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Tartisan Nickel $TN.ca – Nickel To See A “Fundamental Shift” In Supply And Demand $ROX.ca $FF.ca $EDG.ca $AGL.ca $ANZ.ca

Posted by AGORACOM-JC at 5:58 PM on Wednesday, November 28th, 2018

SPONSOR: Tartisan Nickel (TN:CSE)  Kenbridge Property has a measured and indicated resource of 7.14 million tonnes at 0.62% nickel, 0.33% copper. Tartisan also has interests in Peru, including a 20 percent equity stake in Eloro Resources and 2 percent NSR in their La Victoria property. Click her for more information

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Guest(s): Mark Jarvis President, CEO & Director, Giga Metals

Although batteries still account for a relatively small portion of nickel demand, the electrification of cars is growing that source of demand significantly, this according to Mark Jarvis, president and CEO of Giga Metals.
“The steady march of electric vehicles is a fundamental shift in the supply-demand equation, especially for class 1 nickel,” Jarvis told Kitco News on the sidelines of the Swiss Mining Institute Conference in Geneva.

WATCH INTERVIEW HERE

Source:Read More

ThreeD Capital $IDK.ca – Report: Blockchain Deployment Could Add $3 Trillion in International Trade by 2030 $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 4:41 PM on Wednesday, November 28th, 2018

SPONSOR: ThreeD Capital (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD Capital is a Canadian-based venture capital firm that only invests in best of breed small-cap companies which are both defensible and mass scalable. More than just lip service, Inwentash has financed many of Canada’s biggest small-cap exits. Click here for more information

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  • The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27.
  • Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

The World Trade Organization (WTO) released a report on blockchain technology’s effect on international trade today, Nov. 27. Per the study, blockchain’s economic value-add on a global scale could reach almost $3 trillion by 2030.

“Blockchain and International Trade: Opportunities, Challenges, and Implications for International Trade Cooperation” analyzes blockchain applications and challenges that must be considered before the technology’s deployment in various sectors. The study considers the technology’s effect on industries such as trade finance, customs clearance, logistics and transportation.

Blockchain Business Value Forecast. Source: WTO

The study estimates that blockchain has the potential to significantly cut trade costs by increasing transparency and facilitating processes automation, including financial intermediation, exchange rate costs, coordination, and other aspects. “The removal of barriers due to blockchain could result in more than $ 1 trillion of new trade in the next decade,” the report reads.

Blockchain is expected to help administer intellectual property rights across multiple jurisdictions by delivering more transparency and efficiency, and enhance government procurement processes, including fighting fraud and managing public contracts.

Blockchain purportedly could improve supply chains, allowing for the tracking of shipments and proving their authenticity. Additionally, the technology could open new opportunities to micro, small and medium-sized companies.

Conversely, the study warns about challenges that must be addressed before deploying blockchain, as well as its impact on international trade. The researchers point out limited scalability of blockchains due to the predetermined size of blocks, in addition to energy consumption and security issues.

Although “blockchains are highly resilient compared to traditional databases due to their decentralized and distributed nature and the use of cryptographic techniques, they are not completely immune from traditional security challenges,” the study states.

The report stresses the importance of developing a multi-stakeholder approach in order to find appropriate use cases in cross-border trade. According to the WTO, blockchain requires frameworks that ensure the interoperability of networks and provide clear legal status for blockchain transactions across jurisdictions. The report concludes:

“Blockchain could make international trade smarter, but smart trade requires smart standardization — and smart standardization can only happen through cooperation. If we succeed in creating an ecosystem conducive to the wider development of blockchain, international trade could well look radically different in ten to 15 years.”

Earlier this week, Ethereum cofounder Vitalik Buterin said that the misapplication of blockchain technology in some industries leads to “wasted time.” Buterin argued that although there are a number of companies that try to establish higher standards by using blockchain technology, he does not think the technology is applicable in every industry.

Source: https://cointelegraph.com/news/report-blockchain-deployment-could-add-3-trillion-in-international-trade-by-2030

 

INTERVIEW: Liberty Star $LBSR Provides Update on Hay Mountain With Renewed Emphasis on “Great Cluster” #Copper $TMBXF $MIN.ca

Posted by AGORACOM-JC at 2:24 PM on Wednesday, November 28th, 2018

Esports Entertainment Group $GMBL: The Playbook Podcast: Million-Dollar Opportunities for #Esports Players, Parents and Entrepreneurs $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 10:23 AM on Wednesday, November 28th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

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David Meltzer
VIP Contributor
Entrepreneur, CEO and Founder, Sports 1 Marketing
November 24, 2018 1 min read
Opinions expressed by Entrepreneur contributors are their own.

You might not fully understand eSports, but the fast-growing industry is providing a wealth of opportunities for entrepreneurs. Marty Strenczewilk, co-founder and CEO of the eSports giant Splyce, talks about the widespread appeal of eSports competitions, as well as how to find a role in the field.

Listen in as host Dave Meltzer and Strenczewilk talk about the expansion of Splyce and the similarities between traditional sports and eSports. Marty also discusses what qualities are necessary to set yourself apart as an eSports athlete and how parents can support their kids in the pursuit of video game glory.

Source: https://www.entrepreneur.com/article/323747

Good Life Networks Inc. $GOOD.ca Increases Third Quarter Revenue Year Over Year by 142% to $10,000,650 $TTD $RUBI $AT.ca $TRMR $FUEL

Posted by AGORACOM-JC at 4:50 PM on Tuesday, November 27th, 2018

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Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.

VANCOUVER, Nov. 27, 2018 – Good Life Networks Inc. (“GLN“, or the “Company“) (TSXV: GOOD) (FSE: 4G5), a programmatic advertising technology company, today announced that third-quarter revenue increased 107% to $5,242,676 from the same quarter last year, and reported net income of $1,010,990, compared to a net income of $628,780 in the same quarter last year.

“We continue our exceptional financial performance heading into Q4, which is typically our strongest quarter and the biggest quarter of the year in general for the advertising space,” said GLN CEO Jesse Dylan. “This financial performance further supports our projected revenue target and earnings objectives for the full fiscal year.”

Financial Highlights:

  • Revenue for the three months ending September 30th, 2018 was $5,242,676, a 107% increase from $2,533,365 reported for the same period 2017.
  • Gross profit for the three months ending September 30th, 2018 increased to $2,342,005 from $1,145,747.
  • Gross margins for the three months ending September 30th, 2018 decreased to 44% from 45%.
  • Adjusted EBITDA for the three months ending September 30th, 2018 was 1,503,667, a 148% increase from $606,361 for the same period 2017.
  • Revenue was $10,000,650 for the nine months ended September 30th, 2018, a 142% increase from $4,133,231 reported for the six months ended September 30th, 2017.
  • Gross profit for the nine months increased to $4,381,291 from $1,760,248.
  • Gross margins for the nine months ending September 30th, 2018 increased to 43% from 42%.
  • Adjusted EBITDA for the nine months ending September 30th, 2018 increased to 1,443,223 from an adjusted EBITDA loss of $190,978 for the same period 2017.

BUSINESS UPDATE
During the third quarter GLN achieved the following milestones:

  • GLN and Impression X entered a Definitive Agreement to acquire all the issued and outstanding shares of Impression X, Inc., a leading connected television (“CTV”) advertising technology company. The CTV ad revenues are expected to reach $31.5 billion in 2018, up 275% from 2015 according to the Interactive Advertising Bureau.
  • Released Q2 reviewed financials, increasing second quarter revenue year over year by 123% to $3,435,835.

Subsequent to Third Quarter

  • GLN entered an agreement with Einstein Exchange as launch partner for their AR (accounts receivable) blockchain application, US Patent Office, serial number 62/634,333. Einstein will provide the technology and infrastructure to allow the listing, promotion, sale, and redemption of the GLN AR token, both through accredited investors and via the Einstein Exchange.
  • GLN entered into an agreement with AMPD Holdings Corp (dba AMPD Game Technologies), to provide the Company’s programmatic advertising technology to the Gaming industry. AMPD is a Vancouver company that specializes in Game Technologies and is the only company in Canada specifically focused on providing technology solutions for game developers and publishers.
  • GLN’s technology integrates at the server level with both publishers and advertisers and is reached its target of 30 integrations in 2018 two months ahead of schedule. GLN will exit the year with 47 total integrations. GLN will only announce integrations that are deemed to be meaningful to revenue growth.

The Company’s condensed consolidated interim financial statements as at and for the nine months ended September 30th, 2018 and related management’s discussion and analysis can be found on the Company’s SEDAR profile at www.sedar.com. All figures are expressed in Canadian dollars unless otherwise stated.

Reconciliation of adjusted EBITDA
Adjusted EBITDA is a non-IFRS financial measure that we calculate as income (loss) before income taxes excluding depreciation and amortization, stock-based compensation expense, non- recurring non-operating expenses, interest expense, and gain or loss on financial instruments and foreign exchange.

Adjusted EBITDA is a measure used by management and the Board to understand and evaluate our core operating performance and trends. This measure differs from contribution in that adjusted EBITDA includes additional operating costs, such as general and administration expenses and marketing, but excludes funding interest costs.

The following table presents a reconciliation of adjusted EBITDA to loss before income taxes, the most comparable IFRS financial measure for each of the periods indicated:

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

The GLN Story
GLN is a patent pending machine learning programmatic video advertising technology company that does not collect PII (Personal Identifiable Information). GLN can serve millions of online video ads daily 3 times faster than IAB (Interactive Advertising Bureau) standards through multiple server to server integrations with both publishers and advertisers. GLN is headquartered in Vancouver, Canada with offices in the US and UK and trades on the TSX Venture Exchange under the stock symbol “GOOD” and The Frankfurt Stock Exchange under the stock symbol 4G5.

Addressable Market: The total media ad spend worldwide will rise 7.4% to $628.63 billion in 2018, according to “Global Ad Spending: The eMarketer Forecast for 2018.” Digital media will account for 43.5% of that investment, thanks to rising global ecommerce spending and shifting viewership from traditional TV to digital channels. By 2020, digital’s share of total advertising will near 50%.

Additional information identifying risks and uncertainties is contained in GLN’s filings with the Canadian securities regulators available at www.sedar.com.

SOURCE Good Life Networks Inc.

View original content to download multimedia: http://www.newswire.ca/en/releases/archive/November2018/27/c6341.html

Jessy Dylan, CEO, [email protected] CNW Group 2018

Enthusiast Gaming $EGLX.ca Reports 625% Revenue Growth YTD in Third Quarter 2018 $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 11:33 AM on Tuesday, November 27th, 2018

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  • Announces highest revenue generating quarter with $2.8 million in revenue compared to $659 thousand in 2017
  • YTD revenue of $7.9 million representing a 625% increase over the same period in 2017
  • Completed seven strategic acquisitions YTD, contributing significant user and revenue growth

TORONTO, Nov. 27, 2018 — Enthusiast Gaming Holdings Inc. (“Enthusiast” or the “Company”) (TSXV: EGLX), a digital media company building the largest community of authentic gamers, today, reported its unaudited financial results for the three and nine months ended September 30, 2018.

Enthusiast is pleased to report a significant increase in revenue as compared to the same period in 2017. Total revenue in Q3 2018 increased to $2,818,337 compared to $659,333, the same period in 2017 or an increase of 327%. For the nine months ended September 30, 2018, revenues increased to $7,387,850 as compared to $1,018,770 for the nine months ended September 30, 2017.  The increase in revenues in 2018 is primarily as a result of Enthusiast Gaming executing on its growth strategy through a combination of organic growth and strategic acquisitions. There was a significant increase in the number of websites joining the network of which the Company monetizes. Enthusiast also acquired the assets associated with numerous online websites already on the platform, enabling the Company to capitalize on 100% of the revenues generated by the websites. Both factors support the significant growth in revenue.

Menashe Kestenbaum, CEO of Enthusiast Gaming commented, “The last quarter was significant for Enthusiast. Not only did we continue building operational momentum while achieving corporate milestones, like closing the RTO and listing on the Toronto Venture Stock Exchange, we were able to continue delivering on our growth strategy, which is evident in the increase in revenue during third quarter.” He continued, “typically in our business, the fourth quarter is the largest revenue generating quarter, and we are well positioned to deliver significant growth and outperform our annual revenue projections of $10M.”

Third Quarter 2018 and Recent Company Highlights

  • Completion of the Business Transaction (“RTO”) with Tova Ventures II Inc. and concurrent private placement. In connection with the Transaction, the Company consolidated its common shares on the basis of one post-consolidation share for each 4.2 pre-consolidation shares (the “Consolidation”) and changed its name to “Enthusiast Gaming Holdings Inc.”
  • On October 4, 2018,  the Company listed on the Toronto Venture Stock Exchange (“TSXV”) under the symbol EGLX.
  • On June 22, 2018, the Company acquired all the assets of “Gameumentary”, a video games journalism outlet that produces video game documentaries.
  • On July 3 2018, Enthusiast acquired Escapist Magazine (“Escapist”), and brought back founding Editor, Russ Pitts, as Editor-in-Chief. Escapist is a leading online magazine covering mostly video games as well as movies, comics, TV, and more.
  • On July 6, 2018, Enthusiast acquired the IncGamers Brand (“IncGamers”), including PC Invasion and Diablo and purchased all related assets. IncGamers is a leading online video game news, analyst, opinion, and overall entertainment venue for gamers.
  • Completion of  an oversubscribed, non-brokered private placement of convertible debenture units for total gross proceeds of $9,000,000 on November 8, 2018
  • On November 14, 2018, Enthusiast acquired the assets of Operation Sports LLC (“Operation Sports”), one of the largest online sports video gaming news and community forums.
  • Enthusiast Gaming Live Expo, EGLX, was held on October 26-28 at the Metro Toronto Convention Centre. EGLX is the largest video game expo in Canada. Over the three events, over 30,000 people attended, and the expo was sold out and at capacity on Saturday.

Financial Highlights

  • For the three months ended September 30, 2018, revenue increased to $2.8 million from $659 thousand in 2017
  • For the nine months ended September 30, 2018, revenues amounted to $7,387,850 as compared to $1,018,770 for the nine months ended September 30, 2017
  • Cash losses for the 9 month period were  $4,011,748, largely attributable to expenses associated with the RTO and cost of the acquisitions
  • As of September 30, 2018, the Company had $7.23 million in cash and cash equivalents, not including the $9 million raised through the issuance of convertible debentures in November 2018.

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing online community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites and currently reaches over 75 million monthly visitors with its unique and curated content. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.

CONTACT INFORMATION:

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

Eric Bernofsky, COO & SVP Finance
[email protected]

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

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

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

Harvest Update at Marijuana Company of America’s $MCOA CBD Hemp Project in Scio Oregon $AERO $CBDS $CGRW $APH.ca $GBLX $ACG $ACB $WEED.ca $HIP.ca

Posted by AGORACOM-JC at 8:25 AM on Tuesday, November 27th, 2018

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  • Provide an update on the harvest at their high yielding CBD hemp project in Scio, Oregon.
  • 2018 Scio cultivation consisted of 33 acres of high yielding CBD hemp (utilizing six different cultivars with an expected CBD content ranging from 6% to 12%), grown in an orchard style cultivation on the property.

Escondido, California–(November 27, 2018) – MARIJUANA COMPANY OF AMERICA INC. (OTC Pink: MCOA) (“MCOA” or the “Company“), an innovative hemp and cannabis corporation, and its joint venture partner Global Hemp Group (CSE: GHG) (OTC Pink: GBHPF)  (FSE: GHG) are pleased to provide an update on the harvest at their high yielding CBD hemp project in Scio, Oregon.

The 2018 Scio cultivation consisted of 33 acres of high yielding CBD hemp (utilizing six different cultivars with an expected CBD content ranging from 6% to 12%), grown in an orchard style cultivation on the property. With the help of near perfect weather in the region that extended the harvest period by several weeks, the hemp crop had the opportunity to grow to full maturity, allowing the team to completely harvest all of the plants before the fall rains began in the valley. For pictures from this season’s cultivation, please visit the Scio project page on MCOA’s corporate website here: http://marijuanacompanyofamerica.com/scio-oregon/

Innovation was the key to overcoming various challenges throughout the year, but the team in Scio was able to find solutions when required. Our team consists of a number of talented crew members trained in a variety of skill sets, including metal fabrication, fine carpentry, and large equipment operation. With the help of a number of knowledgeable advisors, the team set up, built, and operated the project themselves.

The Harvest

Figure 1. 2018 Harvest

To view an enhanced version of Figure 1, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_001full.jpg

This year’s harvest consisted of approximately 37,000 high yielding CBD hemp plants producing 24 tons of biomass. Harvesting this year was done by hand, making it extremely labor intensive and time consuming. However, the team developed a number of solutions that will automate both the harvesting and planting for next year’s crop. Ultimately, the goal is to completely automate these processes, making it more efficient and less costly to complete. The team has now begun working on prototypes to automate the harvesting processes and expect to have machinery ready for use next season.

Drying

Figure 2. Crop Drying

To view an enhanced version of Figure 2, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_003full.jpg

 

Figure 3. Greenhouse Space

To view an enhanced version of Figure 3, please visit:
https://orders.newsfilecorp.com/files/5634/41264_3b85e8ddf4632858_004full.jpg

A number of different drying techniques were employed with this year’s harvest. In the end, “old school” hanging techniques proved to be the most effective and efficient. Drying took place in the farm’s larger 20-foot-high, 4,000 sq. ft. greenhouse which allowed for an increased quantity of plants being dried at any one time. Drying took approximately 36 to 48 hours to achieve the levels required for storage and ultimately extraction. With each successive batch of drying, techniques were improved to increase the volume of biomass being dried in the greenhouse, while decreasing the time that it took to hang and dry it.

Results

The drying process for all of the hemp harvested is now complete, and is stored awaiting further processing. The farm produced 48,000 pounds of dried biomass, which is stockpiled in quarter ton super sacks, stacked three bags high and requiring approximately 4,000 sq. ft. of storage space. Despite the late start in planting this season, the hemp plants still achieved sufficient size to produce the anticipated quantity of biomass. It is expected that in 2019, planting will begin June 1st giving the hemp an addition 30-45 days of growing time. This will produce much larger plants, resulting in significantly larger quantities of biomass.

Further Processing

The Partners acquired a hammermill to complete the next level of processing, prior to the biomass going for extraction of the cannabinoids. Processing will begin shortly, once electrical work is complete to run the hammermill. This next level of processing will not only prepare the biomass for extraction of cannabinoids, but will also reduce the storage space requirements by more than 50% as the bulk of the plants is reduced in size.

Extraction

The Partners are currently exploring opportunities to joint venture with others that have expertise in the cannabinoid extraction business, so that an extraction facility can be set up onsite to process this year’s harvest. Biomass is currently selling for between US$3.00 and US$4.00 per pound. By taking the biomass to the next level of processing, further value will be created.

About Marijuana Company of America, Inc.

MCOA is a corporation which participates in: (1) product research and development of legal hemp-based consumer products under the brand name “hempSMART™”, that targets general health and well-being; (2) an affiliate marketing program to promote and sell its legal hemp-based consumer products containing CBD; (3) leasing of real property to separate business entities engaged in the growth and sale of cannabis in those states and jurisdictions where cannabis has been legalized and properly regulated for medicinal and recreations use; and, (4) the expansion of its business into ancillary areas of the legalized cannabis and hemp industry, as the legalized markets and opportunities in this segment mature and develop.

About Our hempSMART Products Containing CBD

The United States Food and Drug Administration (FDA) has not recognized CBD as a safe and effective drug for any indication. Our products containing CBD derived from industrial hemp are not marketed or sold based upon claims that their use is safe and effective treatment for any medical condition as drugs or dietary supplements subject to the FDA’s jurisdiction.

About Global Hemp Group Inc.

Global Hemp Group Inc. (CSE: GHG) (OTC: GBHPF) (FSE: GHG), is focused on a multi-phased strategy to build a strong presence in the industrial hemp industry in both Canada and the United States. The Company is headquartered in Vancouver, British Columbia, with hemp cultivation operations in New Brunswick and Oregon. The first phase of this strategy is to develop hemp cultivation with the objective of extracting cannabinoids (CBD, CBG, CBN & CBC) and creating a near term revenue stream that will allow the Company to expand and develop successive phases of the strategy. The second phase of the plan will focus on the development of value-added industrial hemp products utilizing the processing of the whole hemp plant, as envisioned in the Company’s Hemp Agro-Industrial Zone (HAIZ) strategy.

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
NetworkNewsWire/MCOA

Corporate Communications Contact:

NetworkNewsWire (NNW)
New York, New York
www.NetworkNewsWire.com
212.418.1217 Office
[email protected]

Tetra Bio-Pharma $TBP.ca Bolsters Intellectual Property Position and Product Pipeline $AERO $CBDS $CGRW $APH.ca

Posted by AGORACOM-JC at 8:20 AM on Tuesday, November 27th, 2018

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  • Announced the signing of a non-binding term sheet to create a joint-venture to formulate, develop and deliver cannabinoid derived therapeutics for a number of indications
  • Altus has three distinct drug delivery technologies that will provide Tetra with significant strategic advantages over the competition.

Seeks joint venture with Altus Formulation Inc. – a drug formulation and development company with patented technologies

ORLEANS, Ontario, Nov. 27, 2018 — Tetra Bio-Pharma Inc. (“Tetra” or “TBP”), (TSX VENTURE: TBP) (OTCQB: TBPMF), and Altus Formulation Inc. (“Altus”) today announced the signing of a non-binding term sheet (“Term Sheet“) to create a joint-venture to formulate, develop and deliver cannabinoid derived therapeutics for a number of indications. Altus has three distinct drug delivery technologies that will provide Tetra with significant strategic advantages over the competition. These include IntellitabTM abuse deterrent technology, FlexitabTM breakable sustained release tablet technology and SmartCelleTM nano-technology. SmartCelle’s ability to enhance the solubility of our THC and CBD products permits increased oral absorption and enables parenteral delivery. All platforms are protected by patents in force globally.

The Proposed Joint-Venture will provide Tetra Bio-Pharma with:

  • Increased intellectual property protection for products developed under the joint venture;
  • Access to abuse deterrent technology to minimize non-medical use of cannabinoids;
  • An enhanced development pipeline addressing new therapeutic areas;
  • Opportunities for disease-appropriate delivery including intranasal and intravenous delivery; and
  • Increased oral drug absorption with immediate and extended release products.

Dr. Guy Chamberland, CEO and CSO of Tetra Bio-Pharma stated, “We are extremely excited about the creation of this joint venture as Altus brings many advantages to the table that will benefit our patients, their care providers and add tremendous value to the products being developed together. Their drug delivery technology will significantly strengthen our intellectual property portfolio.”

The White House Executive Office of the President of the United States along with several U.S. Federal agencies are encouraging pharmaceutical manufacturers to develop abuse-deterrent technologies. The Altus intellectual property will allow Tetra to bring formulations containing THC to market with a product label that clearly indicates its abuse-deterrence feature.

“This will be a major breakthrough for marketing THC drugs with opioid reduction claims at a time when society and the medical community are battling the epidemic abuse of opioids,” said Dr. Chamberland.

“We were highly impressed by Tetra’s science-driven approach to cannabinoid research and their proven ability to develop valuable medicines in this largely untapped new space,” said Dr. Damon Smith, CEO of Altus Formulation. “We greatly look forward to working with them and to bringing a range of life-changing new products to our patients.”

About Altus Formulation Inc.
Altus Formulation is a Quebec based drug formulation and development company using its proprietary and patent protected drug delivery technologies to generate novel, differentiated and cost effective new products for its partners and their patents. With a focus on safer to use formulations, Altus’ technologies also include SmartCelle technologies for intravenous or oral delivery of low solubility large and small molecules.

For more information, please visit www.altusformulation.com

About Tetra Bio-Pharma Inc.
Tetra Bio-Pharma (TSX-V: TBP) (OTCQB: TBPMF) is a biopharmaceutical leader in cannabinoid-based drug discovery and development with a Health Canada approved, and FDA reviewed, clinical program aimed at bringing novel prescription drugs and treatments to patients and their healthcare providers. The Company has several subsidiaries engaged in the development of an advanced and growing pipeline of Bio Pharmaceuticals, Natural Health and Veterinary Health Products containing cannabis and other medicinal plant-based elements. With patients at the core of what we do, Tetra Bio-Pharma is focused on providing rigorous scientific validation and safety data required for inclusion into the existing bio pharma industry by regulators, physicians and insurance companies.

For more information visit: www.tetrabiopharma.com

Source: Tetra Bio-Pharma

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

Forward-looking statements
Some statements in this release may contain forward-looking information. All statements, other than of historical fact, that address activities, events or developments that the Company believes, expects or anticipates will or may occur in the future (including, without limitation, statements regarding potential acquisitions and financings) are forward-looking statements. Forward-looking statements are generally identifiable by use of the words “may”, “will”, “should”, “continue”, “expect”, “anticipate”, “estimate”, “believe”, “intend”, “plan” or “project” or the negative of these words or other variations on these words or comparable terminology. Forward-looking statements are subject to a number of risks and uncertainties, many of which are beyond the Company’s ability to control or predict, that may cause the actual results of the Company to differ materially from those discussed in the forward-looking statements. Factors that could cause actual results or events to differ materially from current expectations include, among other things, without limitation, the inability of the Company to obtain sufficient financing to execute the Company’s business plan; competition; regulation and anticipated and unanticipated costs and delays, the success of the Company’s research and development strategies, the success of this joint venture, the ability to obtain orphan drug status, the applicability of the discoveries made therein, the successful and timely completion and uncertainties related to the regulatory process, the timing of clinical trials, the timing and outcomes of regulatory or intellectual property decisions and other risks disclosed in the Company’s public disclosure record on file with the relevant securities regulatory authorities. Although the Company has attempted to identify important factors that could cause actual results or events to differ materially from those described in forward-looking statements, there may be other factors that cause results or events not to be as anticipated, estimated or intended. Readers should not place undue reliance on forward-looking statements. While no definitive documentation has yet been signed by the parties and there is no certainty that such documentation will be signed. The forward-looking statements included in this news release are made as of the date of this news release and the Company does not undertake an obligation to publicly update such forward-looking statements to reflect new information, subsequent events or otherwise unless required by applicable securities legislation.

For further information, please contact Altus Formulation Inc.
Damon Smith
CEO
514-883-3447

For further information, please contact Tetra Bio-Pharma Inc.
Robert Bechard
Executive Vice-President Corporate Development and Licensing
514-817-2514
[email protected]

Media Contact
energi PR
Carol Levine
514-288-8500 ext. 226
[email protected]
Stephanie Engel
416-425-9143 ext. 209
[email protected]

 

Esports Entertainment Group $GMBL Appoints CFO $ATVI $TTWO $GAME $EPY.ca $TCEHF $Game.ca $EPY.ca

Posted by AGORACOM-JC at 8:15 AM on Tuesday, November 27th, 2018

  • Announced the appointment of Christopher Malone, CPA/CMA as Chief Financial Officer
  • Mr. Malone is the founding Director of PrOasis, a professional consulting firm, where he has spent the past 26 years managing the firm which focuses on executive management, corporate finance, strategic planning and governance for major Canadian SME organizations.

ST. MARY’S, ANTIGUA / November 27, 2018 / Esports Entertainment Group, Inc. (GMBL: OTCQB) (or the “Company”), a licensed online gambling company with a specific focus on esports wagering and 18+ gaming, is pleased to announce the appointment of Christopher Malone, CPA/CMA as Chief Financial Officer.

Mr. Malone is the founding Director of PrOasis, a professional consulting firm, where he has spent the past 26 years managing the firm which focuses on executive management, corporate finance, strategic planning and governance for major Canadian SME organizations. He currently holds the positions of Chief Financial Officer and Director for an OSC registered Fund Manager, as well as, an IIROC registered Broker-Dealer member.

Mr. Malone has an extensive listing, regulatory reporting and governance experience with private businesses and public companies on Regulatory organizations and Exchanges in Canada and the United States. His experience stems from over 35 years of senior financial and information technology systems roles in some of Canada’s largest domestic and multi-national organizations. He has held senior-level financial executive positions in food processing, telecom, media advertising, document management, and financial service organizations.

Mr. Malone holds a CPA/CMA designation and graduated from the University of Western Ontario with a B.A. in Commerce and Economics.

Grant Johnson, CEO of Esports Entertainment Group stated “We are very pleased with the addition of Chris to our senior management team. His experience at the highest levels of finance and information technology organizations, with stringent reporting requirements to regulators on both sides of the border, will be invaluable now that our Company has secured financing and embarks on aggressive growth plans within the global esports industry.”

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

Redchip investor relations Esports Entertainment Group Investor Page:

http://www.gmblinfo.com

About Esports Entertainment Group

Esports Entertainment Group Inc. is a licensed online gambling company with a specific focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering and pool betting on esports events in a licensed, regulated and secure platform to the global esports audience. 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 online gambling and the video game industries, and esports. The Company holds licenses to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands and the Kahnawake Gaming Commission in Canada. The Company maintains offices in Antigua, Curacao and Warsaw, Poland. Esports Entertainment Group common stock is listed on the OTCQB under the symbol GMBL. For more information 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.

Contact:

Corporate Finance

1-268-562-9111

[email protected]

Media & Investor Relations Inquiries
AGORACOM
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

 

 

U. S. Investor Relations

RedChip

Dave Gentry

407-491-4498

[email protected]

SOURCE: Esports Entertainment Group, Inc.

Esports Entertainment Group $GMBL – All in the game: Taking #Esports to the masses

Posted by AGORACOM-JC at 11:52 AM on Monday, November 26th, 2018

SPONSOR: Esports Entertainment Group (GMBL:OTCQB) The esports betting site trusted by over 176 esports teams from around the world. Click here for more information.

Eeg logo black 01

  • The professional Dota 2 eSports team, OG, caused a major upset by winning the richest eSports tournament to date, The International 2018
  • Held at the 20,000 seat Rogers Arena in Vancouver, the $25 million tournament was witnessed by a capacity crowd over its six-day run and live-streamed by a peak audience of close to 15 million people

eSports is pioneering workflows that could be picked up by mainstream sports coverage, and with rising interest and growing prize pots, the influence of eSports looks set to increase.

On August 25, the professional Dota 2 eSports team, OG, caused a major upset by winning the richest eSports tournament to date, The International 2018. Held at the 20,000 seat Rogers Arena in Vancouver, the $25 million tournament was witnessed by a capacity crowd over its six-day run and live-streamed by a peak audience of close to 15 million people.

In many respects, despite a total airtime of 122 hours, an eSports tournament workflow for an event such as T18 looks very similar to a conventional sporting event, as the graphic below from Newtek shows. The only real difference lies in swapping the cameras and audio that would normally be capturing physical sporting action for gameplay capture, with production cameras being deployed essentially for cutaways, commentary and reaction shots.

NewTek’s eSports workflow

With little or no heritage of using legacy broadcast circuits, IP-based workflows are increasingly dominant in the eSports field as is remote production, which is becoming commonplace even at an intercontinental level. Coupled with the growing use of cloud-based tools, there’s a sense that eSports is pushing workflows that will become mainstream in regular sports coverage not too far down the line.

This can inevitably entail the use of serious amounts of bandwidth and fewer and fewer productions are happy to be using the public internet, preferring to rent large pipes for their exclusive use.

As a case in point, The Switch supplied the 12th BlizzCon last month with 800Mbps of connectivity between California’s Anaheim Convention Centre to AWS, not to mention a 50Mbps link for ESPN to handle content for Twitter.

Private networks also minimise the problem of latency. Aside from the desire to attract audiences — and BlizzCon, for example had 40,000 attendees — one of the main reasons that tournaments take place in arena settings rather than having players log in from home is to provide an even playing ground when it comes to connectivity. Lowest costs circuits are not always the best nor the most direct route, a factor which contributed to League of Legends developer Riot Games building its own dedicated backbone, Riot Direct.

This is a move more commonly associated with major tech companies such as Google and Facebook, but provides a much more direct route. The diagram below shows the impact when the return path, marked here in red, from Chicago to a player in Portland was computed by the standard Border Gateway Protocol.

Solo streamer
eSports is, however, about more than the tournaments, with influencer-based social video a key component on platforms such as the Amazon-owned Twitch, the Microsoft-owned Mixer, Smashcast, Caffeine, and an increasing number of other outlets.

Monetised by a combination of adverts and subscriptions, some of the players are becoming genre stars in their own right, led by the Fortnite-playing Ninja, who currently has over 12 million followers.

The tech behind connecting player to audience tends to be the standard value-end of broadcast kit list as developed and refined on YouTube over the years, with added computing grunt and specialist live-streaming and video mixing apps such as player.me, XSplit or OBS to allow broadcasters to intercut the gameplay. Additional specialist broadcasting software such as StreamLabs, StreamElements, Muxy and OperaEvent provide an impressive and constantly evolving array of engagement and monetisation tools.

Over 200 third-party extensions are now available for Twitch alone, which generate customisable onscreen info about everything from player stats to avatars to viewer polls, provide tipjar functionality, enable charity donations, viewer-chat and a whole lot more.

Sports crossover
Viewer chat and the live, interactive and communal nature of game streaming is considered by many to be one of eSports’ killer apps and live viewing is very much where the action is. Data from the most recent Nielsen eSports Fan Insight survey suggests that in the past 12 months 72% watched a live streaming event online, dropping to 48% for a pre-recorded match.

So far, so normal sports, but one of the dangers of mapping traditional sports paradigms onto eSports is that it is a very different mindset.

“Monetisation remains problematic when measured against an established culture of free content”

According to Nielsen data, eSports fans are, in general, video game fans first and foremost. They may spend on average 8% of their media time consuming eSports, but they spend nearly a quarter of their time playing video games themselves.

The reason they watch eSports is primarily to become better players themselves; they are active participants in the same games in a way that traditional sports organisations trying to build grassroots fanbases can only dream about.

This has implications. First, despite the draw of live events, there is a huge audience for VOD highlights and replays. Add in that factor and YouTube actually overtakes Twitch as the most popular source of eSports programming, at least in the US market. It means there is distinct demand for clips and highlights, and a real opportunity for analysis and annotation.

Second, it will necessarily impact on the way that the increasing amount of eSports athlete data being captured is presented. Traditional sports player stats such as metres run or tackles made, serve to highlight the difference between the elite athletes and the watching viewer. But given the different levels of engagement with eSports, the sense is that data should be presented more as aspirational: you can do this too if you practice hard enough.

As an example of the sort of metrics that are starting to feed into the game, Turner Sports has started to use eye-tracking technology to track individual player’s focus of intent during games which are then analysed post-match. The broadcaster is also adding the sort of sports science analysis that has become a staple of traditional sports in recent years, measuring factors such as response times and the visual acuity of the players.

Monetisation, ads, and evolution
One interesting current trend in eSports broadcasting is the demand of the narrative, which is stemming less from a traditional sports model and more from a sports entertainment perspective. This demands both additional resource on behalf of the streaming services for capturing content specific to it, as well as more input at the tournament planning stage to ensure the ‘right’ personalities end up pitted against each other. Whether this will become the dominant format becoming further emphasised moving forward or whether eSports will default to what can be considered a more purist, skills-first model will depend on the audience sizes achieved.

As will monetisation. As with much of the online media space, monetisation remains problematic when measured against an established culture of free content. Nielsen data suggests that as many as 1 in 3 eSports viewers would refuse to pay anything to watch any eSports content, though that has to be contrasted against culture that is happy to crowd-fund the huge purse on offer at T18, for instance.

Happily for continuing to fund the expansion in eSports, a similar figure suggested they would pay for ad-free video. This might be tested sooner rather than later though. Amazon-owned Twitch drew criticism for ending ad-free viewing on Twitch Prime (essentially a suite of benefits for Amazon Prime subscribers) in September, directing those who wanted an ad free experience to the $8.99 monthly Twitch Turbo service.

Measuring the impact of that will be instructive, though, of course, apart from revealing that over a million people are watching at any given moment, like its owner Twitch tends to keep its viewing figures to itself. It continues to innovate to stay ahead of a surging market though, for example announcing the forthcoming karaoke-style interactive Twitch Sings that allows viewers to request songs through chat only last month.

Speaking at the October TwitchCon 2018, Twitch CEO, Emmett Shear, said: “I think we’re still at very early days on Twitch. It still feels like the start of the streaming world.”

And with eSports revenues predicted to hit $905 million or more this year and still rising, the real tournament is only just starting.

Source: https://www.ibc.org/delivery/all-in-the-game-taking-esports-to-the-masses/3463.article