Posted by AGORACOM-JC
at 10:30 AM on Wednesday, January 30th, 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 has year to date revenue of $7.4 million representing a 625%
increase over the same period in 2017.
EGLX: TSX-V ———————————-
Understanding the rapid growth of the esports industry
From the rise of social media giants like Facebook to
multinational e-commerce sites like Amazon, the digital revolution has
helped create many overnight success stories.
A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.
But one of the more surprising developments that rose with broadband technologies is that of esports. This competitive gaming phenomenon has come from nowhere to become one of the world’s most exciting entertainment trends. A recent report by Newzoo stated that the esports industry is expected to be worth at least $1.7 billion by 2021, and seeing as the competitive gaming phenomenon has been with us for less than 20 years, it’s clear that there’s plenty of room for even more growth.
But what is esports and how has it grown to become a billion
dollar industry? Simply put, esports is just like traditional sports,
but its competitors play video games rather than sports like football or
tennis.
What’s truly surprising is the way that esports has grown to
become a spectator sport. Whilst it might sound odd to want to watch
other people playing video games, millions of people tune in live to
watch other gamers playing popular esports like the first-person shooter
Counter Strike Global Offensive or the battle arena title, League of
Legends.
A key part of the appeal of esports is that it caters to a
demand for competitive gaming that was always there, but never got
chance to reach its potential. Whilst competitive gaming tournaments
have been around for many years, it was only through the introduction of
broadband technologies that gamers were able to compete with other
gamers no matter where in the world they were. As a result, we have seen
an explosion in competitive gaming that crosses borders to become a
truly global phenomenon.
Some of the world’s leading games developers were quick to
notice this trend, and there have been moves made to create gaming
titles that appear to be specifically designed with esports in mind. For
example, Blizzard Entertainment’s Overwatch game has become a massive
hit in esports in just a couple of years.
By cleverly blending elements from first-person shooters and
battle arena games, Overwatch has become one of the more dynamic
team-based esports titles around that makes it perfect for achieving
massive viewing figures.
We have also seen the growing standardisation of rules and
gameplay in the esports realm. Whilst competitive gaming was fairly
chaotic in its infancy, it looks to be gradually maturing with
professionally organised tournaments like the Overwatch League ensuring
that a fixed number of teams and players take part.
Such measures not only help to produce fair gameplay and
accurate statistics that makes it easy to place a bet on an esports
contest through a site like www.liveesportsbetting.com, but it also opens up competitive gaming to a range of big money sponsors.
In the past decade there has been many multinational firms
taking steps to sponsor esports tournaments, teams and players. From
energy drinks manufacturers like Red Bull to famous automobile brands
like Audi, it seems that many companies are keen to partner up with
esports so as to reach a younger demographic who increasingly bypass
traditional media forms.
In addition to this, the fact that McDonalds would give up
their sponsorship of the German football association to sponsor the
German ESL Meisterschaft esports tournament tells you all you need to
know about how quickly things are changing.
Like in any rapidly growing industry, it’s the dynamic nature of esports that makes it so attractive to investors and sponsors. Overnight success stories such as Fortnite can appear from nowhere, and similarly, we have seen how famous esports players like Ninja can offer brands a fresh new face that is perfect for sponsorship deals that don’t follow the traditional archetype. So whilst it’s easy to be sceptical about the rapid developments in the esports realm, it seems as though the competitive gaming phenomenon is here to stay.
Posted by AGORACOM-JC
at 2:50 PM on Monday, January 28th, 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 has year to date revenue of $7.4 million representing a 625%
increase over the same period in 2017.
EGLX: TSX-V ———————————-
An interview with Mike Sepso, co-founder of Major League Gaming and Electronic Sports Group.
Esports, the professional level of video gaming, is still a relatively new form of entertainment, and many people still think watching other people play video games is an odd way to spend time.
However, the content category has come a long way and continues to grow at a rapid clip — and that hasn’t happened by accident.
Keith Noonan Jan 27, 2019 at 9:04AM
Esports, the professional level of video gaming, is still a
relatively new form of entertainment, and many people still think
watching other people play video games is an odd way to spend time.
However, the content category has come a long way and continues to grow
at a rapid clip — and that hasn’t happened by accident. People in the
industry have been working for decades to get it to where it is today,
and Mike Sepso has been a big part of the push.
In 2002, Sepso co-founded Major League Gaming (MLG), one of the
pioneering organizations in esports and one that played a key role in
bringing competitive gaming as a spectator sport to greater prominence.
He sold MLG to Activision Blizzard (NASDAQ:ATVI)
in 2015 and came on board at the company as a senior vice president in
charge of esports. Sepso sees a huge growth runway for competitive
gaming as spectator entertainment content, and he left Activision last
year to form Electronic Sports Group, a company that’s advising clients
across a range of industries about business opportunities in the esports
space.
I had the chance to interview him and pick his brain about the
history of esports, where he sees the industry going, and what this
emerging content category could mean for investors. Read on for an
inside look at the rapidly expanding world of esports.
Image source: Getty Images.
Understanding esports and what’s ahead
Despite professional gaming’s exploding popularity, the content
category isn’t broadly known or understood outside of millennial and
Generation Z age demographics. There are differing opinions about what esports
is, even among people who follow the space, but if anyone is qualified
to describe it, it’s probably Sepso. I asked the industry veteran how he
would describe esports to people who might not have a lot of previous
exposure to it. Here’s what he had to say:
I spent many, many years explaining esports conceptually to people.
Generally speaking, it’s team-based competition. Two teams are pitted
against each other to achieve an objective on an even playing field that
requires a tremendous amount of skill and practice and teamwork to
accomplish. So from that perspective, taking that athleticism out of it,
everything sounds a lot like sports.
More recently, I would say in the past couple years, it’s much easier
to describe esports because really all you have to say is, “There’s
about a half a billion people that watch it.” It’s becoming far and away
the fastest-growing spectator sport among people under 35. So, when you
say that to people who work in the traditional sports or broadcasting
business, it’s a massive sort of light bulb.
A scene from Activision Blizzard’s Overwatch. Image source: Activision Blizzard.
To put esports growth in context, Newzoo estimates that global
revenue for professional competitive gaming will have climbed from $493
million in 2016 to roughly $1.5 billion in 2020 — and that’s just
scratching the surface of the potential market. Other industry snapshots
take a broader view of what constitutes esports — and they report
bigger market sizes and faster growth than Newzoo, factoring in cash
sources like gambling, investments, and business from more-casual gaming
events and broadcasts. Precise figures for the current and near-term
values of the market probably aren’t as important as the trend and the
implications. There’s impressive growth here and huge room for
expansion.
Building story lines
The esports and traditional pro sports industries won’t be neatly
comparable across all dimensions, but it’s not unreasonable to think
that the types of personal attachments and story lines that have formed
around teams and players in the NFL and NBA (and been central to the
growth of those leagues) could have counterparts in professional gaming.
Sepso thinks that the evolution of those dynamics will play a role in
encouraging industry growth, and he says he’s already seeing some
promising developments on that front with the Overwatch League:
I think the most interesting thing will be, specifically with the Overwatch
League, will be as it moves to a distributed city-based system. So now
all of the teams, all of the franchise owners own a particular market:
L.A., New York, Boston, et cetera. They’re not playing in those markets
yet. Once that distributed model takes effect and you have teams playing
home and away games in all of these cities around the world, I think
you’re going to see a much more interesting narrative develop that
intertwines those cities with the teams and their brands.
I asked Sepso how soon he sees esports becoming a reliable sales
pillar for gaming’s major publishers. Here’s his outlook on when that
might happen and how to measure the content category’s emergence for
leading video game companies:
These are multibillion dollars of revenue businesses, so in order for
esports to be kind of meaningful, it has to be at least over 10% of the
total revenue picture. I think we’re still several years away from that
being the case, but it’s hard to pinpoint when that’s going to happen
because the growth rate is so high. It’s really just “How quickly can
the audience be effectively monetized,” and some of that honestly is
outside of the control of the publishers.
Sepso thinks that advertisers are still working out the best ways to approach and engage with the fast-growing esports audience.
So the revenue streams that are sort of powering that growth are
going to come from rights fees and sponsorship and advertising. And, at
the end of the day, rights fees are sort of inherently driven by
sponsorship and advertising spend, too, so it’s really got a lot to do
with how quickly the advertising industry and the consumer products
industry and various other kind of big advertising vectors figure out
how to tap into this type of property and engage with the audience.
Members of Overwatch League’s New York Excelsior team celebrating a win. Image source: Activision Blizzard.
Who’s winning the game?
When it comes to which video game companies are creating the content
and structure needed to bring in advertisers and investors, Sepso sees a
lot of promising efforts, but he outlined two clear leaders in these
early days: Activision Blizzard with the Overwatch League and Tencent (NASDAQOTH:TCEHY) with the League of Legends Championship Series. He said:
So I think that across the board generally speaking, they’re doing a
great job. But this is sort of early days of this new highly regulated,
highly structured, highly controlled league system being developed. So
you really only have Overwatch League and League of Legends
Championship Series. Those are the two kind of big, global franchise
league structures out there. Those are clearly the two best to invest in
from an advertiser’s point of view because they’re big and stable and
there’s a lot of capital and resources behind promoting them and making
them bigger and investing in the quality of the content.
So, as more of those leagues are developed and launched by the
publishers, and the ad industry figures out how to engage with that type
of system, I think that’s when the growth curve will really take off
from a financial performance basis. But the nice thing is that the
audience is already there. You can kind of see that, with an audience as
big as esports is at an aggregate level, if you can apply even a small
percentage of the typical monetization rates per fan that the
traditional sports leagues have to that model, you get a massive revenue
opportunity.
Asked what it will take to get esports to the next level and generate
increasing momentum for mainstream expansion, Sepso stressed the
importance of expanding the appeal while still remaining true to what
made esports attractive to the core fans.
I think what you’re starting to see is connection points outside of
the core audience. So it’s important that as esports becomes more
mainstream and more commercialized, that the core fan base is serviced.
You don’t want to sort of skip past the people that got you there.
Especially with esports, that authenticity metric is critical. So
keeping that fan base engaged but then expanding into new connection
points is very important, too.
The Electronic Sports Group co-founder sees television distribution
deals, celebrity involvement, and increasing connection points across
the media landscape helping to make the content more accessible and
easier to discover.
Since primarily you only had esports broadcast on places like Twitch,
outside of the gaming community, it was difficult to generate any
awareness that this was going on. But now … you’ve got Overwatch League in particular distributing on Disney network channels, and the whole industry is getting more mainstream in general…
So I think you’re going to see more and more mass-market awareness of
this happening, and as fans come in, the other interesting thing that
we’re starting to see is more and more fans that aren’t gamers. So it
becomes an interesting place for them to connect — where potentially
esports starts to drive more adoption of the core business of these
publishers, but importantly, I just think that you’re getting bigger and
bigger and more mainstream audiences engaged with esports.
What started out as small tournaments held in conference rooms and
auditoriums and had its biggest events occasionally featured on niche,
gaming-and-tech-focused television networks and websites has evolved to
become one of the most popular content categories on streaming platforms
like YouTube and Twitch and is making inroads at channels operated by
TV leaders including Disney, Comcast, and AT&T.
Esports is still relatively young, and investors should proceed with
the understanding that individual leagues and organizations will have to
navigate unpredictable twists and turns, but there’s undeniable
momentum behind the content and excitement for what lies ahead. If Sepso
and other insiders are right, competitive gaming is on track for
meteoric growth over the next decade, and industry players that help
facilitate that growth will be richly rewarded.
Tags: esports, Fortnite Posted in Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca – What’s Next for Esports? An Insider Weighs In $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 10:50 AM on Thursday, January 24th, 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 has year to date revenue of $7.4 million representing a 625%
increase over the same period in 2017.
EGLX: TSX-V ———————————-
Major Streaming Companies Threatened by Fortnite as Gaming Communities Capitalize on eSports Explosion
Analysts are now calling eSports and egaming the greatest investment opportunity of the past few years, and the proof is in the threat it poses to competitors.
Huge gaming networks such as Enthusiast Gaming(EGLX) (otcqb:EGHIF) are best positioned to cash in on the upcoming eSports investment rush.
Online gaming communities form the most crucial link within the eSports ecosystem.
NEW YORK, January 23, 2019 – NEW YORK, January 23, 2019 /PRNewswire/ — FN Media Group Presents Microsmallcap.com Market CommentaryÂ
Analysts are now calling eSports and egaming the greatest investment
opportunity of the past few years, and the proof is in the threat it
poses to competitors. In a recent letter to shareholders, NetflixNFLX, +2.78%wrote, “We compete with (and lose to) Fortnite more than HBO.” Multiplayer video games like “Fortnite,” which raked in a massive $2.4-billion
in digital revenue last year and is one of the fastest-growing games of
all time, have evolved into a popular spectator sport where gaming
enthusiasts spend hours watching others play online. Major streaming
companies such as Netflix are now in competition for screen time with
eSports, and they’re worried that the growing youth demographic is
starting to find their primary source of entertainment from YouTube or Amazon‘sAMZN, +0.61% Twitch. Chinese social media giant Tencent Holdings LtdTCEHY, +1.11% which holds a 40% stake in Epic Games (Fortnite’s developer), plans to invest $150-million a year in eSports, a burgeoning industry that’s already generating up to $1-billion in revenue for Activision Blizzard Inc.ATVI, +2.74% But for those who want to get in early on the eSports gold rush, investors should look at Enthusiast Gaming(EGLX) , who has managed to capture the largest gaming network in North America in three short years.
Online networks fuelling the growth of eSports
Huge gaming networks such as Enthusiast Gaming(EGLX)
(otcqb:EGHIF) are best positioned to cash in on the upcoming eSports
investment rush. Online gaming communities form the most crucial link
within the eSports ecosystem. These networks are to eSports what the
nation’s sports bars and living rooms are to the NFL and MLB – serving
as a crucial hub for the growth of a real community while propelling the
eSports engine, driving the popularity of games such as Fortnite. Let’s
take professional sports as an analogy: A first-time viewer watching a
baseball game, for instance, may have no notion of what’s happening.
Fans and enthusiasts are an outgrowth of a real community of passionate
people, sharing their love and discussing strategies and techniques.
With the Internet, gamers can now visit these forums and websites to get
research on how to play the game better, finding like-minded peers to
share their enthusiasm and build an authentic community.
These days, Gen-X, Millennial and Post-Millennial gamers frequent
popular media sites such as Destructoid, Daily eSports, Operation Sports
and the Escapist (all owned by Enthusiast Gaming) or on Twitch, a
streaming network that Amazon (NASDAQ:AMZN) purchased back in 2014 for $1-billion.
Within these networks, gaming enthusiasts become part of a wider
community, sharing their passion for video games while discussing tips
and strategies. This is why companies like Enthusiast Gaming(EGLX)
(otcqb:EGHIF) who understand the value of building a network have
positioned themselves at the forefront of the video gaming market.
Cultivating these communities is how Menashe Kestenbaum, founder and CEO of Enthusiast Gamin,
got his start when he began writing for a then-new gaming site called
IGN. Connecting for the first time with people as passionate about
gaming as he was, Kestenbaum went on to start a passion blog named
“Nintendo Enthusiast”, taking his followers with him, and organizing
small meetups of gamers at a local Toronto pub.
It’s a testament to the popularity of video gaming and eSports that
over the next three years, this single blog grew into one of the largest
network of gaming enthusiasts in North America. Enthusiast Gaming (EGLX) (otcqb:EGHIF)
now boasts a network of 80 sites and counting, drawing over 75 million
visitors a month. High-performing sites become targets for buyouts from Enthusiast Gaming.
It’s on these online communities, where gamers actually learn how to
excel at multiplayer games such as Fortnite and learn about their
favourite teams and players. This record haul contributed to pushing
digital games revenue up 11% to $109.8 billion last year.
Enthusiast Gaming(EGLX) (otcqb:EGHIF) recognize the
opportunity that lies in multiplayer games such as Fortnite, Overwatch
and League of Legends. To truly grasp the size of this opportunity, we
need to first understand that online gamers and the gaming community are
essentially recreating the very thing that traditionally makes live
television into a tremendously profitable ratings juggernaut. With
multiplayer games, we can now have must-watch live eSports events seen
by millions and then sell ads at these showcases. Currently, these
events are streamed online through sites such as Amazon’s Twitch,
YouTube Gaming, and the Microsoft-owned Mixer, but there’s been talk
about streaming services such as NetflixNFLX, +2.78% getting into streaming eSports too.
Live eSports events are now pulling in larger and larger amounts of
marketing and sponsorship budgets, as brands jump at the opportunity to
showcase their brand at events such as Enthusiast Gaming‘s(EGLX) (otcqb:EGHIF) Enthusiast Gaming Live Expo (EGLX) pulling in over 55,000 attendees in 2018, smashing its own records year after year as the largest gaming convention in Canada. Approximately 39% of the total US gaming demographic is in the 25-34 age range,
according to Gamescape, with 16% of 18+ viewers taking in an
above-average $50,000-per-year income. This hard-to-target market is why
the sponsorship and advertising funds in eSports continue to increase
annually.
It’s now the spectator sport of choice among the youngest
generation-which is why well-known sports industry giants are also
throwing their hats in the live eSports ring. In 2017, Robert Kraft of
the New England Patriots and two of his fellow sports owners, the New
York Mets’ Jeff Wilpon and LA Rams’ Stan Kroenke, all invested tens of
millions into their own franchises within Activision-Blizzard‘sATVI, +2.74% Overwatch eSports league. Meanwhile, Tencent Holdings Ltd. (otcpk:TCEHY), which has plans to create a $14.6 billion
eSports industry in China, already owns a 40% stake in Epic Games,
which publishes Fortnite, currently the world’s most popular game.
eSports: an iPhone-class industry disruptor
As shown by Enthusiast Gaming‘s(EGLX)
(otcqb:EGHIF) ascent, the growth of this industry has been absolutely
staggering. From a small Sunday gathering of 120 gamers, EGLX is now the
largest gaming convention in Canada. The live EGLX event also helps to
fuel the growth of Enthusiast Gaming‘s(EGLX) (otcqb:EGHIF) online network, lending it authenticity within the wider gaming community.
eSports is on the cusp of revolutionizing the gaming industry. ESPN
has signed deals to broadcast hours of gaming on its main channel and
affiliates. 2024 Olympics organizers are now in talks to include eSports as a “demonstration sport” at the Games in Paris. According to Newzoo, eSports is the “biggest disruption to hit the industry since the launch of the iPhone in 2007.”
Meanwhile, Enthusiast Gaming‘s(EGLX)
(otcqb:EGHIF) continues to add to its online portfolio at a rapid pace,
having recently announced an exclusive partnership with Blue Ant Media
to represent all the United States online traffic of the 900-channel
Omnia Media network, the No. 1 network for global gaming in terms of
viewership. With such a diversified network, the company can now better
cater to a fast-growing gaming segment, which allows advertisers to
better target their gaming audience. A current comScore rank of No. 5
in gaming traffic and climbing puts them just behind corporate-owned
sites such as Twitch, IGN, GameSpot and Curse. In its latest third
quarter results, the company posted eye-watering YoY revenue growth of 625% year to date, with plenty of room for growth.
The communities within Enthusiast Gaming‘s
networks are the birthplace of eSports and will continue to have the
finger on the pulse of which new games will skyrocket in popularity.
Companies such as Enthusiast are well placed to secure opportunities and
position themselves to dominate the video game and eSports industry far
into the future.
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Tags: egaming, tsx Posted in All Recent Posts, Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca – Major Streaming Companies Threatened by #Fortnite as Gaming Communities Capitalize on #Esports Explosion $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 9:26 AM on Wednesday, January 23rd, 2019
Entered into two agreements, one with Omnia Media Inc. to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media
Omnia is a leading global gaming YouTube platform which creates, manages and operates a multi-channel YouTube network that distributes premium, original content.
With over 50 million monthly visitors 1, 400 million subscribers across 900 channels, Omnia’s network is one of the most highly visited destinations on YouTube for video game related content
TORONTO, Jan. 23, 2019 – Enthusiast Gaming Holdings Inc. (TSXV: EGLX) (OTCQB: EGHIF)  (“Enthusiast†or the “Companyâ€), a digital media company building the largest community of authentic gamers, is excited to announce that it has entered into two agreements, one with Omnia Media Inc. (“Omniaâ€) to exclusively represent all of Omnia’s online gaming traffic in the United States, and another with Blue Ant Media (“Blue Antâ€) pursuant to which Blue Ant will act as an exclusive advertising sales agent of Enthusiast in Canada. Omnia is a wholly owned subsidiary of Blue Ant.
Omnia is a leading global gaming YouTube platform which creates,
manages and operates a multi-channel YouTube network that distributes
premium, original content. With over 50 million monthly visitors1, 400
million subscribers across 900 channels, Omnia’s network is one of the
most highly visited destinations on YouTube for video game related
content. Under the representation agreement with Omnia, Enthusiast will
act as Omnia’s exclusive United States sales agent for the sale of the
advertising inventory across Omnia’s gaming media platform.
Omnia’s content platform that includes recently launched ‘Sidemen
Show’ on YouTube Premium and animated series ‘The Squad’ a highly viewed
Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s portfolio
of content can also be found across Facebook, Amazon, Twitch, Roku, and
a number of linear channels worldwide.
Enthusiast anticipates that the arrangement will grow its community,
while diversifying the platform to include a large library of video
content. The partnership is also an important step in Enthusiast’s
long-term expansion strategy across North America and allows the company
to focus on monetizing its growing US traffic base.
Menashe Kestenbaum, CEO of Enthusiast, commented, “We
are excited to partner with Blue Ant Media, a recognized international
digital media platform to represent its US advertising inventory. The
beneficial partnership adds Omnia Media, a leading YouTube video gaming
community to our platform and significantly increases our network’s
reach. We are committed to expanding our US presence and are focused on
developing our sales force to capitalize on our rapidly growing network.â€
Austin Long, VP, Gaming Partnerships & Strategy of Omnia, added, “We will greatly benefit from
Enthusiast’s sales experience in the media space, which will have a
positive impact against our global inventory. We are hopeful that
further synergies will come from our partnership between Omnia’s talent
and content generation and Enthusiast’s website portfolio and live expo,
EGLX. We look forward to partnering with the Enthusiast team.â€
Enthusiast has entered into a second representation agreement to
engage Blue Ant as the Company’s exclusive sales agent for the sale of
Enthusiast’s Canadian consumer marketing opportunities, including
digital inventory, consumer show sponsorships, content creation and
experiential activations.
Kestenbaum continued, “Being backed by Blue
Ant’s strong Canadian presence and talented sales force will help us
drive advertising revenue across our Canadian digital inventory.
Engaging Blue Ant is one part of our strategy to build out a strong,
multileveled sales force in North America. We look forward to working
with Blue Ant and the Omnia team moving forward.â€
1 (Source: Google Ad manager, January 2019)
About Omnia
With over 400 million subscribers across 900 channels, Omnia has an
impressive content slate including the recently launched ‘Sidemen Show’
on YouTube Premium and animated series ‘The Squad’ which is a highly
viewed Fortnite-inspired cartoon series on YouTube/Snapchat. Omnia’s
portfolio of content can also be found across Facebook, Amazon, Twitch,
Roku, and a number of linear channels globally. Visit www.omniamedia.com for more information.
About Blue Ant
Blue Ant Media is a privately held, international media company that
creates and distributes content worldwide across streaming video, linear
television, digital, magazines and live events. The company’s
broadcasting business offers a robust portfolio of Canadian and New
Zealand-based media brands. Content distribution, lead Blue Ant
International, offers a catalogue of 2,200+ hours of premium, unscripted
content worldwide, which includes the largest 4K natural history
library on the market. Blue Ant Media is headquartered in Toronto
(Canada), with offices located in Los Angeles (US), London (UK), and
Auckland (NZ). blueantmedia.ca
About Enthusiast
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca) with 55,000 attendees 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.
Tags: esports, Fortnite, LOL Posted in All Recent Posts, Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca Announces Exclusive Partnership With Omnia Media And Its 900 Channel Youtube Network And 50+ Million Monthly Visitors $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 7:10 AM on Wednesday, January 23rd, 2019
Company’s common shares will commence trading today on the OTCQB Venture Market under the symbol “EGHIFâ€.
The Law Firm of Burns Figa & Will PC acted as the Company’s sponsor. Enthusiast’s common shares continue to trade on the TSX Venture Exchange under the symbol “EGLX”.
TORONTO, Jan. 23, 2019 – Enthusiast Gaming Holdings Inc. (“Enthusiast†or the “Companyâ€) (TSXV: EGLX) (OTCQB: EGHIF), a digital media company building the largest community of authentic gamers, is pleased to announce that the Company’s common shares will commence trading today on the OTCQB Venture Market (“OTCQBâ€), under the symbol “EGHIFâ€. The Law Firm of Burns Figa & Will PC acted as the Company’s sponsor. Enthusiast’s common shares continue to trade on the TSX Venture Exchange under the symbol “EGLX”.
“Listing on the OTCQB Venture will enhance our liquidity by giving us access to the US investor capital pool.†Commented Menashe Kestenbaum, CEO of Enthusiast. “Currently,
over half of our network traffic is generated from the US and many of
our key partners and affiliates are US based, therefore, listing on the
OTCQB is an exciting next step in our long-term expansion strategy.â€
The OTCQB is a well-established American financial marketplace for
international entrepreneurial and development stage companies. The
market offers listed companies the opportunity to diversify their
shareholder base with increased liquidity and brand visibility, while
maintaining a high level of transparent trading, annual verification and
continuous regulation for US investors.
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, (https://eglx.ca/), with over 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com.
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.
Tags: LOL, otcqb, tsx Posted in Enthusiast Gaming Holdings Inc. | Comments Off on Enthusiast Gaming $EGLX.ca Starts Trading on the OTCQB as Part of North American Expansion Plan $ATVI $TTWO $GAME $EPY.ca $TCEHF
Posted by AGORACOM-JC
at 9:36 AM on Monday, January 21st, 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 has year to date revenue of $7.4 million representing a 625%
increase over the same period in 2017.
EGLX: TSX-V ———————————-
Esports Disrupt How Brands and Events Engage With Their Communities
How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online.
The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large. Â
Andrew Sheivachman, Skift Â
How organizations and events build communities is shifting with new digital networks and the evolution of how people interact online. The culture and growth of esports represents a window into how these changes will affect associations, businesses, and the event sector at large. Â
No matter how boring and trite you may find the concept of esports
competition and culture, the hobby is on the forefront of a major shift
in the habits of how we consume media and interact in online
communities.
The event industry needs to adapt to the reality of how a new
generation of attendees demand engagement through a variety of online
platforms.
Fortnite, a video game wherein cartoon characters blast each other
with weapons and dance around, captured the imagination and dollars of
the world in 2018. For the extremely online millennial and Gen Z
generations, the game’s free online battle royal mode represents
something more than just a colorful time-waster. Since everyone is
online all the time, the game acts as a platform for engagement on multiple levels.
Interested in more stories like this? Subscribe to Skift’s Meetings Innovation Report to stay up-to-date on the future of business events.
Friends play and chat over the internet with each other each night,
earn almost random rewards that incentivize them to keep playing,
closely track the news regarding updates and exploits on websites and
message boards. They do this while watching tournaments and streams
populated by players who routinely dedicate 10 hours a day to mastery of
the game’s competitive systems. Kids may be dancing the stupid dances
from the game, but plenty of adults have embraced this style of
engagement with Fortnite as a platform.
It’s no surprise that the multifaceted elements of the online gaming
ecosystem are starting to bleed into the world of big business; Fortnite
publisher Epic Games
routinely holds online tournaments with a million dollar prize, and
fans flock to real-life stadium events featuring the best in the world
at other games.
As Skift has reflected consistently over the years, shifts in the
behavior of travelers and consumers begin in their personal lives; their
expectations shift as their habits do, leaving organizations to often
play catch up as old paradigms become ineffective.
Building Community
Social networking has undergone a reckoning as of late.
Facebook has become a cesspool of racism and misleading clickbait,
while LinkedIn is rapidly becoming Facebook for people who wear suits.
Twitter is chaotic and dense, making it hard to identify and join
communities. Instagram is style over substance, rewarding a motif that
everyone is trying to ape for increased engagement at the cost of true
value to users.
As the battle over online privacy has heated up, new players have slowly entered the social networking arena.
Slack, a messaging app for the workplace, has picked up casual social
users for communities based on certain topics while Discord, an online
voice and text chat service, has slowly risen to prominence as a
successor to old-school IRC (Internet Real Chat) of yore. As Instagram
expands the ability of organizations to sell tickets to events, also
expect the platform to introduce group and community interaction
capabilities and management tools for organizers.
The truth is that the explosion in online communities spurred by
esports has serious ramifications for the traditional events sector,
particularly business events and conventions. Keeping association
members engaged and educated is a complex issue, particularly in the
always-on digital world. How do you keep members engaged and satisfied
in a world defined by digital distraction?
Engagement is going to be limited even if you offer an app for your
association, group, or event; people want to be reached where they spend
most of their time, which will increasingly be in apps like Slack that
provide the ability for hundreds of contributors to chat, send files,
and more. The conversation is persistent and doesn’t disappear after an
event ends. Chatting with organizers and direct messaging between
attendees has been common for event apps for a few years, but lacks the
ability to facilitate communication, education, and bonding over the
full event lifecycle.
Dedicated message boards or LinkedIn or Facebook groups lack the
immediacy of live chat, particularly for those looking for timely
information or advice. Why wait until your chapter meeting to pose a
question? There is no replacement for real-life meetings and the
face-to-face connections they create, but digital platforms can help
enhance the overall event experience the rest of the time.
So often, organizers encourage attendees to post on Twitter or
Facebook from an event. Sure, it looks good for the organization’s
marketers that people are tweeting, but does it provide any lasting
value to attendees or the organization’s health?
Building an engaged community is more valuable than things like
Twitter chat or webinars, even if it can’t be seen by the outside world
as a visible marketing success. In particular, it offers increased value
to those who may not be able to attend a real-life event for whatever
reason, and those new to a group or sector who may lack the connections
to feel comfortable at an event.
Live chat that persists beyond the timeline of a physical event is
more valuable, a living and searchable testament to the strength and
power of an association or community. With digital communication and
content more effectively threaded throughout a physical experience, so
too will the overall event experience become more cohesive and powerful
for attendees. If stronger digital personalization really ever comes to
meetings, digital platforms will be intermediating the experience
anyway.
This will help thread the offline event experience with a persistent,
always-on digital community that younger professionals operate within.
It’s not enough to be relevant once or four times a year; groups need to
provide constant value and brain food to members, wherever they are.
Posted by AGORACOM-JC
at 2:28 PM on Friday, January 18th, 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 has year to date revenue of $7.4 million representing a 625% increase over the same period in 2017.
EGLX: TSX-V
———————-
This week in esports: Shell, Puma, Mercedes-Benz, Panini
This week in esports has proven that the industry still has pulling power when it comes to bringing in major non-endemic companies.
Energy company Shell, athletic brand Puma, and collectibles company Panini have all entered esports in the last few days!
By: Adam Fitch
This week
in esports has proven that the industry still has pulling power when it
comes to bringing in major non-endemic companies. Energy company Shell,
athletic brand Puma, and collectibles company Panini have all entered
esports in the last few days!
We have a
twice-weekly newsletter that informs you of every significant happening
in the business and industry side of esports, feel free to subscribe here.
LEC enters partnership with energy company Shell
Riot Games has brought in energy giant Shell as a partner of its newly-franchised European competition, LEC.
Shell
will power the Baron Power Play segment of the LEC broadcast and it will
offer XP incentives for German fans. The British-Dutch oil and gas
company will also act as the main partner of the 2019 DACH Premier Tour.
North
American organisation Cloud9 has partnered with Puma, marking the German
athletic apparel company’s first venture into esports.
The deal
specifically involves Cloud9’s LCS team and is expected to last the
duration of the Spring Split. Puma will provide trousers and trainers on
match days, as well as occupying a spot on the team’s jersey.
Mercedes-Benz and FC Köln purchase stake in SK Gaming
ESforce has agreed to sell 67% of its stake in German organisation SK Gaming to FC Köln and Daimler AG (Mercedes-Benz).
Mercedes-Benz
will appear on the front of the organisation’s jersey, while the German
football club will have its #effzeh branding located on the sleeves.
Panini enters esports through compLexity Gaming partnership
Sticker
and trading card company Panini has entered esports through a
partnership with North American organisation compLexity Gaming.
The
one-year deal is partially seen as compLexity helping Panini enter
esports in an efficient and natural way – it’ll also result in trading
cards and posters being made for the organisation.
Posted by AGORACOM-JC
at 5:42 PM on Sunday, January 13th, 2019
It is undeniable. It is here and we haven’t seen anything yet.
The world of online gaming and esports is no longer the domain of basement dwellers – and it hasn’t been in years – but mainstream finance people are only now coming to that realization.
Posted by AGORACOM-JC
at 1:42 PM on Monday, January 7th, 2019
Scheduled a conference call at 3pm EST on January 7, 2019 to discuss the acquisition of The Sims Resource
TORONTO, Jan. 07, 2019 — Enthusiast Gaming Holdings Inc. (“Enthusiast†or the “Companyâ€) (TSXV: EGLX), announces that the Company has scheduled a conference call at 3pm EST on January 7, 2019 to discuss the acquisition of The Sims Resource (“TSRâ€) previously announced this morning (see release here). Individuals will have the opportunity to participate in a Q&A session with senior management of Enthusiast regarding the acquisition. Conference call details are as follows:
Enthusiast Gaming Conference Call
Date of call: 01/07/2019 Time of call: 3:00 PM Eastern Time
US/CANADA Participant Toll-Free Dial-In Number:
(866) 691-5896
US/CANADA Participant International Dial-In Number:
(409) 216-0841
Conference ID:
5661438
Enthusiast also announces that it has engaged Native Ads Inc. (“Native Adsâ€) to provide and manage a comprehensive digital media marketing campaign for the Company.
The Company has entered into an eight (8) week programmatic digital
advertising campaign for a total cost of C$150,000. The campaign
includes, but is not limited to: content creation, web development,
media buying and distribution, advertising development, and campaign
reporting and optimization. A budget of C$112,500 from this payment will
be allocated for digital advertising, paid distribution, and media
buying and C$37,500 will be allocated for consulting, managed services
and management fees over the campaign period. Neither Native Ads nor any
of its directors and officers own any securities of the Company.
About Native Ads
Native Ads is a full service ad agency, that owns and operates a
proprietary ad exchange with over 80 integrated SSPs (supply side
platforms) resulting in access to 3-7 billion daily North American ad
impressions.
About Enthusiast
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.
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.
Posted by AGORACOM-JC
at 12:07 PM on Monday, January 7th, 2019
Transformative acquisition to add approximately 35% to Enthusiast’s rapidly growing revenue base
Company to acquire 100% of the assets of The Sims Resource from Generatorhallen AB and IBIBI HB on an arm’s length basis for US$18 million in cash and US$2 million in stock for an aggregate purchase price of US$20 million
TSR generated C$7 million in revenue and C$5.25 million in Adjusted EBITDA2 Â and approximately C$4.5 million in net income
world’s largest female video gaming content and community destination online.
Sims™ franchise has sold nearly 200 million copies worldwide and is widely considered one of the best-selling video games series of all time.
TORONTO, Jan. 07, 2019 — Enthusiast Gaming Holdings Inc. (“Enthusiast†or the “Companyâ€) (TSXV: EGLX), is pleased to announce that it has, through a wholly-owned subsidiary, signed a definitive agreement on January 3, 2019 (the “Agreement“) for the Company to acquire 100% of the assets of The Sims Resource (“TSRâ€) from Generatorhallen AB and IBIBI HB (the “Vendorsâ€) on an arm’s length basis for US$18 million in cash and US$2 million in stock for an aggregate purchase price of US$20 million (the “Purchase Price“).  Thirty percent (30%) of the Purchase Price is payable on closing and the balance payable by the first anniversary date of closing, subject to certain customary adjustments (the “Transaction“). Completion of the Transaction is subject to satisfaction of a number of customary conditions, including the approval of the TSX Venture Exchange and is expected to close prior to February 15, 2019.
THE SIMS RESOURCE
Established in 1999, TSR (www.thesimsresource.com)
has grown to become the world’s largest female video gaming content and
community destination online.1 The website offers custom content built
around the popular Sims™ video game franchise, which can be downloaded
by users to alter and/or expand gameplay. Published by Electronic Arts,
The Sims™ franchise has sold nearly 200 million copies worldwide and is
widely considered one of the best-selling video games series of all
time.
“The Sims Resource is one of the largest video game communities,
ranking in the top 5 independent sites in total views in the US, Canada
and the UK. It currently generates more than 10% of the total views of
Twitch.com, the largest video game website, which was acquired by Amazon
in 2014 for approximately US$1 billion,” said Menashe Kestenbaum, CEO of Enthusiast Gaming (Source: Comscore Media Metrix Multi-Platform/®, Games – Gaming Information, Total Views, November 2018, U.S., Canada, U.K.). “Further, with the rapidly growing female video game segment, TSR provides us with immediate reach into this valuable audience.â€
TSR is the largest female video gaming content site in the world
generating in excess of 2.5 billion page views per year (Google
Analytics);
Comscore’s Gaming Information category currently ranks TSR in the top 5 independent video game websites;
The site ranks #7 on Quantcast’s Top 25 websites with the highest
concentration of female audience in the United States, closely behind
Oprah.com and Bravotv.com (Quantcast, Top 25 websites with the most
female audience, 2017);
In 2018 TSR generated C$7 million in revenue and C$5.25 million in
Adjusted EBITDA2 and approximately C$4.5 million in net income
(CohnReznick LLP unaudited “Quality of Earnings†report prepared for
Enthusiast); and
Approximately 60% of revenue is derived from advertising with 40% received from monthly recurring subscribers.
“We see three key growth opportunities associated with this acquisition,†Kestenbaum continued. “Initially
we intend to drive significant organic growth in advertising revenue
via direct sales, an area of strategic importance to Enthusiast in
recent months. Further, we now have an opportunity to monetize with
advertisers seeking a large female video game audience. Finally, TSR’s
subscription model has the potential to add considerable revenue across
our entire portfolio.â€
TRANSACTION TERMS
As consideration for the acquired assets, Enthusiast will pay, at
closing, an initial amount of US$4 million in cash and US$2 million in
common shares in the capital of the Company valued at C$1.00 per share;
The Company will pay a deferred payment (the “Deferred Paymentâ€) of US$14 million on or before the first anniversary of closing;
Enthusiast will enter into a transition services agreement, pursuant
to which the Vendors will manage, operate and administer the acquired
assets and in particular the relationships with the TSR community for a
period of up to one year;
Until the Deferred Payment is made, the Company has agreed on a
profit-sharing split of 70% in favour of the Vendors, which decreases
proportionally if the Company elects to prepay a portion of the Deferred
Payment; and
Pursuant to the Transaction, the Company will acquire all of the
assets related to TSR, including, but not limited to, customer and
supplier lists, trade names, business goodwill, intellectual property,
software, the domain name, website content, social media accounts and
the Company will not assume any liabilities or obligations of the
Vendors outside of those normally assumed in relation to employment and
certain other contractual obligations.
The acquisition of TSR is the largest acquisition to date for
Enthusiast and follows the successful completion of seven strategic
acquisitions in 2018. The Company anticipates that it will need to
secure financing in order to meet the Deferred Payment. The Company
expects to continue to grow through a combination of organic growth and
acquisition utilizing its balance sheet as well as being opportunistic
with respect to additional equity and/or debt financing to execute on
its defined growth strategy.
About Enthusiast
Founded in 2014, Enthusiast is the fastest-growing online community
of video gamers. Through the Company’s unique acquisition strategy, it
has a platform of over 80 owned and affiliated websites and currently
reaches over 75 million monthly visitors with its unique and curated
content. Enthusiast also owns and operates Canada’s largest gaming expo,
Enthusiast Gaming Live Expo, EGLX, (www.eglx.ca). Over 30,000 people attended EGLX in October 2018. For more information on the Company, visit www.enthusiastgaming.com.
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.
____________________ 1 See Comscore Media Metrix Multi-Platform and Quantcast report referenced below.
2 Adjusted EBITDA as used by the Company means earnings before
interest and financing costs (net of interest income), income taxes,
depreciation and amortization, stock-based compensation, restructuring
and other non-recurring costs, and non-controlling interests. Adjusted
EBITDA is a non-IFRS measure. Enthusiast believes this non-IFRS
financial measure provides useful information to both management and
investors in measuring financial performance, the ability to fund future
working capital needs, to service outstanding debt, and to fund future
capital expenditures. This measure does not have a standard meaning
prescribed by IFRS and therefore may not be comparable to similarly
titled measurers presented by other publicly traded companies and should
not be construed as an alternative to other financial measures
determined in accordance with IFRS.