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Enthusiast Gaming to Host $EGLX.ca Canada’s Largest Video Game and #Esports Expo October 18-20, 2019 in Toronto and Announces USA Expansion Plan in 2020 $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 9:26 AM on Tuesday, March 5th, 2019
  • Confirmed 2019 dates for the Enthusiast Gaming Live Expo, Canada’s largest video game expo, in Toronto next fall. Enthusiast will host EGLX on October 18-20, 2019 at the Metro Toronto Convention Center , downtown Toronto.
  • Following the success of EGLX 2018, which drew in 55,000 attendees in Toronto, the Company is planning to expand this year’s expo into the North Hall of the MTCC, nearly doubling the floor space to allow for the higher attendance numbers expected.  

TORONTO, March 05, 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 it has confirmed 2019 dates for the Enthusiast Gaming Live Expo (“EGLX”), Canada’s largest video game expo, in Toronto next fall. Enthusiast will host EGLX on October 18-20, 2019 at the Metro Toronto Convention Center (“MTCC”), downtown Toronto.

Following the success of EGLX 2018, which drew in 55,000 attendees in Toronto, the Company is planning to expand this year’s expo into the North Hall of the MTCC, nearly doubling the floor space to allow for the higher attendance numbers expected.  

Esports has always been a central part of EGLX, and the Company is planning to roll out its own Esports tournament series, which will compete with the leading North American pro tournaments. EGLX has previously hosted large-scale Esports competitions in partnership with various organizations, including the World Electronic Sports Games (“WESG”), operated by WorldGaming Network in partnership with Alisports (a division of Alibaba) and Blizzard Entertainment Inc. The Company also partnered with Overactive Media to unveil the Toronto Defiant Esports Overwatch team roster at EGLX 2018, in October. The Company will provide further updates in the coming months.

Menashe Kestenbaum, CEO of Enthusiast commented, “We are really excited about EGLX 2019, and we have some exciting additions in the pipeline for the expo in October 2019. Last year, we had capacity issues and had to stop selling tickets on the Saturday. To avoid any issues this year, we have expanded into the North Hall of the MTCC and plan to have more sponsors and higher attendance numbers.” He added, “We have already seen tremendous growth since we started EGLX in 2015, and in only a few short years we have grown into the largest video game expo in Canada and now have plans to expand into the United States in 2020. Attendees at EGLX 2019 can expect continued growth with more sponsors, more space and a larger focus on Esports and tournaments.”

The company is looking at opportunities to expand EGLX to multiple cities across North America. With the bulk of Enthusiast’s online traffic originating in the US, it’s a logical next step in the expansion process and the Company has already received strong interest from multiple US cities and partners wanting EGLX.  Enthusiast is planning its multi city expansion into the US starting in 2020.

Engages Generation Advisors Inc.

The Company has retained Generation Advisors Inc. (“Generation”) to provide market-making services. Under the terms of the agreement (the “Agreement“), Generation will receive cash compensation of $7,500 per month but will not receive any Common Shares or options of Company as compensation. Generation does not currently own any securities of Company; however, Generation and its clients may acquire a direct interest in the securities of Company. Company and Generation are unrelated and unaffiliated entities. Generation is a member of the Investment Industry Regulatory Organization of Canada, a participating organization of TSX and a member of TSX-V. The capital and securities required for any trade undertaken by Generation as principal will be provided by Generation. The Agreement is for an initial term of 180 days, with automatic renewals for a further 180 days unless terminated.

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. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca) with over 55,000 people attended 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

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.

Enthusiast Gaming $EGLX.ca – G2 Esports raises $17.3 million for global growth and further investment $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 1:07 PM on Wednesday, February 27th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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G2 Esports raises $17.3 million for global growth and further investment



  • Competitive gaming firm G2 Esports has raised $17.3 million.
  • In a blog post, the esports organisation confirmed it had closed out the latest round of funding, bringing its total investment to $24.5 million to date. 

By Natalie Clayton, Staff Writer

G2 Esports owns 11 teams across various competitive games, including Counter-Strike, League of Legends, Hearthstone and Playerunknown’s Battlegrounds.

The investment was headed up by New York private equity firm Seal Rock Partners, with participation from Everblue Management. G2 Esports stated that it plans to use the funds to push ahead with global expansion, pay franchise fees and further its own business and content investments.

“After an incredibly successful 2018 where we positioned ourselves as one of the leading entertainment assets in esports, G2 is doubling down on international growth and continuing our investment in world-class content creation,” said co-founder and CEO Carlos Rodriguez said.

“We have partnered with the right investors, who have a deep understanding of a variety of entertainment industries, and significant experience in scaling successful companies and brands.”

Source: https://www.pcgamesinsider.biz/news/68606/g2-esports-raises-173-million-for-global-growth-and-further-investment/

Enthusiast Gaming $EGLX.ca – In Focus: Women and eSports $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:42 PM on Monday, February 25th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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In Focus: Women and eSports


  • When modern eSports were introduced more than a decade ago, only a small number of people have realized that this specific form of competition and entertainment can break the boundaries of nationality, religion, and gender.
  • eSports is a trending activity which is practiced by thousands of people.
  • Also, millions of others are fans of eSports and they can’t wait to watch the most popular tournaments and single matches. With this specific form of competition, participants can improve team skills, learn more about leadership and have fun.

Wendy Stokes

Source: Tilt Report

eSports and Women: What can we expect?

In the past, many people viewed this activity as an exclusive all-male activity. But, the situation is not the same today when women have shown that they can be inspiring players and show that men and women are equal.

Young ladies are more visible in eSports today. While it’s true that only a small number of eSports pro players are female, their number is growing every year. What’s interesting is that we can see two trends related to eSports and women.

First of all, there are cases when women are part of eSports teams where most of the players are men. We have seen many women that were participating in teams like this which were part of popular tournaments. On the other hand, there are efforts to create special all-female leagues, competitions, and tournaments. This works similarly to women in regular sports. For instance, there’s NBA and there’s WNBA. Almost every sport has a female version and it looks like eSports is developing in this way too. As expected, the prize pools on these tournaments are significantly lower, but things are expected to change in the near future.

Source: Esports.net

Many things suggest that eSports fans would like to see more females involved in this activity. For example, more people want to place bets on female eSports professionals. They are using websites like Esportsbettingexperts.co.uk to find the best eSports betting websites where they can place bets related to female players. There’s something about multi-gender teams that make betting more interesting and fun. The same goes for the competition.

Furthermore, we should also mention that there are many TV channels and online streaming channels that are specialized in female players. They are following their performance which helps these players build stronger fan bases. Of course, many of these players have their own channels where they have thousands of followers.

What’s good to know is that female players are not focused on just one eSport. You can find female players in almost every eSport. For instance, Sasha Hostyn which is one of the most successful women in this area is playing StarCraft II. She has earned more than $200K in the last five years and she has an army of followers on Twitch (over 50,000). Also, Ricki Ortiz is another popular female eSports player who is focused on fighting games. Ricki has participated in more than 60 national and international tournaments.

Source: Business Insider

Even though most of the female players come from North America, there are successful women in the field of eSports from other countries too. Julia Kiran is a Swedish player who is playing Counter-Strike: Global Offensive and she’s good at it. She also has one of the most visited Twitch channels. China has a great female representative too and that’s Wang Xinyu aka BaiZe. She is playing many different games, but she is primarily focused on Hearthstone.

As you can see women are deeply involved in eSports activities and we can expect this trend to continue in the future.

Source: https://thefrisky.com/in-focus-women-and-esports/

Enthusiast Gaming $EGLX.ca – Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 3:09 PM on Friday, February 22nd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules

Full Disclosure: Top games and streamers for the week, TwitchCon 2019, Tencent streaming rules

  • To the surprise of no one, Apex Legends enjoys another week at the top of the chart.
  • Respawn’s fresh battle royale offering has captured the hearts and hands of gamers across the land, and it’s 45.1 million hours across streaming platforms can attest to that.

Amanda Farough,Fri, 22 Feb 2019 17:38:00

Note: Excerpts are directly from InfluencerUpdate.biz with permission.

Top 10 streamed games of the week: Rainbow Six: Siege stacks up 9.3 million hours as it rolls into year four. To the surprise of no one, Apex Legends enjoys another week at the top of the chart. Respawn’s fresh battle royale offering has captured the hearts and hands of gamers across the land, and it’s 45.1 million hours across streaming platforms can attest to that. League of Legends takes its usual place at number two, racking up 28.8 million hours watched in the last week. While the battle royale chaos ensues around it, it’s fair to say that Riot Games long-running MOBA is safe in silver for the time being. Remember Fortnite? It’s still down in third place, after another 1.3 per cent decrease in hours watched. Read the full story.

Top 10 most watched and trending channels of the week. Twitch channel ESL_CSGO is leading the charge this week. It’s a new entry, but it racked up over 5.8 million hours watched last week covering games and news from the Counter-Strike esports circuit. The official Overwatch League Twitch is in second; the start of season two saw the channel amass over 5.2 million hours watched last week. Battle royale star Shroud is in third place, keeping numbers high after flipping over to Apex Legends. Read the full story.

Twitch announces dates for flagship US TwitchCon event. Twitch will return to San Diego later this year for TwitchCon North America 2019. The event will take place on September 27 – 29 at the San Diego convention centre. Tickets are not yet available but are expected to go on sale before summer. 2018 saw Twitch’s main US event move from its former home at the San Jose convention centre in California over to San Diego. This will be the second TwitchCon to be held in San Diego, with the first taking place in 2016. Read the full story.

Kid from the Xbox Super Bowl commercial is now living out his YouTube dreams. The Xbox advert that aired during the Super Bowl LIII resonated with audiences for its heartwarming charm. The ad was used to showcase the Xbox One adaptive controller, a customised gamepad that allows people with physical limitations to enjoy gaming. Since the commercial’s airing, his channel has grown past 5,000 subscribers and is now over 18,000 at the time of writing. Read the full story.

YouTube revokes bans on Pokémon Go channels that had accidentally been flagged for child porn. YouTube recently reinstated a number of Pokémon GO channels that had been flagged or deleted when video content for Pokemon Go content that was flagged for inappropriate sexual content. A report from the BBC stated that some creators had also had their Google accounts deleted, losing access to emails and other features. Read the full story.

Tencent brings in new broadcasting rules to police hurtful content across its products. Tencent Games is now starting to implement stricter rules for online content that involves any of its products. According to a report from Esports Observer, the new regulations it has created will be applied across all streaming platforms, not just with the platforms Tencent Games is directly involved with. Read the full story.

Source: https://sports.yahoo.com/full-disclosure-top-games-streamers-173800490.html

Enthusiast Gaming $EGLX.ca – Any Brand Not Marketing in the Esports World Is Already Behind the Curve $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 4:46 PM on Wednesday, February 20th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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Any Brand Not Marketing in the Esports World Is Already Behind the Curve

It’s valued at $1.5 billion and has a reach of 385 million people globally

  • EGLX is one of the leading platforms for brands to reach the gaming and Esports Audience.
  • “Any Brand Not Marketing in the Esports World Is Already Behind the Curve. It’s valued at $1.5 billion and has a reach of 385 million people globally.
  • Enthusiast’s network of 80+ gaming and Esports related websites with over 75 million visitors on a monthly basis and 900 gaming youtube channels reaching an additional 50 million visitors is well positioned as a lead

By Robert Davis

Esports suffers from a gaming stigma, which has marketers hesitant to delve into the industry. Getty Images

The conference circuit is rife with people preaching about disruption and missed opportunities. Did you hear how Apple redefined the music industry? How about how Uber rearranged the business of personal transportation? I bet you have.

Well, what about that time when the marketing world sat on the sidelines and missed the video game revolution?

Yes, that happened, even though we don’t like to talk about it. As early 8-bit console gaming grew into a $140 billion global juggernaut that captured millions of eyeballs for billions of hours, we never quite figured out the role of advertising within a gaming environment. Aside from a few cool award-winning integrations (e.g., Verizon’s Minecraft phone) and a niche market for in-game programmatic logo placements (think, billboards in car racing games), the gaming landscape is littered with dead pixels from ham-fisted, force-fit attempts at in-game branding that annoyed gamers and disappointed advertisers. Brands can participate via advertising, sponsorships and creative activations much in the same way already they do with any analog sport.

We have a second chance to embrace gaming. One extra life, in the form of esports.

Marketers’ reaction to esports is typically rather black and white: overt enthusiasm or adamant incredulity. Rest assured, fans really do fill professional sports arenas to watch organized competitions among skilled teams of video gamers. With a projected $1.5 billion market next year, a global audience of 385 million people and an inordinate amount of money being invested by the NFL, NBA and NHL along with big-name former players (Michael Jordan, Magic Johnson and Shaq), many would argue that esports is already the next big thing.

When one peels back the veneer, there’s actually a lot of familiar territory for brands to explore in esports. The model of event/broadcast/influence prevails in every major traditional sport; esports is no different, other than using screens in place of a playing surface. The esports world revolves around a growing network of tangentially aligned teams, leagues and tournaments. Like their counterparts on the ice, parquet and grass, esports stars wield a great amount of social influence. Feeding off social currency and monetary value from posting videos on Twitch and YouTube, gaming stars are rising fast. The best earn millions of dollars a year from their craft and have followings that eclipse even the most popular analog athletes.

Brands can participate via advertising, sponsorships and creative activations much in the same way already they do with any analog sport. There’s no pressure to solve the conundrum of in-game advertising; the value lies in the surrounding media and opportunities. Esports should be a slam dunk for advertisers: Fans pack into arenas, devotedly follow their favorite gamers and watch competitions at home via TV and online streams. That’s right in our wheelhouse.

So why aren’t brands and agencies flocking to esports?

To be fair, some have found their way. Endemic industries and some brave consumer-focused brands have jumped in feet-first. But the gold rush is not on yet. Esports suffers from a stigma passed down from video gaming, the misperception that fans are reclusive tweens and unemployed teens who spend their days worshipping at the altar of Xbox or the sanctum of PlayStation. It’s a popular belief that happens to be wrong. Esports fans skew older (traditionally males between the ages of 21 to 35), and with higher income than marketers generally give them credit for.

There is a generation gap in perception, perhaps a bit of cynical generation gap. The tone used by people who don’t understand esports is similar to that which is directed at snowboarders in that sport’s early days, as if it were somehow an abomination just because it was new.

We blew it with gaming all those years ago, but let’s not do it again with esports. Now is the time for us to take this growing industry seriously. There are only so many multi-billion-dollar trends that come around.

We’ve got that extra life. What will we do with it?

Source: https://www.adweek.com/brand-marketing/any-brands-not-marketing-in-the-esports-world-is-already-behind-the-curve/

Enthusiast Gaming $EGLX.ca – Newzoo estimates #esports revenue will eclipse $1 billion this year $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:18 PM on Tuesday, February 12th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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Newzoo estimates esports revenue will eclipse $1 billion this year

Jacob WolfESPN Staff Writer

  • esports market is expected to eclipse $1 billion in revenue for the first time in 2019, according to a market report from research firm Newzoo released on Tuesday.
  • The esports industry brought in $865.1 million in revenue in 2018, according to Newzoo, and stands to reach $1.1 billion in 2019 based on the company’s projections.

The esports market is expected to eclipse $1 billion in revenue for the first time in 2019, according to a market report from research firm Newzoo released on Tuesday. It’s been a long offseason, but the second season of the Overwatch League is about to kick off. How did the Atlantic side fare in the offseason moves?

The esports industry brought in $865.1 million in revenue in 2018, according to Newzoo, and stands to reach $1.1 billion in 2019 based on the company’s projections. With a growth rate of 22.3 percent year over year, Newzoo predicted that the industry will rake in $1.79 billion in revenue by 2022.

These numbers are more modest than previous reports from the firm, which outlined $1.5 billion by 2020. The industry will take an additional year, to hit those numbers, according to Tuesday’s report.

The audience for the space is also expected to grow to include 453.8 million people who consume at least one esports event per year in 2019, with 201 million of those fans watching at least one esports event per month, according to the firm. In 2018, Newzoo found 394.6 million people watched at least one esports event per year.

In October and November, more than 58.3 million hours of the League of Legends World Championship were consumed by viewers, with the majority of that viewership stemming from China. By comparison, the second most-watched tournament, the Dota 2 Asia Championships in February 2018, accrued a total of 12 million hours viewed.

The majority of the esports revenue will come from brand investments, which Newzoo categorizes as sponsorships, advertising and media rights. Forty-two percent of revenues are projected to come from sponsorships, which have hit record numbers in the past few years, according to the report. In the past few months, companies such as Coca-Cola, Alienware and others have forged global deals with the Overwatch League and League Championship Series respectively.

Newzoo also predicted an uptick in interest from media companies both on digital and linear TV. In late 2017 and throughout 2018, the League Championship Series and Overwatch League struck multimillion-dollar deals with ESPN, while the Overwatch League also finalized a two-year, $90-million deal with Amazon-owned livestreaming platform Twitch. Other livestreaming platforms such as Facebook, YouTube and Caffeine — which raised $100 million from Fox News in September — have committed to making bigger investments in the space as well.

Despite increased interest and revenues, average spending per fan will likely increase but still remain very low compared to traditional sports, Newzoo said. In 2019, regular esports consumers will spend $5.45 per year on esports, excluding the purchase of game titles.

Of the 173 million people who consumed esports more than once a month, 72 percent were men, while 28 percent were women, according to Newzoo’s report. The dominant age range for both was 21-35, including 39 percent of men and 15 percent of women. Of viewers who watched at least once per year, Newzoo found that 66 percent were men and 34 percent were women.

Although the benchmark of $1 billion provides optimism, there are some signs that the esports industry is struggling in other areas. Despite more than $500 million being committed to franchise fees in both the Overwatch League and Riot Games’ League Championship Series and League European Championship in 2017 and 2018, some investors have looked to sell, while some teams have made layoffs within the last six months.

In October, OpTic Gaming and Houston Outlaws parent Infinite Esports & Entertainment — which committed $33 million in franchise fees to the Overwatch League and League Championship Series in 2017 — laid off 19 employees and ousted CEO Chris Chaney. Their main shareholders, a group comprised of Texas Rangers owners Neil Leibman and Ray Davis, are now looking to sell majority stake of that company for around $150 million, ESPN reported in January.

Infinite’s ownership group is not alone. Vision Venture Partners, the parent of Echo Fox and Twin Galaxies, had layoffs in November after its H1Z1 Pro League began to unravel in fall 2018. The Overwatch League had layoffs, too, after it overspent its original estimates, league sources said. Its parent company, Activision Blizzard, also shuttered the Heroes of the Storm Global Championship in December, and Activision Blizzard is expected to lay off hundreds employees this week, per a Thursday report from Bloomberg.

Source: http://www.espn.com/esports/story/_/id/25975947/newzoo-estimates-esports-revenue-eclipse-1-billion-year

#Esports Versus Traditional Sports, U.S. Versus China – Let the Games Begin $EGLX.ca $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 8:50 AM on Monday, February 11th, 2019
  • Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.
  • NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers.

POINT ROBERTS, Wash., Feb. 11, 2019 — Investorideas.com, a leading investor news resource covering gaming and eSports stocks issues a special edition of Play by Play looking at the explosive growth of the sector and how battles are playing out; eSports versus traditional sports and the U.S. versus China bid for leadership.

Total eSports revenues reached US $869 million in 2018 and are expected to surpass US$6 billion by 2028, according to Fact.MR.

NewZoo estimated the global eSports audience at 380 million for 2018, made up of 165 million Esports enthusiasts and 215 million occasional viewers. Meanwhile, Activate projects that by 2021 eSports will have more US viewers than all other professional sports leagues, with the exception of the NFL.

With all this money and viewership at stake, you can expect the big boys to enter the playing field; and yes they certainly have.  On July 2018, ESPN, Disney XD and Blizzard Entertainment, a division of Activision Blizzard (Nasdaq: ATVI), announced an exclusive multiyear agreement for live television coverage of the Overwatch League™, the world’s first major global city-based eSports league.

Seeing the future shift in sports and eSports, Robert Kraft of the New England Patriots, Jeff Wilpon of the New York Mets and the LA Rams’ Stan Kroenke invested heavily into their own franchises within Activision Blizzard’s Overwatch eSports league.

Overwatch franchise valuations are $60 million to $80 million, depending on country and city according to a Forbes article. Adding to its value, news hit on Friday that Coca-Cola signed a deal with Activision Blizzard Esports Leagues to become the official non-alcoholic beverage of Overwatch League and all other Overwatch properties. 

With North America as the largest eSports market in 2018, Enthusiast Gaming (TSXV: EGLX.V) (OTCQB: EGHIF), a gaming company building the world’s largest community of authentic gamers.  strategically announced yesterday that it opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.

According to the news, “The US-based sales team is based in San Francisco and will be responsible for leading North American sales. This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto. The company kicked off the opening of the sales office with a West Coast advertising roadshow, meeting with top gaming publishers, global brands, and media agencies.”

Undaunted by the fact that they are a smaller company, Enthusiast Gaming is building their network and has positioned themselves at the forefront of the market, led by Menashe Kestenbaum, Founder and CEO. The numbers speak for themselves, with a platform of more than 80 owned and affiliated websites reaching 75 million monthly visitors and 900 YouTube channels with an additional 50 million monthly visitors.

Other major deal flow in the US; Take-Two Interactive Software’s deal with the NBA and Electronic Arts Inc.’s partnerships with the NFL and ESPN. The massive streaming player growth on YouTube and Amazon is yet another indication this industry is not going away anytime soon. 

The China eSports market is second to the United States and according to Dragon Social: “Live streaming, combined with video games has become one of the most popular forms of entertainment for people in China.”

China-based Tencent Holdings Ltd (OTCMKTS: TCEHY) (HKG: 0700) is the biggest gaming company in the world, spending $150 million a year to maintain that dominance. Bloomberg noted, “Along with Activision Blizzard Inc., Tencent’s become one of the most aggressive promoters of pro-gaming. It’s hard to overstate the mania that’s gripped China in particular: at least 10,000 teams exist across the country despite just 12 spots in this year’s marquee King Pro League tournament.”

Streaming video player Huya (NYSE: HUYA) provides a live-streaming platform for gamers to share their experiences and has been dubbed, the ‘Twitch of China’ and says they are the largest in China. Reporting on its NYSE IPO, Forbes said, “HUYA is known for its sticky gaming community who engage in interactive social media features such as gifting and adding commentary during online streaming sessions.”

US company Twitch is a live streaming video platform bought by Amazon in 2014 for $970 million. Twitch viewers between Wednesday, 30th January and Tuesday, 5th February: lowest viewers 625,376 (Monday, 4th 09:00) and peak viewers 2,240,001 (Saturday, 2nd 19:00). 

It’s game on for the US versus China and eSports versus traditional sports. Let the games begin.

For investors following gaming & eSports stocks, Investor Ideas has created a directory of gaming stocks.

Read previous editions of Play by Play

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Enthusiast Gaming $EGLX.ca – Esports Playing in the Big Leagues Now $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 11:21 AM on Friday, February 8th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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EGLX: TSX-V
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Esports Playing in the Big Leagues Now

  • In 2018, esports captured the attention of nearly 400 million viewers worldwide—and cable and OTT platforms took note, with media rights revenues topping $180 million.
  • Total esports revenues reached $869 million in 2018, and is forecast to more than triple by 2022, reaching $2.96 billion, according to an October 2018 report by Goldman Sachs.

By Lucy Koch

In 2018, esports captured the attention of nearly 400 million viewers worldwide—and cable and OTT platforms took note, with media rights revenues topping $180 million.

Total esports revenues reached $869 million in 2018, and is forecast to more than triple by 2022, reaching $2.96 billion, according to an October 2018 report by Goldman Sachs.

More modestly, a report from PwC (cited by the Goldman Sachs report) projected worldwide esports revenues of $1.58 billion by 2022—an 18.4% compounded annual growth rate.

Ad Revenue

According to PwC, esports revenues totaled $805 million in 2018, with the largest portion coming from sponsorships ($277 million), followed by media rights and streaming advertisements.

PwC estimated that over the next three to five years, media rights revenue would grow 11.5%—to roughly $449 million by 2022. That’s more than twice the growth rate of sponsorship and advertising, at 5.5%.

As audiences grow, so do expectations. Esports viewers want to be able to watch their favorite teams, players and tournaments on any screen, at any time—and this will push profitability.

Paul Verna, principal analyst at eMarketer, explains: “Marketers who try to reach esports fans through video ads will be able to tap into the sophisticated targeting and measurement capabilities that streaming services offer. In that sense, there’s more value to a marketer in attaching itself to game streams than sponsoring an event or team. It’s all about harnessing data.”

And there’s plenty of data to harness.

Esports Viewers

There were approximately 380 million esports viewers in 2018, and that’s expected to surge to roughly 557 million viewers by 2021, according to a report from Newzoo. Of those 557 million projected viewers, 307 million will identify as “occasional viewers” and 250 million will consider themselves “esports enthusiasts”.

Breaking Down Key Players

Occasional Viewers: People who watch professional esports content less than once a month.

Esports Enthusiasts: People who watch professional esports content more than once a month.

What’s more, Asia-Pacific leads the global esports market and is projected to capture the largest market share, with $1.5 billion by 2022, according to a study from Activate. Close behind, Europe and the US tie for second at $1.2 billion.

“The US is a natural growth opportunity for esports because of the strong gaming culture here, the ties between gaming and sports, and the country’s natural inclination toward competitive endeavors. The same is true of Western European markets, particularly the UK, Germany, and France,” Verna said.

Somewhat behind the curve due to the lack of fixed broadband, Latin America will account for just $100 million of esports market share by 2022. However, growth is expected in Brazil and Mexico, where esports is officially recognized as a sport.

What This Means for Marketers

With such expansive reach, it’s no surprise that marketers have taken note. According to Newzoo, global “brand investment revenues”—including advertising and scholarships—will nearly double from $694 million in 2018 to $1.39 billion by 2021.

But in today’s fast-paced society, it’s necessary to mirror esports’ form when it comes to implementing advertisements in that space.

Joshua Dyck, associate professor and co-director of the Center for Public Opinion at the University of Massachusetts, Lowell, says that people—teens specifically—can be receptive to esports marketing depending on execution. Dyck explains that “the important thing to look at is whether the ad slows down play performance. If the ad forces people to watch a 30-second spot, it will probably make them angry. Part of the enjoyment comes from the continuous play.”

Verna adds that the majority of the esports market is young and is “therefore less likely to be reached through traditional ad channels than an older TV audience,” saying that “sponsorships and endorsements are equally viable for marketers whose brands align with the target audience.”

Source: https://www.emarketer.com/content/esports-disrupts-digital-sports-streaming

Enthusiast Gaming $EGLX.ca Hires US Sales Team and Opens San Francisco Office

Posted by AGORACOM-JC at 9:40 AM on Wednesday, February 6th, 2019
  • Announced that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue.
  • The US-based sales team is based in San Francisco and will be responsible for leading North American sales.
  • This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto.

TORONTO, Feb. 06, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF), (“Enthusiast” or the “Company”), a gaming company building the world’s largest community of authentic gamers, is pleased to announce that it has opened a US-based office and hired a sales team to drive advertising sales and increase annual revenue. The US-based sales team is based in San Francisco and will be responsible for leading North American sales. This expands the company’s current reach with a sales team in San Francisco, London, UK, and the corporate head office in Toronto. The company kicked off the opening of the sales office with a West Coast advertising roadshow, meeting with top gaming publishers, global brands, and media agencies.

Over half of Enthusiast’s network website traffic originates from the US, and with the recent Omnia Media partnership, Enthusiast also represents the largest YouTube gaming MCN (multi-channel network) with 900 YouTube channels and an additional 50 million monthly visitors. The expansion to the US is an important catalyst for growth to capitalize on Enthusiast’s growing network and provides availability and access to a number of significant advertising partners based in California.

“The decision to open an office in San Francisco was a logical step in our business growth strategy,” said Eric Bernofsky, COO of Enthusiast Gaming. “A large number of ad agencies and game publishers are located on the West Coast and it’s critical that we meet clients where they live to service them most effectively,” Bernofsky concluded.

To date, most of Enthusiast’s revenue generated has been from programmatic advertising. The launch of the West Coast office will allow the Company to monetize website traffic more efficiently and effectively through direct brand and agency relationships. 

As one of the gaming industry’s fastest growing companies with a significant network of gamers around the world, Enthusiast enables brands and agencies to reach a prime target audience through various advertising tactics, online and offline. Enthusiast has partnered with some of the world’s leading brands, including Activision Blizzard, Nintendo, Bell and Microsoft and deploying a sales team will drive engagement and continue to build important brand relationships.

About Enthusiast

Founded in 2014, Enthusiast is the fastest-growing community of video gamers. Through the Company’s unique acquisition strategy, it has a platform of over 80 owned and affiliated websites reaching over 75 million monthly visitors and 900 YouTube channels and an additional 50 million monthly 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.

Enthusiast Gaming $EGLX.ca – These are the #esports games to watch out for in 2019 $ATVI $TTWO $GAME $EPY.ca $TCEHF

Posted by AGORACOM-JC at 2:25 PM on Tuesday, February 5th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 80 owned and affiliated websites, currently reaching over 75 million monthly visitors. The company partial 2018 reported revenue of $7.4 million representing a 625% increase over the same period in 2017.

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These are the esports games to watch out for in 2019

  • The esports industry economy is expected to hit $1.65 billion by 2021, fueled by nearly 250 million esports enthusiasts and another 307 million casual viewers.
  • That revenue and viewer forecast could get even higher based on heavy-hitters like Fortnite and PlayerUnknown’s Battlegrounds officially entering the esports arena in 2019.
  • Whether you’re not familiar with esports or you’re a dedicated longtime fan, we’ve compiled a list of the esports games to watch out for this year.

A few esports games on our list are relative newcomers, while games like Dota 2 and League of Legends are showing their age. They’re all still hot titles and should provide plenty of fun, frenetic gameplay throughout the year. Best of all, you can play in several of the listed tournaments!

Call of Duty: Black Ops 4

Activision’s latest Black Ops entry launched Oct. 12, 2018 on the PlayStation 4, Xbox One, and Microsoft Windows. It includes a new game mode called “Blackout,” which replaces the traditional campaign with a battle royale mode. However, you won’t see people competing in that mode just yet. The Call of Duty World League (CWL) lists Hardpoint, Search & Destroy, and Control as the battle modes for the 2019 season.

According to the league, the esports format is changing to five-versus-five for 2019. Participants will also get an updated ruleset, the largest Call of Duty esports prize pool to date — a hefty $6 million â€” and the removal of region restrictions for all LAN-based events. Qualifications for the Pro League — launching Feb. 4 — are also changing, to remove the relegation period and second stage. Teams will receive extra prize money for participating in the CWL Pro League as well.

The second open event of the 2019 season takes place in Fort Worth, Texas during March 15 to March 17. You can watch the show on Twitch here.

Clash Royale

Developed and published by Supercell, this real-time strategy game arrived on Android and iOS in March 2016. Clash Royale mashes multiple genres into one multiplayer game: Online battle arena, collectible card game, and tower defense. Players battle in one-on-one and two-on-two matches trying to destroy the highest number of opposing towers.

Supercell’s official esports league for 2018 consisted of 40 teams from Asia and Mainland China, Europe, Latin America, and North America. Each team had four to six players, three of which played in one-on-one and two-on-two games on match days. The best team in each region moved on to compete in the Clash Royale League World Finals. To become a pro team member for season one, you needed complete 20 wins in the CRL Challenge in March 2018.

Supercell hasn’t released any details for 2019, but we’ll keep you updated here. Meanwhile, you can watch the Clash Royale League 2018 tournament here.

Counter-Strike: Global Offensive

Few esports games have had as much impact as Counter Strike: Global Offensive. This first-person shooter developed by Valve and Hidden Path Entertainment launched in 2012 and became an esport the following year. Valve currently sponsors Major Championships (called Majors), in which 24 teams compete for a prize pool of $1 million. The list of hosts over the years include ELeague, Electronic Sports League (ESL), and Major League Gaming (MLG). The first Major of the year will be during Intel Extreme Masters XIII in Katowice hosted by ESL.

Valve changed the Majors format starting with Boston’s ELeague Major in early 2018. The company renamed all three stages, increased the overall team count to 24, and introduced stickers for all participating teams. ESL plans to tweak the Major format again before the Katowice tournament to implement the new Swiss system used in the Chicago Major in November. This pits teams against opponents with the same ELO rankings, rather than pairing teams with opponents of harder or weaker skill.

To see a list of Minor Championships for 2019 not sponsored by Valve, head here. Those sponsored by Valve can be found here. Currently, CS:GO is the most-watched esports game on Twitch and YouTube.

Dota 2

Just before Dota 2’s launch in 2013, Valve invited 16 Defense of the Ancients esports teams to play the unreleased game in a tournament during Gamecom 2011. Valve held a second tournament in 2012 during PAX Prime, followed by the official launch of The International at the Benaroya Hall in Seattle during 2013. The most recent International event took place in Vancouver, Canada in August 2018, where 18 teams compete for a prize pool $25 million.

Currently the second-most watched esports game on Twitch and YouTube, Dota 2 consists of two teams of five players with the goal of eliminating the opposing team’s Ancient. You can watch The International through Twitch, Steam Broadcasting, YouTube, China’s Gamefy, and in some cases traditional networks. Prize pool money stems from the purchase of a Battle Pass and related in-game items with a starting price of $10.

Fortnite

The first Fortnite World Cup arrives in late 2019. Qualifiers were originally scheduled for Fall 2018, but they were pushed to sometime in 2019. Epic Games wants the competition open to all Fortnite players rather than sell teams and franchises, or fund third-party leagues. Backing this tournament is a hefty $100 million split between various major and minor events “at different levels of competition.”

Fortnite entered the esports scene in 2018 with its first Pro-Am event, during E3 2018. After that, Epic Games held the Summer and Fall Skirmish series followed by the Winter Royale in December. The next non-World Cup event sponsored by Epic Games will be the Secret Skirmish on Feb. 14 and 15, with a prize pool of $500,000. This event will be invite-only at an undisclosed location.

League of Legends

Originally launching in 2012, the League of Legends Championship Series (LCS) changed its format in 2016, bringing ten teams into Riot Games’ Los Angeles studios to compete live on Twitch and YouTube. The annual season consists of two local nine-week sessions, with the best three teams of each session moving on to compete in regional finals. After that, the winning team competes with other teams from across the globe in the League of Legends World Championship. Overall, 13 regions follow this or a similar format prior to the global showdown.

The 2018 World Championship saw 24 teams compete for a chunk of the $2.4 million prize pool and the tournament’s coveted trophy. The 2019 schedule started Feb. 2 here in North America and the local Spring Finals are scheduled for April 13 in St. Louis, Missouri. This year Riot Games chose to remove the third and fourth place matches, resulting in only two teams competing for the Spring Split Champion title and the chance to move on to the Mid-Season Invitational.

Both the European and North America leagues also rebranded for the 2019 season — the NALCS is now called the LCS, and the EULCS is now called the League European Championship (LEC).

According to the Esports Charts, the 2018 League of Legends World Championship was the most-viewed tournament of the year.

Overwatch

Activision Blizzard launched the Overwatch League in 2017. Unlike other esports tournaments, the company chose the traditional sports format with Overwatch, allowing companies and individuals to own teams established in specific cities. Team owners include New England Patriots owner Robert Kraft (Boston), Misfits Gaming CEO Ben Sproont (Miami – Orlando), and New York Mets COO Jeff Wilpon (New York). The roster now consists of 20 established teams spread out across the globe.

The 2019 season begins Feb. 14, with four matches including Philadelphia Fusion taking on London Spitfire, and New York Excelsior competing against Boston Uprising. Activision Blizzard breaks the season down into four five-week stages. The schedule shows Week five of Stage four taking place in Los Angeles at the end of August, so get ready for loads of coverage through the spring and summer. London Spitfire won the 2018 Grand Finals at Barclays Center in Brooklyn, New York, in a two-day showdown that reeled in nearly 11 million viewers.

You can watch the Overwatch League on Twitch.

The League is different than the Overwatch World Cup. Instead of using city-based teams, the World Cup consists of individuals chosen by the community in 32 countries based on their skill rating. These countries are divided into eight groups with four teams in each group. Eventually the top team in each group battle each other across four stages until the final showdown during BlizzCon.

PlayerUnknown’s Battlegrounds

After announcing a five-year plan to establish an esports presence, PUGB Corp. launched the first season of the official global pro competition for PUBG in January 2019. The competition consists of three phases separated by two global events and an All-Star Games session featuring the best players from each region: North America, Europe, Korea, China, Japan, Chinese Taipai/Hong Kong/Macao, Southeast Asia, Latin America, and Oceania. The 2019 Global Championship concludes in November.

Prior to the new Global Championship, the first major tournament hosted by PUGB Corp. was the 2018 Global Invitational in Berlin, with a prize pool of $2 million. Before that, Bluehole and the ESL conducted an invitational during Gamescom in 2017. Going forward, the PUBG Esports pro competition rules include 16 squads of four players, the Erangel and Miramar maps, a locked first-person perspective, and a global points system.

Head here to watch these sessions on YouTube.

Rocket League

Developer Psyonix launched the Rocket League Championship Series in 2016. According to Psyonix, Season 7 kicks off 2019 with support for cross-platform play, bringing in gamers on the Nintendo Switch, PlayStation 4, Xbox One, and PC through Steam. The North American qualifiers begin March 2, while the European qualifiers begin March 3. South America becomes an official region in this season as well, though details regarding the qualifiers will be released “in the coming weeks.” League play begins April 6 in North America and April 7 in Europe.

Psyonix previously increased the prize pool to $1 million in Season 6, and added another $100,000 for the Rival Series. Introduced in Season 4, the Rival Series is a secondary league composed of the top eight teams that didn’t qualify for the Championship Series. After a five-week duel, the top two teams emerge to compete against the seventh and eighth place Championship Series teams. Rival Series League Play begins April 12.

You can livestream the events on Twitch and YouTube.

Super Smash Bros. Ultimate / Splatoon 2

Nintendo’s first tournaments for the year starts in February and anyone can participate. For the Super Smash Bros. Ultimate North America Open 2019, Nintendo will conduct three online qualifying sessions on Feb. 2, Feb. 16, and March 9 in four regions across North America: northeast, southeast, southwest, and northwest. The final showdown will include players from Mexico and Canada during the PAX East gaming convention in Boston on March 30, 2019. You can read the official rules here, or if you’d simply rather watch, the online qualifiers and final match will be livestreamed.

For the Splatoon 2 North America Inkling Open 2019, the schedule is slightly different. Captains must register their team and an additional player between January 22 and February 10. After that, teams will qualify for the tournament in Ink Pools on Feb. 10. The top eight teams will include players from Canada and Mexico to compete in the qualifier finals on March 2. Only four teams will make the trip to PAX East in March to compete in the final showdown. You can read the official rules here.

Source: https://www.androidauthority.com/esports-games-949423/