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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.

http://www.esportsinsider.com/2017/09/nevada-will-soon-allow-esports-betting-multiple-events/

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

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

https://s3.amazonaws.com/s3.agoracom.com/public/companies/logos/564605/hub/NSM.png

 

  • 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

#Esports Entertainment Group $GMBL Signs Over 60 Affiliate Streamers At #gamescom 2017

Posted by AGORACOM-JC at 8:11 AM on Wednesday, September 6th, 2017

Esports large

  • Signed over 60 affiliate Esports streamers representing an audience of Esports viewers
  • Collectively had over 250 million online video views in the last 30 days

ST. MARY’S, ANTIGUA–(Sep 6, 2017) – Esports Entertainment Group Inc., (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a specific focus on Esports wagering, is pleased to announce that at gamescom 2017, it signed over 60 affiliate Esports streamers representing an audience of Esports viewers which collectively had over 250 million online video views in the last 30 days. gamescom 2017, is the world’s largest event for computer and video games.

As affiliates of the Company, Esports streamers will be able to monetize their respective audiences by earning commissions on all Esports gambling customers registering and playing with Esports Entertainment Group.

Esports Entertainment Group exhibited in a premium 10×20 booth with 8 full-time and part-time employees. The Company demonstrated its Esports betting platform for Esports streamers, which played a significant role in their signings. gamescom 2017, the biggest consumer gaming conference in the world, had approximately 900 exhibitors, 350,000 visitors and 650 journalists from 106 countries attending this year. For the digital gaming world is it considered the meeting point for global companies from the entertainment industry and the international gaming community.

Grant Johnson, CEO of Esports Entertainment Group stated “gamescom 2017 far surpassed our expectations. The overwhelming response from Esports streamers has served as further confirmation that our position as the safest, most secure and transparent Esports betting platform on the planet will be very well accepted. We are excited as we are set to launch with all of our new affiliate partners.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup.

About Esports Entertainment Group

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

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Corporate Finance Inquiries
Stephen Cotugno
Vice President, Corporate Development
steve@esportsentertainmentgroup.com
201-220-5745

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

Once a novelty, coaching a growing necessity in competitive #Esports $GMBL

Posted by AGORACOM-JC at 9:24 AM on Tuesday, September 5th, 2017
  • Rising popularity of the sport has also created a demand for coaches.
  • “I saw how eSports is similar to traditional sports. I saw an opportunity. There wasn’t really anyone who was doing data publicly on League of Legends,” he said referring to the popular multiplayer battle arena game.

By Matthew Black, CBC News Posted: Sep 03, 2017 9:00 AM PTLast Updated: Sep 03, 2017 1:34 PM PT

Live eSports events like this 2013 competition in Los Angeles have also packed the Air Canada Centre in Toronto and Vancouver's Pacific Coliseum.

Live eSports events like this 2013 competition in Los Angeles have also packed the Air Canada Centre in Toronto and Vancouver’s Pacific Coliseum. (The Associated Press/Mark J. Terrill)

When Denis Beausoleil first began breaking down data, he thought it would help his fledgling basketball coaching career.

Beausoleil, 36, learned data analysis skills while completing an undergraduate degree, and did well enough to earn a spot at the University of Victoria’s coaching institute.

“I did it to help myself be a better basketball coach but it opened up opportunities,” he said.

One of those opportunities materialized away from the hardwood and in the virtual world of competitive video gaming, better known as eSports. It’s an industry that has ballooned in popularity in recent years, drawing millions of dollars in corporate sponsorships as well as drawing thousands of fans to packed arenas, including in Toronto and Vancouver.

The rising popularity of the sport has also created a demand for coaches.

So, when Beausoleil found himself at an anime convention nearly three years ago and spotted a UBC eSports booth, he introduced himself and made the team an offer:  take the coaching and analytical skills he’d use with a basketball team and apply it to the world of competitive gaming.

“I saw how eSports is similar to traditional sports. I saw an opportunity. There wasn’t really anyone who was doing data publicly on League of Legends,” he said referring to the popular multiplayer battle arena game.

UBC eSports

UBC’s eSports team won back-to-back collegiate League of Legends titles in 2015 and 2016. (UBC eSports Association/Facebook)

Last year, Beausoleil helped the UBC squad beat 31 other collegiate teams to win its second straight LOL Campus Series title in 2016 as the top college team in North America.

He’s turned that experience into data analyst jobs for both professional eSports and basketball organizations.

“I coached basketball for 10 years before I got paid anything … I was happy to volunteer my time. I wanted the experience and to learn about the game.”

He’s one of a growing number of eSports coaches who rely on experience, data, and management skills to help amateur and professional players improve their play.

“You don’t have to be the greatest statistician. It’s a piece of the argument and I try to make it convincing.”

Big league coaches

Brandon “Mash” Phan is just 22, but has already been playing professionally for almost 5 years.

Phan picked up League of Legends for the first time on Christmas Day 2009, and by the next summer grew confident that he could play for more than just fun.

Brandon Phan

Brandon Phan, seen here competing for Echo Fox in July of 2017, says the best coaches help eSports players with both their physical and mental games. (Riot Games/Flickr)

“I realized that this could be a thing for me,” he said.

Since then, the Toronto resident has played for several pro teams and has seen coaching evolve from a novelty to a necessity.

“It was funny to see a coach. People thought ‘this guy is just here for show.’ Now, we have almost a minimum of two coaches per team.”

Phan now plays for Echo Fox’s League of Legends squad — a team owned by Canadian-born former NBA player Rick Fox — where Beausoleil provides data-based scouting reports on opponents.

His typical in-season work day starts with an hour-long players meeting with coaches to talk strategy and gameplan.

“We talk about anything we want to try. Anything we’ve seen from other regions.”

A three-hour practice session follows that meeting, then an hour break for lunch before the team ends the day with another three-hour practice.

“Most coaches are former players so there’s a lot of respect for those in the coaching role.”

Phan says good coaches go beyond gameplay, and work to improve teamwork and maintain a calm, healthy environment.

“Coaching facilitates a healthy discussion and positive feedback and making sure each player owns up to their own play if they misplayed it or played well.”

Working up the ranks

Coaching isn’t just for members of elite teams, it’s also for those players looking to replace them.

Hearthstone player and UBC eSports alum Benton “ItzBolt” Chan has made coaching amateur players into a steady sideline business.

Benton Chan

Benton Chan, seen here while playing for UBC eSports Association, now coaches players as a part-time job. (Vivian Chung/UBC eSports Association)

Chan charges clients $15 US an hour for an individual online coaching session lasting up to four hours long where he works on strategy and gameplay.

“For a while I was thinking I don’t need a part time job because I can do this on the side.”

Chan, 23, uses social media to promote his service and typically draws players from as far away as Asia and the United States who are looking to advance to the elite level.

He says it’s a competitive industry, with other coaches charging anywhere between $5 and $150 US per hour for one-on-one sessions.

“I have to convince my clients that I’m the better coach.”

He helps players prepare for tournament play, and advises them ahead of tournaments on how to beat elite level talent. He says that while coaching is important, just like in real sports, it’s up to the players to apply the lessons in future competitions.

“If you want to be better in the long term you want a coach who can get you thinking.”

Source: http://www.cbc.ca/news/canada/british-columbia/coaching-competitive-esports-1.4269619

$MCOA recently announced $5 Million fixed funding commitment, Find out more #MMJ #Hemp #Marijuana

Posted by AGORACOM-JC at 3:15 PM on Thursday, August 24th, 2017

15233_mcoa

MCOA: OTC

RECENT EVENTS

  • Announced $5 Million Fixed Funding Commitment READ MORE
  • Company Announces the Filing of Form 10 Registration Statement with SEC READ MORE
  • Launch of New Website READ MORE
  • Company Invests in Global Payout’s MoneyTrac READ MORE
  • Announced Formation of Strategic Advisory Board READ MORE
  • Finalized Joint Venture Agreement With Bougainville Ventures in Washington State READ MORE 
  • Completed PCOAB Audit READ MORE

#ESports League Will Pay Players A Minimum Of $50,000/Year + Benefits; # Patriots/ #Mets Acquire Franchises For $20 Million $GMBL.us

Posted by AGORACOM-JC at 11:08 AM on Thursday, August 24th, 2017

Players will also get health insurance, retirement benefits

League is built around company’s Overwatch shooting game

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Video-game players competing in Activision Blizzard Inc.’s new esports league will receive minimum salaries of $50,000 a year, health insurance and retirement benefits.

Players in the Overwatch League, set to launch later this year, will also get at least 50 percent of all performance bonuses earned by their team, the Santa Monica, California-based company said in a statement Wednesday. Total bonuses distributed in the first season will be $3.5 million, according to Activision, with at least $1 million going to the season champion.

In esports, professional video-game players compete live and online before crowds of spectators. Game publishers see the competition as a way to showcase titles and connect with fans. The new league is built around Activision’s Overwatch game, a cartoonish version of a shooting game featuring six-player teams competing in a future version of Earth.

The league is one of several professional video-gaming organizations built to resemble traditional sports groups like the National Football League or National Basketball Association. Overwatch League will have franchises based in specific cities, with media rights, revenue sharing and free-agency periods. Unlike the established sports leagues, however, there is no players union to collectively bargain for benefits, leaving those decisions largely up to the publisher.

Mad Scramble

Activision’s announcement Wednesday sets the stage for a mad scramble for talent. All 30 million Overwatch players are considered free agents, meaning they can sign with any team, regardless of previous affiliations. The official signing window will run from Aug. 1 to Oct. 30. All players will sign a one-year guaranteed contract with an option for a second year. Teams will also provide housing and practice facilities. The $50,000 salary floor compares with a $53,000 minimum in Major League Soccer.

Activision shares rose 2.8 percent to close at $62.64 in New York Wednesday. They’ve gained 73 percent this year.

Earlier this month, Activision announced the first seven ownership groups in the league, a list that includes New England Patriots owner Robert Kraft and Jeff Wilpon, whose family owns the New York Mets. The groups each agreed to pay a $20 million franchise fee, according to people with knowledge of the matter.

Activision Chief Executive Officer Bobby Kotick has identified esports as one of the growth areas for the company, the largest independent video game publisher. In March, Overwatch was named Game of the Year at the Game Developers Choice Awards.

The main rival to Overwatch League is Riot Games’ reformed League of Legends Championship Series, or LCS. The 2018 North American LCS announced that league revenue would be split among players (35 percent), teams (32.5 percent) and the publisher (32.5 percent). Los Angeles-based Riot Games is part of China’s Tencent Holdings Ltd.

There is no set launch date for Overwatch League. Activision said it may add more teams before the league starts later this year.

VIA BLOOMBERG

VIDEO: Stephen Banham Talks Vie #Esports from #gamescom $GMBL

Posted by AGORACOM-JC at 9:59 AM on Thursday, August 24th, 2017

Marijuana Company of America $MCOA.us Retained The Brand Law Firm, P.A., And, Craig A. Brand, Esq. #MMJ

Posted by AGORACOM-JC at 7:39 AM on Tuesday, August 22nd, 2017

15233 mcoa

  • Retained Craig A. Brand, Esq., The Brand Law Firm P.A. (TBLF), and his cannabis consulting team to provide specialized legal support
  • Focused on complex business, banking and investments in the cannabis and hemp industry

ESCONDIDO, CA–(Aug 22, 2017) – MARIJUANA COMPANY OF AMERICA, INC. (“MCOA” or the “Company“) (OTC: MCOA), an innovative cannabis and hemp marketing company, is pleased to announce that it has retained Craig A. Brand, Esq., The Brand Law Firm P.A. (TBLF), and his cannabis consulting team to provide specialized legal support.

The Brand Law Firm, P.A. is a specialized law firm focused on complex business, banking and investments in the cannabis and hemp industry with national and international clients spanning across all sectors of the industry. From cultivation and extraction to landlords, dispensaries, product development, taxation and banking to compliance and more, TBLF provides industry expertise and is a leading source of knowledge, skill and experience in the cannabis and hemp industries. The Brand Law Firm and its legal, affiliate and consulting teams have more than 75 years of defense and industry experience, training and knowledge.

Craig A. Brand, Esq. and TBLF will provide MCOA with legal support in the areas of general corporate compliance, cannabis and hemp related matters regarding licensing, applications import/export, state, national and international government relations, regulatory analysis and compliance, securities, taxation, product and brand development, as well as introductions to the top product and service providers in the industry.

“We are very fortunate to have an attorney like Craig Brand and his team at The Brand Law Firm advising the Company in all legal matters. Having an experienced legal team led by Craig to guide us will give our Company team confidence in knowing we will always be compliant,” said CEO Donald Steinberg.

Forward Looking Statements
This news release contains “forward-looking statements” which are not purely historical and may include any statements regarding beliefs, plans, expectations or intentions regarding the future. Such forward-looking statements include, among other things, the development, costs and results of new business opportunities and words such as “anticipate”, “seek”, intend”, “believe”, “estimate”, “expect”, “project”, “plan”, or similar phrases may be deemed “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995. Actual results could differ from those projected in any forward-looking statements due to numerous factors. Such factors include, among others, the inherent uncertainties associated with new projects, the future U.S. and global economies, the impact of competition, and the Company’s reliance on existing regulations regarding the use and development of cannabis-based products. These forward-looking statements are made as of the date of this news release, and we assume no obligation to update the forward-looking statements, or to update the reasons why actual results could differ from those projected in the forward-looking statements. Although we believe that any beliefs, plans, expectations and intentions contained in this press release are reasonable, there can be no assurance that any such beliefs, plans, expectations or intentions will prove to be accurate. Investors should consult all of the information set forth herein and should also refer to the risk factors disclosure outlined in our annual report on Form 10-12G, our quarterly reports on Form 10-Q and other periodic reports filed from time-to-time with the Securities and Exchange Commission. For more information, please visit www.sec.gov.

For more information, please visit the Company’s websites at:
MarijuanaCompanyofAmerica.com
hempSMART.com
agoracom.com/ir/MarijuanaCompanyofAmerica

Contact:
Marijuana Company of America, Inc.
Investor Relations
1+(888)-777-4362
IR@mcoa.club

Nielsen count: Measuring value of #Esports tournaments $GMBL.us

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.

Source: http://nationalpost.com/pmn/entertainment-pmn/nielsen-count-measuring-value-of-esports-tournaments/wcm/7ab5e381-753b-447e-946f-c12fbb83b3b6