month, the NBA’s Cleveland Cavaliers and Golden State Warriors announced their entry into esports. They join the New York Yankees among the North American sports franchises that are buying into the growing esports scene.

Established professional sports franchises, especially soccer franchises in Europe, have been involved and invested in esports for a while now thanks to the popularity of EA Sports’ massive FIFA franchise. The emergence of other esports leagues catering to multiplayer games such as Valve’s Dota 2, Riot’s League of Legends and Blizzards’s Overwatch are also encouraging more franchises to participate.


This fusion of traditional sports and esports creates huge potential to usher in a new level of events, sponsorship, merchandise sales and betting into video games.

What makes all of this even more exciting is the introduction of blockchain into gaming. The technology that drives cryptocurrencies like Bitcoin is now finding applications in the esports ecosystem.

There are several ways new blockchain ventures like (a decentralized, blockchain-based esports community) or Network Units (a blockchain-controlled multiplayer infrastructure and integration that can turn any game into an esport) are bringing blockchain and esports together.

Ending Gamer Community Toxicity

The growth of a multiplayer game and its viability for esports depends heavily on the community. A key problem for most gaming communities is toxicity. Toxic communities are filled with members who behave negatively often characterized by abusing other members, exploiting the system and cheating. For instance, the Overwatch development team announced that it is working on measures to come down hard on toxicity after receiving complaints from its community.

Managing a multiplayer game community has its challenges. For developers, sustaining a game requires a stable infrastructure that has enough capacity to handle all transactions. It also needs transparent and fair ways to handle player conduct and reputation. As a decentralized and transparent technology, blockchain offers plenty of potential for such use.

“Gamers expect a fair match and a good challenge,” says Network Units CEO Dan Shirazi. “Sadly, most of them aren’t getting it. Cheating or broken matchmaking mechanics ruin entire gaming communities. Gamers become demotivated, stop spending on content and the full economic potential of the game is missed.”

Network Units is an online gaming platform with a built-in player reputation management. It provides decentralized and scalable computing resources to augment developers’ infrastructure and mechanisms to mitigate cheating, downtime, and costly maintenance that developers often face when using traditional means.

Network Units is also creating its own NU token cryptocurrency that will drive the economy of its decentralized multiplayer infrastructure. Using the platform, game developers can avail of resources to host their multiplayer games. Other users may contribute to the platform as service providers by renting out spare hardware and bandwidth. Players may also serve as active clients who can participate in the verification process and, by doing so, earn tokens which they then are able to use for in-game purchases.

Community Involvement and Professional Development

Gaming communities also rely on continued buzz to sustain player interest. This mainly comes from community generated content. YouTube has since been filled with gaming footage and commentaries revolving around popular multiplayer games. Streaming platform Twitch continues to experience monumental growth. In order to develop its user base, Twitch recently announced that the company is working on new tools for gamers to monetize their streams. is also working on its own blockchain-based platform to meet the various needs of esports enthusiasts. The platform aims to offer merchandise, licensed betting and esports education to its users. Its education arm, dubbed Esports University, seeks to encourage gamers to become esports professionals. Users are encouraged to create guides and video tutorials to help other gamers improve their skills.

To manage the platform, will be using blockchain to power its Esports Reward Token (ERT). Contributors of high quality content will be rewarded with ERTs which may then be used to avail of the other services within the platform. Token holders will also be able to exchange their ERTs to fiat currencies of their choice.

“Blockchain and cryptocurrency allow the decentralization of the esports world. From content creation to participation we see many solutions emerging. One major factor behind this is that users can follow and see every transaction on the blockchain, which makes everything trustworthy and openly visible for anyone. This helps not only us, but the whole industry to become more professional and grow,” said co-founder Benjamin Föckersperger.

Indeed, blockchain’s transparency could also help in restricting access to the betting functionality to prevent underage users and those with gambling problems from accessing these services.

Evolving the Ecosystem

This growing draw of esports is prompting developers to give focus to multiplayer gaming. There is much potential in games that eventually become the focus of esports leagues. The substantial market of gamers worldwide offers lucrative opportunities for established sports franchises and brands, and encourages their increased participation in esports.

For esports to succeed; however, the state of gaming communities must improve. Issues such as toxicity and low community involvement must be addressed. Fortunately, developments in technologies such as blockchain could be offering the necessary solutions to improve game services, curb toxicity and encourage participation through rewards. These new mechanisms should help the continued growth of esports.

Darren Heitner is the Founder of South Florida-based HEITNER LEGAL, P.L.L.C. and Sports Agent Blog. He authored the book, How to Play the Game: What Every Sports Attorney Needs to Know.

Follow @DarrenHeitner


Esports Entertainment Group $GMBL to Acquire Bet Exchange Software Company #Esports #Gaming #Egambling

Posted by AGORACOM-JC at 8:05 AM on Thursday, October 5th, 2017

Esports large

  • Announced the execution of a Letter of Intent to acquire all of the issued and outstanding securities of Ardmore Investments SP. Z O.O, a subsidiary of Switzerland based gambling software developer Swiss Interactive Software GmbH

ST. MARY’S, ANTIGUA–(Oct 5, 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 execution of a Letter of Intent to acquire all of the issued and outstanding securities of Ardmore Investments SP. Z O.O, (“Ardmore”), a subsidiary of Switzerland based gambling software developer Swiss Interactive Software GmbH (“Swiss Interactive”).


Swiss Interactive’s Ardmore is the developer and owner of the source code of the Bet Exchange Software utilized to create the Company’s Esports wagering platform, as well as, other gaming and gambling software. Given the imminent launch of the Esports wagering platform, as well as, the Company’s online gaming expansion plans for the foreseeable future, Esports Entertainment Group made the strategic decision to acquire Ardmore in order to protect the source code from potential competitors and to acquire a proven development team.

Grant Johnson, CEO of Esports Entertainment Group, stated, “Owning our bet exchange technology and acquiring the development team behind it significantly strengthens our position within the Esports wagering space. As we are on the verge of launching the world’s first, most secure and transparent Esports bet exchange, the time was right to acquire the core technologies supporting our disruptive business model.”

In connection with the acquisition, the Company will issue 1,750,000 common shares and pay USD $250,000. Ardmore is a Polish corporation with offices in Warsaw, Poland. The transaction is expected to close within four weeks.

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 specifically focused 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.

Contact Information



Corporate Finance Inquiries
Stephen Cotugno
Vice President, Corporate Development

Investor Relations Inquiries

Celtic takes first step into #Esports with online #FIFA tournament to win #ChampionsLeague tickets and other perks $GMBL

Posted by AGORACOM-JC at 11:01 AM on Monday, October 2nd, 2017

Celtic takes first step into esports with online FIFA tournament to win Champions League tickets and other perks

  • Starting this October, that will pit players against each other in online matches to win Celtic Champions League tickets and a variety of other prizes
  • Tournament will see players battling it out, all playing as Celtic, in head to head matches.

It will be open only to residents of the UK and Ireland who are aged 16 or over, can play on an Xbox and can stream their games online. This is Celtic’s first step into esports, but it’s quite a substantial one, especially if you’re a Celtic fan.

The winner will get a bundle of Celtic goodies: a 2017/2018 home top, a scarf, two tickets to Celtic’s Champions League match against Bayern Munich at Celtic park, a trip to Paris for Celtic’s Champions League match against Paris Saint-Germain and the chance to play a showdown FIFA match against one of PSG’s FIFA players.

This showdown match seems to suggest that the winner of the tournament will then go on to represent Celtic in their face-off against PSG, which could mean that Celtic are looking for a FIFA player to represent them full-time, although it’s unclear if that role could be offered to the winner of the tournament, or someone else entirely further down the line.

It’s unclear who will be entirely yet, but Epsilon’s professional FIFA player Anthony ‘Guigsey’ McGuigan is a noted Celtic fan and has tweeted his intent to compete in the tournament. Whether he can win the 1024 player contest remains to be seen, but as the prize is primarily of value to a Celtic fan that is also a professional level FIFA player, he may not have too much top level competition.


INTERVIEW: Michael Heina, Nielsen Sports – #Esports Will Become One of the Top Five #Sports in Germany” $GMBL

Posted by AGORACOM-JC at 9:55 AM on Wednesday, September 13th, 2017
  • Global market research company Nielsen opened up its own esports division
  • Goal is to assess the space  and provide reliable, and independent data, while meeting the constant need for sponsorship valuation

In August, the global market research company Nielsen opened up its own esports division. Like its other verticals, Nielsen Esports’ goal is to assess the space  and provide reliable, and independent data, while meeting the constant need for sponsorship valuation.

While the company will approach esports in several global regions, one of its first published reports looked specifically at the German market. Some key findings of the nation-wide study noted that 23 percent of those asked consider themselves interested in esports, while a high 62 percent said they wanted to visit esports events in the future (with many opportunities to do so, with ESL One Cologne, ESL One Hamburg and Riot Game’s EU LCS games).

At the SPOBIS Gaming and Media summit, The Esports Observer spoke to Michael Heina, the head of esports Europe for Nielsen Sport.

In the discussion, Michael evaluates the community’s reaction to Nielsen’s esports debut, the reasons behind Germany’s large esports audience, and why more in the country are becoming accustomed to sponsors at events.

Nevada will soon allow #Esports betting on ‘multiple events’ $GMBL #Egambling

Posted by AGORACOM-JC at 3:58 PM on Monday, September 11th, 2017

  • Casino Esports conference took place in Las Vegas last week and one of the most key takeaways from the speakers was confirmation that Nevada will soon allow betting on esports across ‘multiple events’.
  • City is embracing esports in a multi-faceted approach

As reported by Casino News Daily, this came from Karl Bennison, the man in charge of running the Enforcement Division of the Nevada Gaming Control Board. Whilst no time frame was given for the delivery of the rule change, Nevada sportsbooks will be rubbing their hands together at the prospect of this.

The city is embracing esports in a multi-faceted approach, with the likes of the Luxor transforming a 30,000 sq foot space into an esports venue, the Downtown Grand continuing to host tournaments, and Millennial Esports, which boasts a dedicated venue and studio in downtown Vegas, investing across the esports spectrum.

As it stands, esports falls under a category in Nevada (gaming regulation 22.120) in which operators have had to apply to allow betting on single events at a time making it a tiresome and time consuming procedure with each event. This has been given the go ahead twice thus far with IEM Oakland and Dreamhack Masters Las Vegas. Momentum has been growing though, and news of the Nevada State Bill 420 signed by Nevada State Governor Brian Sandoval back in May, signalled that change was on its way.

This statement from Bennison reconfirms that change is coming, and is part of a wider push by the city and state at large to make Las Vegas a known destination for all things esports.

For those interested in the convergence of betting, esports and casinos they should look to attend Betting on Esports Conference this week. Part of the wider Betting on Sports show which will see over 1,200 in attendance, there’ll be six esports focused panels with one titled ‘Saving Las Vegas’ and focused on the opportunities that esports offers casinos, and indeed, vice versa.

Speaking on this one will be Millennial Esports CEO Alex Igelman, GameCo CEO Blaine Graboyes, Downtown Grand Chairman Seth Schorr, with iGaming Capital Director Melissa Blau moderating.

You can read more about this here, and secure tickets here.

Esports Insider says: Another step on the path to Nevada fully embracing esports betting. The sportsbooks will be delighted at the news, but will be keen to know, just as we are, the time frame for this to be actioned.

$ Northern Sphere Mining Corp. Announces Approval for Listing on the OTCQB

Posted by Er at 10:23 AM on Thursday, September 7th, 2017


  • United States  symbol “NSMCF” effective September 7, 2017.
  • Increases its potential audience of international investors
  • NSM currently is currently drilling 2 properties in Canada & US

Toronto, Ontario–(Newsfile Corp. – September 7, 2017) – Northern Sphere Mining Corp. (CSE: NSM) (OTCQB: NSMCF) (“Northern Sphere” or the “Company”) is pleased to announce that the Company’s common shares have been approved for trading on the OTCQB Venture Market (the “OTCQB”) in the United States under the symbol “NSMCF” effective September 7, 2017.

Listing on the OTCQB is part of Northern Sphere’s overall strategy to increase its potential audience of international investors. It will provide the Company with a significant trading platform for its current shareholders and future investors from the U.S. and internationally.

The OTCQB is the ideal marketplace for emerging U.S. and international companies. To be eligible for the OTCQB, companies must be current in their reporting obligations with the U.S. Securities and Exchange Commission, meet a minimum price bid test and undergo an annual verification and management certification process. These quality standards and appropriate regulations coupled with a solid technical platform provide investors with a high level of confidence and enhance their trading experience.

Northern Sphere will continue to trade on the Canadian Securities Exchange under its current symbol “NSM”.

About Northern Sphere Mining Corp.

Northern Sphere is dedicated to growth through the acquisition and development of mining assets, with an emphasis on near term production opportunities. Headquartered in Toronto, Ontario, Northern Sphere has a strong project pipeline of properties with a focus on gold, silver and other metal production in pro-mining jurisdictions.

Cautionary Statements

This press release contains forward-looking statements which reflect Northern Sphere’s current expectations regarding future events. The forward-looking statements involve risks and uncertainties. Actual results could differ materially from those projected herein. Northern Sphere disclaims any obligation to update these forward-looking statements other than as required by applicable securities laws.

For further information, please contact:

A. John Carter
Chief Executive Officer
Northern Sphere Mining Corp.
Tel: 905-302-3843