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INTERVIEW: NORTHBUD $NBUD.ca Discusses Binding LOI For Acquisition of Multi-State Licensed Operator Eureka Vapor $WEED.ca $CGC $ACB $APH $CRON.ca $HEXO.ca $TRST.ca $OGI.ca

Posted by AGORACOM-JC at 1:37 PM on Tuesday, March 12th, 2019

NORTHBUD (NBUD:CSE) is already a late stage applicant at the “Confirmation of Readiness” stage for 25,000 square feet of indoor and 500,000 square feet of outdoor growing space, for the sole purpose of growing GMP pharma-grade cultivation and food-grade extracted inputs.

But Ryan Brown didn’t get this far in the cannabis space by sitting still … and he has made one hell of a great deal with the $20 MILLION acquisition of Eureka Vapor, a multi-state licensed operator in the USA.  The acquisition is subject to typical closing and due diligence but Ryan has a close relationship with the CEO and is confident it will close.

If and when it does close, Eureka will bring about $11.5 million in revenue at a 16% profit margin, which will be immediately accretive to the bottom line of NORTHBUD.  Accretive is actually an understatement.

I also love this acquisition because of its’ terms, which shows the confidence that both sides have in each other.  For example, the Eureka team can earn an extra $25 million if they hit certain milestones.  That says a lot about how Eureka may grown once it is a part of NORTHBUD.

On the flipside, the Eureka group only gets 10% of their shares on closing, with the rest dripped out over the next 24 months. That says a lot about the confidence Eureka has in NORTHBUD.

Find out more about NORTHBUD and this great deal in this interview with Ryan, who has already made a name for himself and is now on his way to growing that success, pun intended.

Esports Entertainment Group $GMBL – ‘Revenge of the gamers’ – eSports hits big time, with or without Olympics $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Tuesday, March 12th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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‘Revenge of the gamers’ – eSports hits big time, with or without Olympics

  • eSports’ bid to reach the Olympics may be on hold but backing from big sponsors and a relentless march into the mainstream raise the question of whether it needs the Games at all.
  • With sportswear giant Nike last month announcing its sponsorship of China’s Legends Pro League, video gaming already bears the hallmarks of any successful sport.

Adidas, Mercedes and BMW are some of the other global brands to jump on board, while McDonald’s dropped its sponsorship of Germany’s national football team to focus on eSports.

The Legends Pro League, China’s official competition for the League of Legends game, has 14 regional divisions, and teams have their own home venues. The game also has an annual world championship.

As of next year, professional players will be fully decked out in Nike-designed jerseys and trainers, with an accompanying lifestyle range — much like any big football, basketball or baseball team.

“It’s (eSports) already hit mainstream, a couple of years back,” Philip So, who heads business development at League of Legends developer Riot Games, told AFP at last week’s Sportel convention in Macau.

“(But the Nike sponsorship) had a huge reaction from our fans when we announced it, even from the Nike side. I think it was surprising to everyone how much buzz it generated.”

A Goldman Sachs briefing in October said eSports was on course to reach nearly 300 million viewers by 2022 — similar numbers to American football’s NFL.

– ‘NBA didn’t need the Olympics’ –

Some are now beginning to wonder if the Olympics needs eSports more than the other way round, as the venerable institution dating back to the late 19th century strives to reach a younger audience.

“I think it would be great for the Olympic programme to have eSports because they are going to be able to capture the attention of a new audience that otherwise would disappear,” Maurizio Barbieri, Twitter’s Southeast Asian head of sports partnerships, said at Sportel.

“But overall, (how would the Olympics help eSports) in general?

“I mean, the NBA didn’t need the IOC (International Olympic Committee) to become the number one basketball league in the world.”

eSports won’t be part of the Olympics until at least Los Angeles 2028, after it was left off the list of nominated sports for Paris 2024 — which included the equally youth-friendly breakdancing, surfing, skateboarding and climbing.

But So said that when eSports was a demonstration event at last year’s Asian Games, viewing figures in China outstripped those of traditional sports, even though the competition wasn’t shown on TV.

People who play computer games, he added, are now proud to identify themselves as “gamers”, underlining the rise of a movement that has spread organically, from the grassroots up.

“It’s a complete paradigm shift. This is the time for gamers to come out. It’s revenge of the gamers,” said So.

– Deeply fragmented –

Much of the opposition to eSports is related to concerns over screen time and inactivity among young people, as well as a lack of knowledge and understanding of the games.

China has been particularly cautious, last year announcing curbs including temporarily suspending new releases of online games — sending shares plummeting in Tencent, Riot Games’ parent company.

But So said China’s sports ministry remained a supporter of eSports, drawing a distinction between professional, organised gaming and streaming, where amateurs play for audiences online.

“I don’t think eSports makes the government very nervous. I really don’t think so,” he said.

“Because the sports bureau etc, we work very closely with them and it’s definitely on their agenda and interest to grow the sport as well.”

However, So was at a loss to predict whether eSports would finally make it into the Olympics, a campaign that faces a number of hurdles.

As well as concerns over eSports’ lack of physical activity, the scene is deeply fragmented, as different games are made by competing studios. It is also yet to form a world governing body — a stipulation demanded by the IOC.

“I honestly don’t know. I wish I had the answer,” So said, when asked what was the way forward for eSports’ Olympic bid.

“How an overarching arm across all different games (would work), I’d be very curious to know,” he added.

Source: https://www.france24.com/en/20190312-revenge-gamers-esports-hits-big-time-with-or-without-olympics

PyroGenesis Canada $PYR.ca to Present at the Spring Investor Summit on April 1st and 2nd in New York City at the Essex House

Posted by AGORACOM-JC at 12:07 PM on Tuesday, March 12th, 2019
  • Presenting at this year’s Spring Investor Summit on April 1st and 2nd in New York City.
  • PyroGenesis Canada, Inc. will be presenting at 10:30am on April 1st.

NEW YORK, NY / March 12, 2019 / PyroGenesis Canada, Inc. (TSX-V: PYR.V) will be presenting at this year’s Spring Investor Summit on April 1st and 2nd in New York City. PyroGenesis Canada, Inc. will be presenting at 10:30am on April 1st.

CONFERENCE OVERVIEW AND STRUCTURE

The Spring Investor Summit (formerly The MicroCap Conference) is an exclusive event dedicated to connecting small and micro cap companies with high-level, institutional and retail investors.

The Spring Investor Summit will take place in New York City at the Essex House on April 1st and 2nd. The upcoming conference will feature 200 presenting companies, 1200 institutional and retail investors, 2000 one-on-one meetings, expert speakers, and industry panels.

REGISTRATION FOR INVESTORS

To request free registration, please go to our website (www.springinvestorsummit.com), and click the “Registration” button

PARTICIPATING COMPANIES

For our most updated list of companies, please go to our website (www.springinvestorsummit.com)

SPONSORS

Regal Consulting
MSK
Proactive Investors
Marcum
Irth Communications
MZ Group
CoreIR
PCG Advisory
ICR

News Compliments of ACCESSWIRE.

FOR MORE INFORMATION

Please visit: www.springinvestorsummit.com
Or, contact Ashley Allard at [email protected]

SOURCE: PyroGenesis Canada, Inc.

BetterU Education Corp. $BTRU.ca – Google $GOOG introduces educational app Bolo to improve children’s literacy in India $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 12:00 PM on Tuesday, March 12th, 2019
SPONSOR:  Betteru Education Corp. Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information.
BTRU: TSX-V

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  • Google is expanding its suite of apps designed for the Indian market with today’s launch of a new language-learning app aimed at children, called Bolo.
  • The app, which is aimed at elementary school-aged students, leverages technology like Google’s speech recognition and text-to-speech to help kids learn to read in both Hindi and English.

Sarah Perez@sarahintampa

Google is expanding its suite of apps designed for the Indian market with today’s launch of a new language-learning app aimed at children, called Bolo. The app, which is aimed at elementary school-aged students, leverages technology like Google’s speech recognition and text-to-speech to help kids learn to read in both Hindi and English.

To do so, Bolo offers a catalog of 50 stories in Hindi and 40 in English, sourced from Storyweaver.org.in. The company says it plans to partner with other organizations in the future to expand the story selection.

Included in the app is a reading buddy, “Diya,” who encourages and corrects the child when they read aloud. As kids read, Diya can listen and respond with feedback. (Google notes all personal information remains on-device to protect kids’ privacy.) Diya can also read the text to the child and explain the meaning of English words. As children progress in the app, they’ll be presented with word games that win them in-app rewards and badges to motivate them.

The app works offline — a necessity in large parts of India — where internet access is not always available. Bolo can be used by multiple children, as well, and will adjust itself to their own reading levels.

Google says it had been trialing Bolo across 200 villages in Uttar Pradesh, India, with the help of nonprofit ASER Centre. During testing, it found that 64 percent of children who used the app showed an improvement in reading proficiency in three months’ time.

To run the pilot, 920 children were given the app and 600 were in a control group without the app, Google says.

In addition to improving their proficiency, more students in the group with the app (39 percent) reached the highest level of ASER’s reading assessment than those without it (28 percent), and parents also reported improvements in their children’s reading abilities.

Illiteracy remains a problem in India. The country has one of the largest illiterate populations in the world, where only 74 percent are able to read, according to a study by ASER Centre a few years back. It found then that more than half of students in fifth grade in rural state schools could not read second-grade textbooks in 2014. By 2018, that figure hadn’t changed much — still, only about half can read at a second-grade level, ASER now reports.

While Google today highlights its philanthropic efforts in education, it’s worth noting that Google’s interest in helping improve India’s literacy metrics benefits its bottom line, too. As the country continues to come online to become one of the largest internet markets in the world, literate users capable of using Google’s products like Search, Ads, Gmail and others are of increased importance to Google’s business.

Already, Google has shipped a number of applications designed specifically for Indian internet users, like data-friendly versions of YouTube, Search and other popular services, like payments app Tez (now rebranded Google Pay), a food delivery service, a neighborhood and communities networking app, a blogging app and more.

Today, Bolo is launching across India as an open beta, while Google will continue to work with its nonprofit partners — including Pratham Education Foundation, Room to Read, Saajha and Kaivalya Education Foundation — a Piramal Initiative — to bring the app to more children.

Bolo is available now on the Google Play Store in India, and works on Android smartphones running Android 4.4 (Kit Kat) and higher. The app is currently optimized for native Hindi speakers.

Source: https://techcrunch.com/2019/03/06/google-introduces-educational-app-bolo-to-improve-childrens-literacy-rates-in-india/

ThreeD Capital Inc. $IDK.ca – Gold-Backed Cryptocurrency Is Almost Here $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 9:22 AM on Tuesday, March 12th, 2019

SPONSOR: ThreeD Capital Inc. (IDK:CSE) Led by legendary financier, Sheldon Inwentash, ThreeD 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.

Idk large
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Gold-Backed Cryptocurrency Is Almost Here

  • Investors will soon be able to buy gold and stocks in the form of cryptocurrency, the same way they might buy Bitcoin.
  • Paxos, a New York-based firm that already offers a dollar-backed cryptocurrency (known as a stablecoin) as well as Bitcoin trading services, plans to introduce digital tokens backed by precious metals and publicly traded stocks sometime in 2019.

The company launched its stablecoin, Paxos Standard, six months ago by tying cash reserves to a blockchain—a digital ledger of transactions that is the backbone of any cryptocurrency. Now, it wants to take “any type of asset and put it into a blockchain,” Paxos CEO Chad Cascarilla told Fortune’s “Balancing the Ledger.” The goal is to move assets and settle transactions more quickly and securely and with lower fees, he added.

In order to make it work, Paxos has to ensure that it holds the same amount of inventory—whether that’s dollars, precious metals, or stocks—in the “real world” as are registered on the blockchain. “How you do it with a gold token is how much gold you have in a vault equals how many gold tokens outstanding,” Cascarilla explained. “How do you do it with stocks? How many stocks do I have sitting in an account, equals how many stocks in the blockchain.”

Closest to reality is likely the tokenization of stock market equities and bonds, assets which Paxos has already successfully tested in blockchain transactions, Cascarilla said. “We’re getting pretty close, and I think we’ll see it in 2019.”

Cascarilla believes Paxos is the only cryptocurrency company with an account at the Depository Trust Company, which holds the vast majority of U.S. stocks and bonds, positioning the firm to potentially become the first to bring stock trading to the blockchain. Still, Paxos, which was the first virtual currency company to be licensed in New York, needs additional approval from the U.S. Securities and Exchange Commission before it can roll out cryptocurrencies tied to more traditional securities. It’s currently awaiting that approval—something the lengthy government shutdown did not help speed along.

Putting commodities on the blockchain is also underway, and “gold is probably the most obvious,” Cascarilla said, adding that it would be introduced “definitely this year.”

Tokenizing precious metals opens up new possibilities that are currently physically difficult—such as dividing up a gold bar into smaller denominations, transporting heavy quantities more easily, or lending the assets out more efficiently, Cascarilla explained. “Having it sit in a vault but also having it be on a blockchain kind of bridges those two worlds,” he said.

Source: http://fortune.com/2019/03/11/gold-cryptocurrency-stocks-blockchain/

Polymath and #KABN Announce Consortium to Accelerate the Creation, Distribution, and Management of Digital Securities Across Multiple Jurisdictions and Platforms $HIVE.ca $BLOC.ca $CODE.ca

Posted by AGORACOM-JC at 8:58 AM on Tuesday, March 12th, 2019
  • Polymath formed a consortium in close collaboration with KABN (www.kabn.network),
  • Polymath is leading the effort to make it easier for organizations to create digital securities from traditional assets through partnerships and a community that supports a transparent and compliant process for issuers and investors

TORONTO & SAINT MICHAEL, Barbados & GIBRALTAR — Polymath (www.polymath.network), the global leader in software solutions that enable assets to be digitized, distributed, fractionally owned, and ultimately liquidated, has formed a consortium in close collaboration with KABN (www.kabn.network), a global financial services platform that has developed, among its suite of products, a patent pending, blockchain based, GDPR compliant, Always On, global identification and accreditation as a support service for investors and other types of contributors.

Polymath is leading the effort to make it easier for organizations to create digital securities from traditional assets through partnerships and a community that supports a transparent and compliant process for issuers and investors. Through its extensive service provider network with firms like KABN, Polymath provides security token issuers with access to top quality service providers.

“Our solution supports the creation of digital securities from a wide range of traditional and non-traditional assets,” said Kevin North, CEO of Polymath. “The intention of this partnership is to create a best practice model for customers who need help with the full lifecycle of an STO (Security Token Offering). In this model, the issuer would work with an integrated network of providers who are committed to ensuring that offerings are compliant with securities laws, rules, and regulations across multiple jurisdictions and trading platforms, increasing the value proposition by reducing the distance and friction between investors and issuers. To date, the full STO path is not clear for most of our issuers, so we formed this partnership with the intention of making this a less daunting journey.”

KABN will also be the first organization to launch its digital securities offering using this process. More information about the KABN Security Token Offering can be found at: www.KABNtoken.com

“Working with Polymath, KABN supports the compliance requirements for digital securities with its Always On solution providing a faster, better and more economical solution for issuers and investors to validate and verify identity, KYC and AML, and manage liquidity programs,” said Ben Kessler, CEO of KABN. “KABN is also the first company to tokenize its company assets and create digital securities with this process, proving the model and paving the way for others to do the same in a manner that meets jurisdictional securities rules and regulations and supports a value proposition for stakeholders, the Blockchain community, issuers and investors.”

Polymath and KABN are receiving overwhelming support from the capital markets and blockchain communities as it introduces the framework to program partners to advance the creation of digital securities and make it easier for issuers and investors to interact through decentralized platforms globally.

Together with Pegasus Fintech (Gibraltar) Limited, a consultant organization, a consortium of Professional Service providers, Broker Dealers, Blockchain Developers, Exchanges, Authorized Agents and other Solution Providers have committed to supporting this process and the KABN Token offering. The initial parties committing their support to this growing consortium include:

Tokenise.io (UK)Global Blockchain Network (US)
MLG Blockchain (Canada)Evoke Capital (Canada)
Hyperion Technologies (US)Secure Digital Markets (Canada)
Hassans (Gibraltar)Digital Assets Management (Gibraltar)
Crypto SA (Australia)KABN (Gibraltar)
Ten Capital (US)Polymath (Canada/Barbados)
Razlin Capital (UK)

About Polymath (www.polymath.network)

Polymath Network (Polymath) is a decentralized platform that makes it easy to create security tokens. The platform simplifies the complex technical challenges of creating a security token and aims to bring the multi-trillion dollar financial securities market to the blockchain.

About KABN (www.kabn.network)

KABN, a integrated financial service platform offering neo banking type solutions, has received approval by Visa to launch its crypto-linked card and banking wallet program. KABN has partnered with Transact Payments Ltd, a European e-money institution and Principal Member of Visa, global processor GPS and platform technology provider Panovate to launch the program in the UK and subsequently the EEA in the 2nd quarter of the year.

Branded the Pegasus Flyte Visa card, the KABN card program offers an “on/off ramp” conversion process for a variety of cryptocurrencies to fiat together with multi-currency fiat transactions. Cardholders will be able to use their Pegasus Flyte Visa cards to spend in-store, online, and at ATMs wherever Visa is accepted globally.

The Pegasus Flyte program will also offer a robust loyalty and customer engagement platform. The anchor of the program is KABN ID, a Blockchain and biometrically-based, “Always On” validation and verification process. This patent-pending, GDPR compliant process allows for efficient and frictionless customer acquisition and onboarding.

About Pegasus Fintech (www.pegasusfintech.com)

Pegasus Fintech is a full-service Blockchain, technology and accelerator growth advisory that supports regulatory compliant programs and offerings.

Forward-Looking Statements: Except for historical matters contained herein, statements made in this press release are forward-looking statements. Without limiting the generality of the foregoing, words such as “may”, “will”, “to”, “plan”, “expect”, “believe”, “anticipate”, “intend”, “could”, “would”, “estimate”, or “continue”, or the negative other variations thereof or comparable terminology are intended to identify forward-looking statements. Forward-looking statements involve known and unknown risks, uncertainties and other factors, which may cause our actual results, performance or achievements to be materially different from any future results, performance or achievements expressed or implied by the forward-looking statements. Also, forward-looking statements represent our management’s beliefs and assumptions only as of the date hereof. Except as required by law, we assume no obligation to update these forward-looking statements publicly, 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.

Contacts

For more information:
Polymath
RJ Reiser, CGO
[email protected]

KABN
Ben Kessler, CEO
[email protected]

Enthusiast Gaming $EGLX.ca Ranked as Fastest Growing Gaming Information Property With 324% Growth in Total Views Year-Over-Year $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:51 AM on Tuesday, March 12th, 2019
  • Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year
  • Significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company.

TORONTO, March 12, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the largest community of authentic gamers, is excited to announce that it has received its end of year ranking report and confirmed Total Unique Visitor traffic growth of 56% and Total Views growth of 324% year-over-year.  The significant growth is based on measurement of the Company’s digital media property by Comscore, a leading 3rd party media measurement and analytics company. (Source: Comscore Media Metrix Multi-Platform, Dec 2017-Dec 2018, US).

According to the report, compared to its peers in the Gaming Information category, Enthusiast was the fastest growing company, with the highest growth rate over the 12 month period.  With its significant growth in 2018, the company also achieved a Top 5 ranking for largest Gaming Information property based on Total Views, and a Top 10 ranking for largest Gaming Information property based on Total Unique Visitors.  (Source: ComScore Media Metrix Multi-Platform, Gaming Information, Sep 2018 and Nov 2018, US).  Currently, Enthusiast has a network of over 80 gaming related websites with 75 million monthly visitors, and a platform of 900 YouTube channels adding an additional 50 million monthly visitors, making it one of the largest networks of gamers in North America.

Enthusiast continues to execute on its growth strategy through acquisitions and has completed 8 accretive acquisitions since January 2018.  The Company also has new revenue generating streams through direct advertising and monthly subscriptions which will bring in additional recurring revenue in 2019.  The new monetization opportunities are greatly attributed to the rapid growth of Enthusiast.

Menashe Kestenbaum, CEO of Enthusiast, commented, “Being ranked as the fastest growing gaming platform by Comscore is a significant accomplishment for Enthusiast as we continue to chase large industry players for the number one spot.  It shows we are executing our strategy of becoming an industry leader. Since 2015 our network has grown from 5 websites to over 80 and we are positioned as a leading gaming community online.” He added, “We are excited for the future growth of our platform and the new monetization opportunities that have already started to come from our massive network of lifestyle gamers.”

About Enthusiast Gaming

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

CONTACT INFORMATION:

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

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

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

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

Esports Entertainment Group $GMBL – Five eSports Predictions: What Does The Year Hold For Companies And Developers? $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:00 PM on Monday, March 11th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Five eSports Predictions: What Does The Year Hold For Companies And Developers?

Andrew Paradise Forbes Councils

Between League of Legends appearing in the Asian Games and worldwide phenomenon Fortnite dominating headlines, 2018 has been a formative year for eSports. Never before have games had such an assertive presence in mainstream media and entertainment.

As the CEO of a mobile eSports platform for developers, venues and sponsors, I don’t believe the trajectory of eSports is slowing anytime soon — bigger, better things lie ahead. Whether you’re an industry veteran or just starting to explore how eSports fits into your business, these are five key trends to keep in mind while planning your business strategy for the remainder of 2019.

1. New titles will shake up the top five eSports rankings.

This year, new games will likely challenge incumbents for supremacy. Prominent 2018 launches include the inaugural season of Activision Blizzard’s Overwatch League, the introduction of the NBA 2K League, and new battle royale title Call of Duty: Black Ops 4. With fresh content flooding the market, the most popular eSport of the future has likely yet to be created.

Given increasing eSports democratization, consumers will be hungry for innovative content, and top rankings are ripe for the taking. Currently, the most popular consumer trends I’ve seen include shooters, multiplayer competition and mobile experiences — so future blockbusters may feature these elements.

Why does this matter? Understanding what games are trending and why is essential for anyone in the space, whether you’re running a gaming company or a non-endemic brand looking to access the growing eSports audience. For game developers, keeping a pulse on community reactions and responses to new industry trends is critical to developing relevant themes for future titles. Watch closely to see which games are picking up traction. Industry analyst studies, focus groups and preliminary beta testing are all useful options to consider for additional insight.

2. Brand investments in eSports will increase.

With eSports viewership projected to grow to about 600 million by 2020 (paywall), sponsorships could become more valuable to brands looking to gain an advantage in an increasingly lucrative and competitive market.

Sponsors like Coca-Cola, Mercedes-Benz, T-Mobile, Adidas and even the U.S. Navy have already invested in eSports. Given the positive results of engaging with this global audience, brand investments will likely increase this year, with even more non-endemic corporate sponsors coming aboard.

Gamers are arguably one of the most sought-after audiences — many are young (paywall) and often loyal to their games of choice. According to Dot Esports, research firm Newzoo estimates that global eSports awareness will reach 2 billion by 2021. If you’re in the eSports business, I recommend looking to capitalize on this influx of interest in 2019.

For developers looking to grab a slice of the audience, focus on creating a game that’s simple to pick up, complex to master and fun to watch. The combination of these elements is what I’ve found makes a great spectator sport — and once you get viewers on board, the sponsors will likely follow.

3. Mobile eSports will go mainstream and sell out professional stadiums.

With an estimated 2.3 billion mobile gamers worldwide (paywall) in 2019, mobile is an incredibly popular gaming platform. As mobile eSports become an increasingly important part of the ecosystem, even more competitors could view it as mainstream entertainment.

This year, you may see more players earning sizable salaries and collegiate scholarships from mobile eSports. In addition, mobile eSports events could sell out more professional sports stadiums. In countries like China, mobile gaming is already taking center stage.

Keep an eye on your smartphones, because they’re growing at breakneck speeds in terms of both technical capability and consumer adoption — GSMA estimates that there will be 5.9 billion unique mobile subscribers in 2025. Developers — especially those that may have overlooked mobile in the past — should consider how rapidly advancing mobile technology can help them achieve a blockbuster hit and reach the largest subset of gamers. I believe the key to breaking into this industry is creating a game that is easy to learn, has a compelling core loop, and offers its players strategic depth in terms of game mastery. This stimulates player acquisition and new user performance metrics — ultimately driving player retention and deeper game monetization. 

4. The industry will experience heightened cheating risks.

While eSports growth has been impressive, it’s not without risk. Similar to offline sports, the growing fame and fortune of athletes can also attract cheaters.

In 2018, BattlEye banned over a million PUBG accounts for hacking. According to PCGamer, banning cheaters is also the “highest priority” for Fortnite developer Epic Games. In Asia, hackers are facing jail time and multimillion-dollar fines for developing and distributing cheats. Although the industry is working tirelessly to prevent cheating, it’s likely that as eSports grow, so too will fraudulent efforts.

This year, I expect more eSports to institute fairer environments for their games, just like we see in offline sports. Whether it’s by integrating increasingly comprehensive third-party anti-cheating software or developing their own, developers creating the next big eSport will have to keep cheating at bay. Otherwise, their game might be over before it begins.

5. A boom in availability and production value could occur for eSports broadcasts.

Now featured on YouTube, ESPN and more, eSports are quickly becoming a hot area of growth in digital entertainment. ESL, a large eSports league that runs CS:GO and Dota 2 tournaments, signed an exclusive streaming deal with Facebook in 2018 for an undisclosed amount. Twitch’s exclusive rights to stream the Overwatch League is purportedly worth as much as $90 million.

Both traditional and emerging channels are vying to showcase tournaments to viewers. I’d count on seeing even more significant broadcasting collaborations among both cable networks and social media juggernauts in 2019.

Companies and developers planning to break into eSports broadcasting in 2019 should keep the growing number of distribution options in mind to ensure they’re picking the best channel for their content.

The eSports landscape is shifting quickly, and I project the coming months to be some of the most important for the industry’s future. As eSports viewership is expected to grow and mobile devices are becoming more widespread, businesses should consider how they can take advantage of this growing sector.

Source: https://www.forbes.com/sites/forbessanfranciscocouncil/2019/03/11/five-esports-predictions-what-does-the-year-hold-for-companies-and-developers/#6aeccf76395b

Letter from Richard Nemis $NOT.ca

Posted by AGORACOM-JC at 11:54 AM on Monday, March 11th, 2019

I was introduced to a young man a couple of years ago who kept my secretary busy by phoning repeatedly asking for a short meeting to introduce his company. She said that he was so persistent that without confirming with me, she set a time for him and I to finally meet. That young man was Scott Purkis and the company was Agoracom. I would like now to take this opportunity to say a heart felt sincere thank you to Scott and the whole Agoracom team. Without the communication through the Agoracom system thousands in the retail investor community would have been left in the dark with respect to these recent Noront events. The people who write on the Agoracom site, are one fabulous group of loyal and faithful Noront followers. Their interacting with the Noront team has kept the interest of the project up front in the investor world.

In the past, minority shareholders did not have a voice against the much larger funds and shareholders, but you as a group became a force, an entity unto yourselves and indeed, a force to be reckoned with. You should all be very proud of all your efforts. No longer will the retail investors be the pawn in a chess game, there now lies the opportunity to make it to the other end of the board and become a King.

I would like everybody to believe in the R.O.F. as a real project with astronomical potential. I am sad that I will no longer be at the helm, However, times must change and new leadership is sometimes necessary for a company to reach the next phase.

After our press release issued earlier this week, I was amazed to receive so many wonderful letters and emails expressing good wishes for my future. Well, I’d like to let one and all know that such support is overwhelming, it certainly makes one feel very humble and I am very proud to have been part of the Agoracom HUB .

I have had success in the past and there is still many tomorrows to come with lots of drills waiting to discover the next big hole and I have many plans to keep exploring After today, I am going to take a much needed break. I think I will have a glass of wine, do some fishing and relax and come back with a vengeance, everybody get ready for round two. I’LL BE BACK

Thank you Scott and the Agoracom team and special thanks to all retail investors who have been so extremely supportive.

With more thanks than can be expressed

Richard Nemis

BetterU Education Corp. $BTRU.ca – PayPal $PYPL enters India’s $215 B education market #edtech via online platforms $ARCL $CPLA $BPI $FC.ca

Posted by AGORACOM-JC at 10:30 AM on Monday, March 11th, 2019
SPONSOR:  Betteru Education Corp. Connecting global leading educators to the mass population of India. BetterU Education has ability to reach 100 MILLION potential learners each week. Click here for more information.
BTRU: TSX-V

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PayPal enters India’s $215 B education market via online platforms

  • One of the world’s largest online payment companies, PayPal, is now integrating its services with Indian online education platforms.
  • The US-based company has been active in India since 2008 in the cross-border payments business.

One of the world’s largest online payment companies, PayPal, is now integrating its services with Indian online education platforms. The US-based company has been active in India since 2008 in the cross-border payments business. In 2017, PayPal launched its domestic operations in India. In April last year, PayPal went live for consumers of (domestic) online retail in India. Today PayPal works closely with companies like MakeMyTrip, Freshmenu, etc.

Among the verticals that PayPal has specialised in globally is education, a market worth $215 billion in India.

According to PayPal’s statistics, for 218 million students India has only two million teachers; a ratio of 140:1. More than two million students are already paying online for education, and this is expected to reach 10 million by 2021.

Currently, a large number of parents who lead busy lives, find it difficult to keep up with the simplest of tasks such as paying school fees – just because the options to make these payments are few. Schools are now open to bank transfers, but there is scope to further simplify the experience of the parent. This is where PayPal makes its entry.

Increasing reach of ed-tech platforms

Government initiatives like Digital India and SWAYAM have been trying to enable online education by offering courses free of cost for children as well as adults. There is increased awareness since many (private) players are entering the space, following different models.

For instance, startups like UpGrad, Edureka, Unacademy, and Udacity, focus on online test preparation. Simplilearn and GreatLearning aim to upskill professionals. Startup unicorn BJYU’s, as well as Vedantu and Toppr, target students from 5th-12th grades. Needless to say, these platforms offer a huge clientele for PayPal, which is already present on some of them.

Narsi Subramaniam, Director, Growth, Paypal India.

The average ticket size for transactions on PayPal in the Indian education sector is $20-50. The KYC process on Paypal is done on the website itself (with no physical visits) and is approved in 24 hours provided it meets requirements.

In a chat with YourStory, Narsi Subramaniam, Director, Growth, PayPal India, said that PayPal is generally agnostic to business models.

“We are just enabling payment. We partner with them for solving problems like multiple parties (like parents/students, tutors, schools etc.) being involved in using their website/app for payments, invoicing their payment options, and making the commission process (from the online platform) easier,” he added. 

Enabling multiple platforms

The entry into ed-tech industry was only a matter of time for PayPal, as there is growing acceptance of technology in simplifying the overall experience of education.

Narsi claims that users of online certificates and test preparation using PayPal have already grown on its existing platforms.

PayPal claims to take care of the end-to-end payment management. It is now focusing on the following:

1.    Primary and secondary schools, since CBSE is encouraging schools to go cashless

2.    Online platforms assisting in preparation for tests like GME, GRE, CAT etc.

3.    Reskilling courses for working professionals (already contributes to 40 percent of overall volume on transactions enabled by PayPal)

4.    Higher education (both online and offline platforms)

5.    Casual learning for music, dance, yoga

Narsi added that PayPal has enabled invoicing capabilities for small institutions as well, so that they can send the relevant link to parents and minimise the process. He asserted that this is a great opportunity for tutors who are now onboarding online platforms, as the quantity and quality of online players is increasing. “Online tutorials can go global easily. Four out of ten online math tutors are from India,” he pointed out. 

Since PayPal enjoys familiarity among its target audience, thanks to the brand value, the move into education sector could be a win-win situation for both parties.

Source: https://yourstory.com/2019/03/paypal-enters-india-billions-education-market–za5r79zyad